Cleric
Base Class: Cleric

As vassals for both an entity of light and one of darkness, Clerics of the Divergent Domains have capabilities that conflict but the synergy can create devastating effects. While the two deities need not be in direct conflict, they normally exist as a balance to the other and their devoted can often cause conflict with other clerics. The clerics of divergence do not shy from or fight against the darkness but embrace it's chaotic interactions with the light. These interactions allow clerics of this domain to increase their combat effectiveness, even altering the effect of healing spells to deal damage to others as well.

Strength of the Conflicted

When you choose this domain at 1st level, the weight of your inner struggle has given you proficiency with even the heaviest of armors.

Disciple of Divergence

Also starting at 1st level, your spells have a chance to do either radiant or necrotic damage. Whenever you roll for radiant or necrotic damage, odd numbers rolled are dealt as necrotic damage and even numbers rolled are dealt as radiant damage regardless of the spells initial damage. If you roll the same number on all damage dice you can choose either radiant or necrotic for the total damage. Additionally, if a target of your spells has immunity to radiant or necrotic damage, you treat the creature as if it had resistance to the damage instead of the immunity.

Channel Divinity: Manipulate Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured or damage the barely hurt.

As an action, you present your holy symbol and evoke erratic energy that can restore or remove a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them, choosing to heal or damage each target individually. This feature can restore a creature to no more than half of its hit point maximum and can only do damage up to no less than half their maximum. You can’t use this feature on an undead or a construct.

Cursed Healer

Beginning at 6th level, the healing spells you cast on allies can hurt others as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you deal necrotic damage equal to your spellcasting ability modifier + the spell’s level, targeting one creature within 5 feet of you.

Divide Strike

At 8th level, you gain the ability to infuse your weapon strikes with conflicting energies. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant/necrotic damage to the target, following the rules of your Disciple of Divergence trait. When you reach 14th level, the extra damage increases to 2d8.

Overcharged Healing

Starting at 17th level, when you restore HP with a spell, half of any healing above the targets maximum is added as temporary hit points up to half their total hit points. For example, using Heal on a character with 60/60 hp adds 30 temporary hit points, a character with 60/100 hp recovers 40 hit points and gains 15 temporary hit points.

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