Base Class: Cleric
This subclass was created by Jynxed_One and 5theditionhomebrew on tumblr.
When the time comes for a mortal to make the journey to the afterlife, they will be judged. Have they lived an honest life, were they a good person? Or were they guilty of unforgivable crimes, living a life of malice and evil? When the time came to have their soul weighted against their deeds, their sentence decided, it was Anubis who carried out the judgement. A good person would be guided by Anubis to live out a peaceful afterlife, while those who his scale did not favor would fall to a gruesome fate. Followers of Anubis are tasked with protecting life, and those who have used their life to help the well being of others. Undead, creatures of death, corruption, and destruction, they are to send those monsters to Anubis so that he may place judgement on their souls.
Domain Spells
You gain domain spells at the cleric levels listed in the Judgement Domain Spells table. See the Divine Domain class feature for how domain spells work.
Judgement Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | protection from good and evil, wrathful smite |
| 3rd | detect thoughts, zone of truth |
| 5th | fear, spirit guardians |
| 7th | aura of purity, locate creature |
| 9th | banishing smite, circle of power |
Reading the Scales
Beginning at 1st level, you can glance into the very essence of a creature that you can see. You may use a bonus action to veer into the soul of a creature, determining its alignment. Doing this causes a light chilling sensation over the target, like a cool breeze hitting their neck.
You can use this feature a number of times equal to your Wisdom modifier per long rest (a minimum of once). You regain all expended uses when you finish a long rest.
Medicinal Healer
At 1st level, you become proficient with the herbalism kit. Your proficiency bonus is doubled for any ability check you make using the herbalism kit.
Channel Divinity: Supreme Judgement
Starting at 2nd level, you can use your Channel Divinity to place judgement on a creature.
As an action, you may present your holy symbol and peer into the heart of a creature standing up to 30 feet from you. If you deem the creature good and pure, you may heal them 2d10 + your cleric level.
To a creature you deem foul, corrupt, or otherwise impure, they must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. You heal by half the total radiant damage dealt by this ability. Additionally, each creature of your choice within 30 feet of you must succeed a Strength saving throw or be knocked prone by the might of your divine force.
Once you reach 11th level in this class, you may bolster the power of this ability by surrendering your hit dice. You may expend up to 2 of your hit dice in order to add those dice to the total damage or healing done by this ability.
Divine Vessel
Beginning at 6th level, you are always under the effect of the detect good and evil spell.
Channel Divinity: Transcendent Barrier
Starting at 8th level, you can use your Channel Divinity to manifest a great barrier to shield and protect your allies.
This barrier forms within a 15-foot radius around you. Any creatures of your choice in this area must succeed a Wisdom saving throw against your Cleric Save DC or be forced back to the edge of the barriers reach. You cannot move while maintaining the barrier, and your action each turn must be used to maintain it.
The barrier can withstand a great deal of punishment, but it can be broken. It has a damage threshold equal to half your cleric level (rounded down) + your Wisdom Modifier. Its hit points are determined by half your cleric level (rounded down) x your proficiency bonus.
A damage threshold is the minimum amount of damage that is needed to damage the target. For example, at 8th level, with a Wisdom modifier of +3, the barrier cannot be damaged by an attack that deals less than 7 damage (level/2 = 4 + Wisdom modifier +3 = 7)
Devour
At 17th level, as an action, you call upon aid from beyond the veil. You summon the gargantuan image of a spectral crocodile, the visage of the goddess Ammut, she who is handed the souls of those the scale does not favor. The mouth opens upon a single creature, engulfing it in its entirety.
Choose a creature you can see within 60 feet of you. This creature must make a Wisdom saving throw. The creature takes 2d10 + your cleric level psychic damage and becomes paralyzed on a failed saving throw, or half as much damage on a successful one and is not paralyzed. A creature who fails this saving throw is subjected to unimaginable mental strain, experiencing the sensation of death endlessly until the effect of this ability has concluded. During this time, they enter a trance-like state, unaware of anything going on in the world around them. This ability lasts for 1 minute, or until the target succeeds their saving throw against it. A creature can remake their saving throw at the end of each of their turns. Each time a target fails this saving throw, they take damage equal to your cleric level. Each time a creature takes damage from this ability, you can use your reaction to heal yourself or an ally within 60 feet of you by half the total damage taken. This ability can be used once per long rest.
Additionally, every creature within 60 feet of you when you use this ability (not counting the primary target) that can see you must succeed on a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
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