Cleric
Base Class: Cleric

Most clerics dedicate themselves to the service of a particular deity or divine power, gaining power through prayer and devotion. An Ur Priest is an individual who has learned instead to steal divine power from the gods. Such individuals often seek to pass themselves off as a normal cleric, typically one who serves a god of trickery or magic.

Ur-Priest Domain Spells

Cleric Level Spells
1st disguise self, protection from evil and good
3rd arcanist's magic aura, invisibility
5th dispel magic, nondetection
7th banishment, freedom of movement
9th dispel evil and good, mislead

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the disguise kit and the forgery kit.

Master of Deception

At 1st level, you gain proficiency in the Deception skill. Your proficiency bonus is doubled for any ability check you make using Deception. 

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Channel Divinity: Turn Outsiders

Starting at 2nd level, you can use your Channel Divinity to turn your stolen divine power against the servants of the gods.

As an action, you present your holy symbol, and one celestial or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Turn Outsiders feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Turn Outsiders table.

Turn Outsiders
CLERIC LEVEL BANISHES CREATURES OF CR …
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Siphon Spell Power

Starting at 6th level, you can use your stolen divine energy in ways that confound other spellcasters. As a bonus action, you can expend two spell slots of the same level to create a single spell slot of one level higher than the expended slots. You cannot create a spell slot of a level higher than you can cast.

Any spell slot you create with this feature vanishes when you finish a long rest.

Potent Spellcasting

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

Divine Spell Thief

At 17th level, you have truly mastered your ability to steal spells from the gods. You treat all cleric domain spells as cleric spells. These additional domain spells are not always prepared for you as they are for clerics of that domain, and must be prepared as normal for the day.

For example, you can prepare fireball because it is a Light domain spell, but it is not automatically prepared for you as it is for a Light domain cleric.

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