Base Class: Cleric
Followers of this mysterious mechanical deity are resolute in their belief.
They know for certain that eventually, they will be plucked up by it's powerful grasp, and spirited away to a new home.
Clerics of this domain are often (but not always) of the "Little Green Men" race. No matter which race they stem from however, they share a blind devotion to their God.
The Claw Chooses Who Will Go And Who Will Stay.
Starting when you choose this domain at 1st level, you can use your action to touch an unwilling creature to give it disadvantage on Dexterity Saving Throws. This blessing lasts for 1 hour or until you use this feature again.
"He has been chosen, he must go"
Channel Divinity: Strangers, From the Outside
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: I Have Been Chosen!
Starting at 6th level, you can use your Channel Divinity to hover.
As an action, you can use Channel Divinity to gain a Flying speed of 30ft for the next 3 Turns. You may only use this ability once per long rest.
"Farewell my friends, I go on to a better place"
Use The Wand Of Power!
At 8th level, you gain the ability to infuse your weapon strikes with radiant energy— a gift from your deity. 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.
You Have Saved Our Lives, We Are Eternally Grateful
At 17th level, when an enemy that is standing within 10ft of you is reduced to 0 hit points, by one of your allies, you empower them with the might of the claw. They gain the power of flight, and advantage on all actions they take until the end of their next turn.
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