Cleric
Base Class: Cleric

Most Clerics of Ishtar are usually outcasts of some kind. Be they criminals, prostitutes, or other kinds of pariah, they serve with the hope that Ishtar will protect them and provide justice and balance to their calamitous lives. They serve the church fervently, no matter what occupation they come from.

They are the advocates of justice for the common people, and the first to support a rebellion against oppressive rulers. Where the people are oppressed, they are there to usurp tyrants, and they stay in the aftermath to rebuild communities in the ways of justice, equality, and liberty for all.

Finally, their focus is also on motherhood, since the future is contained in children. A Cleric of Ishtar will not hesitate to help a mother in need. They are invariably experienced midwives.

Domain Spells

You gain domain spells at the cleric levels listed in the Natural Law Domain Spells table.

Natural Law Domain Spells
Cleric Level Spells
1st comprehend languages, sanctuary
3rd detect thoughts, hold person
5th tongues, haste
7th freedom of movement, stoneskin
9th dominate person, wall of force

Natural Diplomat

The Clerics of Ishtar are renowned for their fair handling of civic duties.  You are proficient in Persuasion and double your proficiency bonus on all Persuasion Rolls. 

Channel Divinity: The Sun is My Soul

Ishtar is a bringer of the light.  She is one who chases away the shadows, expelling them from our world. 

Starting at 2nd level, you may use your Channel Divinity to conjure a six-inch globe of sunlight for one hour.  The globe does not require your concentration to maintain, and it can move with you up to a speed of 60ft.  The globe is treated as sunlight for all purposes.  It will illuminate an area in a 30 ft. radius, and should any undead of fiends enter the area of illumination, the globe may discharge a blast of radiant damage dealing 1d8 plus your wisdom modifier in damage to all undead or fiends.  After this blast, the globe disappears.  

 

Told in the Tablet

Once per turn, beginning at 6th level, you may use your reaction to subtract your Wisdom modifier from an enemy's attack roll, or add the same bonus to an ally's saving throw roll.  This may be done after you are aware of success or failure and can undo the effects of the roll in question.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Retribution

At 17th level, you are able to immediately rebuke an enemy's attack, giving them damage in turn.  Once per day, using your reaction, you may reflect an enemy's melee attack or spell attack damage right back at them.  The enemy must be within 30ft. and make a Constitution saving throw versus your spell save DC, or else they will receive radiant damage equal to what they had just dealt to you.  If successful, you are healed for the same amount.  

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