Base Class: Cleric
your magic springs not from a powerful deity, but the combined strength of many mortals. your spellcasting focus is not always a holy symbol, but a symbol of your group. your church can be a cult that lends powers to one another, a group of worshipers of the same god, a bunch of little people you enslave to power your car, or even a group of hundreds of being who's thoughts are linked through a hive mind.
skills with people
when you chose this domain al level 1, you gain proficiency in 2 of your choice from persuasion, deception or intimidation
domain spells
you gain the following domain spells at the following levels
1- charm person, comprehend languages
3- phantasmal force, detect thoughts
5- life transference, motivational speech
7- charm monster, confusion
9- telepathic bond, skill empowerment
magic sharing
starting at 1st level, you may use an action to expend a spell slot to give another spellcaster an extra temporary spell slot of that level, as long as you both naturally have spell slots of that level.
alternatively, you may use a bonus to take a spell slot from another spellcaster, expending of them a spell slot, and giving you one of the same level. you chose the level of the spell slot, and if the target creature does not have any spell slots of that level, this fails. an unwilling creature can make a wisdom save against your spell save DC to resist this. an unconscious creature cannot make this saving throw.
you may use this feature once per long rest.
this feature cannot be used in an area of a dead magic zone or anti-magic feild, but cannot be affected by dispel magic or counterspell
Channel Divinity: Knowledge of the People
Starting at 2nd level, you can use your Channel Divinity to reach out to the combined minds of those under your church. you or an ally gain a language or proficiency of your choice for 1 hour, while under the effects of the proficiency, the effected gets an extra +1 to their proficiency bonus. At least one person within your church must reasonably have this skill or know this language fluently.
alternatively, you may ask the combined minds of your church a question. this can give you insight to a certain person or object, a mental map of a certain area for a limited time, or simply the answer to something you wish to know. your group may not know the answer, at which point they give you the most information they can.
lent power
Beginning at 6th level, when you cast any spell of 1st level or higher, you can cast it as if it were cast with a spell slot of: the spell slot used, plus half of your cleric level (rounded down), minus 1.
you may use this feature once per long rest.
heretic's power
At 8th level, you can channel the power of your church when you would otherwise channel a divine or demonic power. when you deal radiant or necrotic damage by any means, you can choose to swap out the damage type for another.
You can use this an amount if times being your cleric level halfed (rounded down) and you regain all uses on a long rest.
combined minds
Starting at 17th level, your connection with your church is so strong that you are permenantly connected mentally to your group. this allows you to use magic sharing and lent power twice per long rest and heretic's power increases the damage by 1d4. you also can ask the combined minds of your church any simple yes/no question and they will answer, if they can. if you dont have it already, this also gives you proficiency in all charisma skill checks.
Previous Versions
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