Cleric
Base Class: Cleric

Curses plague and corrupt the world and its people. Monsters and tyrants can be born of them, as well as their terror. Gods of the Cursed Domain are usually related to death, famine, disease, hubris, war, or corruption. Gods that like sowing misery and chaos, ones that are quick to anger and smiting, or ones that are born of curses themselves can all be associated with this domain. Followers of this domain can vary; scholars seeking forbidden knowledge, warriors seeking power, or fanatics that truly believe in the divinity of curses and hexes. In all cases, there must be a willingness to pursue powers that inflict the most terrible consequences. 

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Soul of the Sword

Also at 1st level, you can wield weapons like magic. When you attack with a weapon, you can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. In addition, instead of doing the weapon's normal damage type you may choose to deal either necrotic or radiant damage (your choice when you hit a creature with a weapon attack).

Channel Divinity: Focus of Ire

Starting at 2nd level, you can use your Channel Divinity to direct a powerful curse towards your enemies. As an action, you may target a creature you can see. Until the end of your next turn, you have advantage on all attack rolls against the target and the target has disadvantage on all attack rolls. 

Curse Bearer

At 6th level, you have become a master of using cursed items. Whenever you interact or attune to an item with the curse property, you may choose to ignore any or all of the features related to its curse.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Festering Ire

At 17th level, the infliction of your curse worsens. Whenever you use Focus of Ire, the targeted creature must make a Wisdom saving throw against your Cleric spell DC. On a success, the target only takes 3d10 points of radiant or necrotic damage (your choice when you use Focus of Ire). On a failure, the target takes the damage, and until the end of your next turn, the creature is considered paralyzed.

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