Cleric
Base Class: Cleric

Clerics of the order domain use the power granted to them by their god to maintain peace and balance. Strife domain clerics use their power to tear all of that down. Worshipping gods of chaos and suffering such as Bane, Hextor, The Traveler, and Loki, these clerics sow discord wherever they go. They carry with them a relic of power granted to them by their god. Those who hold it may gain a powerful boon or become consumed with chaos.

Domain Spells

your domain spells are as follows:

1st LVL: Bane, Chaos Bolt

3rd LVL: Crown of Madness, Suggestion

5th LVL: Bestow Curse, Counterspell

7th LVL: Confusion, Phantasmal Killer

9th LVL: Synaptic Static, Unruly Magic (see homebrew spell)

Contest of Champions

At 1st level, your god bestows upon you a relic of power to help you sow chaos. The relic takes the form of a mundane object that can fit in your hand, such as a golden apple, or a pocket watch. You may give the relic to a willing creature as a bonus action. A creature who holds the relic will gain a bonus to all damage rolls equal to your proficiency bonus. But the relic is also cursed. Only the creature who has dealt the most amount of damage in 1 turn while traveling with you can gain the benefit of the relic. If a creature has the relic, the damage it deals will never raise the high score. Any creature can gift the relic to another creature as a bonus action if they are within 5 feet of that creature. You can summon the relic as a bonus action, but you can only gain the relic's benefit if you have dealt the most damage. You may use the relic as a spellcasting focus.

Channel Divinity: Invoke Strife

Starting at 2nd level, you can use your Channel Divinity to sow strife among your enemies. As an action, you choose a point you can see within 30 feet of you. Creatures within a cube centered on the point you chose that is 20 feet on a side must make a Wisdom saving throw against your spell save dc or be driven mad with strife. A creature that fails their saving throw, must use their movement and action on their next turn to move towards and attack a creature of your choice. If there is no target you wish for them to attack, you can instead reduce their movement speed to 0 until the end of their next turn. This ability has no effect on constructs.

Erratic Behavior

At 6th level, you can use your magic to create clouds of chaos. As an action on your turn, you can summon a cloud of chaos in a 30-foot diameter sphere centered on you. You may move up to half your movement speed before summoning the cloud. This movement does not provoke opportunity attacks. While inside the cloud, you are invisible and have half cover. If you attack or cast a spell, you become visible until the start of your next turn. You may use this feature 3 times per long rest.

Potent Spellcasting

Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Relic of Discord

At 17th level, your god has empowered your relic, giving it the ability to be used as a weapon of chaos. As an action, while you have your relic, you can throw it forward in a 5-foot wide, 60-foot long line. The first creature in that line must make a Dexterity saving throw against your spell save dc. If it succeeds, then the relic misses it, and the next creature in the line must make the save. This continues until a creature fails their save, or there are no more creatures in the line. If that happens, the apple teleports back into your hand. If a creature fails their saving throw, they catch the relic, taking 5d10 psychic damage, and become consumed by its power. They must use half of their movement each turn to move in a random direction as determined by a d8. 1=north, 2=north-east, 3=east, 4=south-east, 5=south, 6=south-west, 7= west, and 8=north-west. They must also use their action on their turn to boast about how amazing they are. At the start of your next turn, the relic detonates, dealing 2d10 psychic damage to the creature holding it, and forcing each creature in a 30-foot diameter sphere to make a Dexterity saving throw against your spell save dc. A creature that fails it's saving throw suffers the same effect as it were to have caught the relic in the first place, but when it's relic detonates, it only damages the single creature, not an AoE. You may use this feature once per long rest. The relic returns to you after it detonates the first time.

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