Cleric
Base Class: Cleric

Clerics of the Bone Domain, are clerics tied to a powerful undead extraplanar entity: Oogdaroog, the Bone Collector. Oogdaroog resides in his demi-plane, the endless boneyard, while not being a true deity, he is still worshiped by the more intelligent undead and even mortals who seek to gain his favor. Unlike other entities that might share their power with mortals, Oogdaroog only shares this power with clerics and paladins, because they possess the two things he needs devotion and conviction. The clerics that serve Oogdaroog ensure he has worshipers, ensuring his power remains or even grows as well as finding new paladins to bestow his power to. These clerics serve as shepherds and leaders for undead communities. Their main objective is to convert as many undead or near-undead creatures to worship Oogdaroog. Oogdaroog may also give them a specific objective, like finding and resurrecting a powerful creature that can serve him, sharing his gift with a worthy mortal or spread his influence to a specific region. These clerics have total freedom as to how they go about spreading the worship of Oogdaroog and achieving his orders. Because Oogdaroog can't share his power with living creatures, he instead puts those willing to become his paladins in a state of constant flux between living and undead. While undead, their smell, taste, and touch are a bit muted, and they also stop aging. People who become Clerics of the Bone Domain are usually intelligent undead seeking purpose, people Oogdaroog saved so that they may serve him or fanatic cultist who wish nothing more than to serve him. 

Death's Embrace

At Lv. 1 you gain Death's Embrace: You attain a new state of being, you are both living and undead, existing in a state of flux between the two. As a living creature, you gain immunity to holy spells and 50% resistance to necrotic and poison damage. As an undead you gain immunity to necrotic and poison damage but take x2 damage from radiant damage, holy spells, and silver weapons, you suffer a -5 on any perception check that relies on taste, touch and smell, you also don't require air, food, water or sleep. To determine whether you are living or undead for a certain interaction or effect, roll a d6: On a roll of 1 or 6, you are treated as living and on a roll of 2,3,4 or 5 you are treated as undead.

Bone Domain

At lv 1 you gain Bone Domain: You can't regain HP except by using your "Draining Aura", "Essence Drain" or finishing a long rest. You gain several domain spells, but you can only cast 1 spell outside your domain per long rest. You can cast 1 additional spell outside your domain at lv 6, 11, 16 and 20.

CLERIC LEVEL SPELLS

1st

bile blast, grave grasp, rot

3rd

spinal stairway, acid arrow, ray of enfeeblement

5th

bone spikes, animate dead, revivify

7th


 9th

blight, bone storm, trail of bones


acid pit, raise dead, contagion

11th

create undead, calsification

Unhallowed Auras

At lv 1 you gain Unhallowed Auras: You gain the ability to activate an aura, channeling unholy energy. At lv 1 you gain "Draining Aura", at lv 7 you gain "Fear Aura" and at lv 13 you gain "Decaying Aura". As a standard action or a bonus action, if you are undead, you can activate 1 of your auras, you need to wait for 15min or 3 rounds between activating and deactivating the auras. When you have 1 aura activated you take x3 damage form radiant attacks, regardless if you are living or undead, x4 when you have 2 auras active and x5 when you have all 3 activated. All your auras have a range of 15 and at lv 18 the range is increased to 30.
Draining Aura: When you are undead, target 1 creature within your area of effect if it is living drain 1 HP per turn from it and regain an equal amount of HP, if it is undead it regains 1 HP per round. When you are living, target 1 creature within your area of effect if it is undead drain 1 HP per turn from it and regain an equal amount of HP, if it is living it regains 1 HP per round. At lv 10 the HP drained and restored becomes a 1d4, at lv 16 a 1d6 and at lv 20 2d6. At lv 5 you can target 2 creatures, at lv 15 3 creatures and at lv 20 apply the effect to all creatures within the range of the aura. You can change the target of the effect as a bonus action.
Fear Aura: Any creature hostile to you that starts its turn within 20 feet of you must make a WIS saving throw, with a DC equal to your WIS, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn.
Decaying Aura: When you deal bludgeoning damage to an enemy they take an additional 2d6 necrotic damage for 3 turns, as long as they remain in your aura's area of effect. If their HP falls bellow half do to this damage, they gain 2 lv of exhaustion.

Channel Divinity : Unhallowed Energy

At lv 2 you gain 2 option for Channel Divinity

Essence Drain: Target 1 creature you can see, within 30 ft of you, drain 1d4 HP from the target and regain half of that HP. As you progress in levels the power of the drain increases. If you kill a creature with this ability, you regain 1 use of your channel divinity. At lv 5 the drain is increased to 2d4, lv 9 2d6, lv 13 2d8, and at lv 17 3d8.

Turn Living: While you are undead the effects of your "Turn Undead" ability, affect living creatures instead of undead ones. Otherwise, the ability is the same.

Unhallowed Strike

At lv 6 you gain Unhallowed Strike: Channeling the power of Oogdaroog you can empower your next attack to be a devastating blow. When you hit a creature with a melee weapon attack that deals bludgeoning damage, you can deal an additional 1d4 * your cleric lv necrotic or acid damage. If you hit a creature that has disadvantage imposed on it you instead deal 1d6 * your cleric lv necrotic or acid damage. And if you hit a creature that is frightened you deal 1d8 * your cleric lv necrotic or acid damage. You can use this ability once per long rest. You gain 1 additional use at lv 12 and lv 18.

Bludgeoning Bereavement

At lv 6 you gain Bludgeoning Bereavement: Whenever you deal bludgeoning damage to a creature, you can impose 1 of these effects on it: blinded, frightened or halve its movement speed. This effect lasts for 2 rounds, while one of these effects is active you can't impose another one. At lv 13 when you deal bludgeoning damage to a frightened creature, impose disadvantage on 1 type of saving throw for 3 round, you can't impose more than 1 disadvantage on the same creature.

Death's Calling

At lv 6 you gain Death's Calling: Gaining a deeper understanding of the energies that put you into the state between life and undeath, you can choose what state to be in. As a standard action, you can choose whether to be living or undead, this effect lasts for 5 rounds or 15 min. You can use this ability a number of times equal to your WIS modifier (min 1) per day.

Cheat Death

At lv 8 you gain Cheat Death: Whenever you or a creature within 30ft of you die, you can expend all your spell slots (minimum 7) to revive it at half HP. At lv 16 the creature is raised at full HP. You can use this ability once per day.

Acid Blood

At lv 8 you gain Acid Blood: Your blood becomes putrid and corrosive. When an enemy hits you with a melee attack, it takes 1d8 acid damage, if the enemy's attack deals slashing damage is increased to 2d8. If a living creature takes damage from this ability it must make a CON saving throw or be poisoned for 3 rounds. At lv 15 the damage die is increased to a d12.

Undead Empathy

At lv 8 you gain Undead Empathy: All undead creatures can understand you and you can understand them. While you are undead, other undead creatures will avoid attacking you unless provoked. And when your "Destroy Undead" ability triggers, instead of destroying the undead they become charmed, following simple commands you give them this effect lasts for 24 hours. While you are undead your "Destroy Undead" ability effects living creatures instead of undead ones.

Oogdaroog's Blessing

At lv 17 you gain Oogdaroog's Blessing: You can bestow "Death's Embrace" on 1 dead humanoid creature that has died within the last few days(1-8 days). The creature can't have class levels in classes besides cleric or paladin and it also can't have multiclass levels, if it does the ability fails. If the creature doesn't have any class levels it is raised as it was before it died, the only exception being it now has the"Death's Embrace"  ability. If the creature was a cleric, you can raise them as a cleric of the Bone Domain, of an equivalent level to their original cleric level. If the dead creature was a paladin you can raise them as a paladin of the Oath of Bone, of an equivalent level to their original paladin level. You can use this ability once per week.

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