Cleric
Base Class: Cleric

Clerics of the Qasim (pronounced "Tcha-sim") are rather the odd ones. They are more chosen than anything, or in fact, they come to stumble upon this very peculiar domain.

 

Qasim, from scriptures, is a tragic existence who saw its very sense of self broken beyond imagination. Amazingly or horribly, this being did not succumb nor lose its way, and began to see the world anew. A world seen through infinite perspectives, reflections in the countless facets of a broken mirror. Clerics of this domain are those who did break but somehow had the strength to see it through, they came out different, but wiser, and able to see the world under myriads of different lights.

 

The word "Qasim" is rather intriguing too, as it is both the name of the order and its deity, but also the title all its clerics can bear without discrimination.

Able of uncanny insights, those who follow this domain display awe-inspiring adaptability. Be it in social, scholarly, or even dire situations, those who can call themselves Qasim can face such straits in a manner very few can. Many people attribute this peculiarity to the Qasim's "lack of self", although said lack of self is in fact more of a catalyst to apprehending the world from countless of mindsets. Their domain is of the mind's,  and their terrain is but mutability.

[Choosing this domain requires a majorly Neutral and pragmatic approach to the world as those part of it believe in balance, and shun malevolence]

It is said that clerics of this order are rather.. aloof, and not without reason; as they look at the world from different perspectives, they end up being sorts of "in-betweens". Beings that tread on the edge of planes themselves, walking on the strands of the mind, a path those of the material planes rarely ever get to fathom.

Available spells in regards to Cleric level:

Level 1: [Bane] , [Dissonant Whispers]

Level 3: [Mind Spike] , [Hold Person]

Level 5: [Blink] , [Enemies Abound]

Level 7: [Banishment] , [Phantasmal Killer]

Level 9: [Reincarnate] , [Synaptic Static]

 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in two skills from this list: Perception, Insight, Investigation,  Survival, or Animal Handling

Qasim

Also starting at 1st level, you know the Encode Thoughts cantrip if you don't already know it, this cantrip is a common means used by the Qasim as to leave messages and communicate, but a peculiarity of it is that it persists indefinitely in time if not released. Somehow though, it degrades and loses potency as decades and centuries go by. Also, more than one strand from the same Qasim can exist simultaneously.

You can additionally learn two more cantrips from any class' spell list. Wisdom is you spellcasting ability for them, and they do not count against the number of cantrips you know.

Channel Divinity: From a Thousand Sights, Infinite Outcomes

Starting at 2nd level, your Channel Divinity ability allows you to gain advantage on a saving throw of your choice as a reaction.

Mind Meld

Starting at 6th level, when you or a creature within 30 feet of you takes psychic, radiant, or necrotic damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Additionally, you can now expend a use of your Channel Divinity in order to allow an ally to re-roll a failed saving throw.

Divine Strike -- Mind Shard

At 8th level, you gain the ability to infuse your weapon strikes and your spells with divine energy. Once on each of your turns when you hit a creature with a weapon attack or with a spell, you can cause the attack to deal additional psychic damage equal to your Wisdom modifier to the target.

Mind Shard does not apply to cantrips.

Mind of the Qasim, The Broken Mirror

At 17th level, you can now plunge your enemies in an alternate dimension, one that is within your mind itself. "The Broken Mirror".

You take a creature of your choice to an alternate dimension, effectively removing the both of you from the battlefield. In this space only the creature and you are present and you can try to keep it there a number of rounds up to your Wisdom modifier (minimum of one). A creature may try to "wrestle free" at the end of each of its turns in a contested Wisdom throw.

The Broken Mirror allows you to do certain things, most notably try to "drown" or overload the mind of the creature with your own, to do so, all of your attacks are now Saving throws where the creature must succeed on a Wisdom or Charisma saving throw (your choice) or be afflicted by a "shard" that will take on different effects listed below once it is back in the material plane;

Psychic Bomb: You inflict 3d3+3 psychic damage to the enemy for each shard it is afflicted by.

Weakening: The enemy has disadvantage to all its rolls for a number of rounds equal to the number of shards it is afflicted by.

Vulnerability: The enemy's AC is reduced by a point for each shard it is afflicted by.

 

You must finish a long rest before using this ability again.

Previous Versions

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