Cleric
Base Class: Cleric

Some gods speak in thunder and demand their priests answer in kind, with raised symbols and ringing bells. Yours is not among them. Your god speaks in the pause between heartbeats, in the breath a room holds before hard news. You have learned to listen there, and to answer the same way.

Clerics of the Quiet Word hold that a holy symbol is a crutch and a prayer bead a distraction. The god heard the prayer before the lips moved. So you carry no symbol, ring no bell, and chant no liturgy. You pray with empty hands and a closed mouth, and the miracles come all the same.

Many among the order take a vow of silence, speaking aloud only the words their spells require. The vow is custom, not doctrine, and it is purely a roleplaying choice: it never restricts your spellcasting, and breaking it carries no penalty. The god does not count your words. It only asks that you mean them.

Domain Spells
1st level: command, sanctuary
3rd level: calm emotions, silence
5th level: dispel magic, sending
7th level: divination, private sanctum
9th level: commune, geas

Channel Divinity. You can use your Channel Divinity once. You regain expended uses when you finish a short or long rest. Starting at 6th level, you can use it twice between rests, and starting at 18th level, three times between rests. Both Still the Air and Unspoken Rebuke spend a use of your Channel Divinity.

Empty Hands

You need no holy symbol. When you cast a cleric spell, you can ignore its material components, provided they have no cost listed in the spell description and are not consumed by the spell. Your own body serves as the focus. Your hands need hold nothing.

This does not change the need for a free hand to perform somatic components.

Wordless Prayer. Your god hears the thought before the word. When you cast a cleric spell that has a verbal component and also has a somatic component or a material component (such as cure wounds or bless, but not healing word, which is verbal only), you can cast it without the verbal component, praying in perfect silence.

This lets you cast while gagged or inside magical silence. It does not hide your casting: your gestures and materials can still be seen.

If you pray wordlessly, you must still provide the spell's other components. You cannot use Empty Hands to ignore the material component of a spell you cast this way. Some part of the casting must remain to be seen.

You can pray this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Still the Air

As an action, you close your mouth and still the air around you. Each other creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or lose its voice for 1 minute.

A voiceless creature cannot speak, provide verbal components for spells, or speak command words to activate magic items. This does not muffle other sounds the creature makes, and it does not create an area of silence. It is not the silence spell, and creatures you did not choose are unaffected.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can end the effect on any affected creature at any time, no action required.

Until you reach 6th level in this class, you must concentrate on this effect as if concentrating on a spell. While you concentrate on this effect, you cannot concentrate on a spell. Once you reach 6th level in this class, it needs no concentration.

Stillness is the offering.

Unspoken Rebuke

You have learned to unmake spoken magic with a thought. When you see a creature within 30 feet of you casting a spell, you can use your reaction and expend one use of your Channel Divinity to interrupt the casting.

Make a Wisdom ability check. The DC equals 10 plus the spell's level. On a success, the spell fails and has no effect. If the spell was cast with a spell slot, that slot is expended.

Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

The Quiet Word

Once per long rest, as an action, you speak the Quiet Word itself: the single syllable your god has been saving since the world began. The Quiet Word makes no audible sound, and it works inside magical silence.

Each creature of your choice that you can see within 60 feet of you must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned for 1 minute. On a successful save, the creature loses its voice for 1 minute: it cannot speak, provide verbal components for spells, or speak command words to activate magic items.

A creature can repeat the saving throw at the end of each of its turns, ending the stunning or the voiceless effect on itself on a success.

In addition, you are immune to the deafened condition, you have resistance to thunder damage, and while you are conscious, no effect can take away your voice or stop you from speaking. Magical silence still swallows the sound of your voice, but it cannot take the voice itself. The god's own silence protects its own.

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