Cleric
Base Class: Cleric

Anomalous Domain clerics are those who are made to deal with and understand the anomalous things of the world. Things that don't even seem arcane but just naturally twisted.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Nature, Martial Weapons, and learn the Deep Speech language

Weird Understanding

Also starting at 1st level, your anomalous knowledge is unusual in effectiveness. When you go to research a creature and or other creature that is considered anomalous you can roll any ability needed to better understand it at advantage.

Channel Divinity: Anomalous Thrust

Starting at 2nd level, you can use your Channel Divinity to Thrust the power of Anomalies towards some creatures.

As an action, you present your holy symbol and evoke a uncomfortable energy to radiate to a 10 ft radius area that radiates from a point no more than 30ft away. All creatures within the area are shown and feel a presence of anomalous power. They must all make a Wisdom saving throw against your spell save, on failure they take 2d8 Psychic damage or half as much on a successful save.

The abilities' damage increases by 1d8 when you reach 7th level (2d8), 11th level (3d8), 16th level (4d8), and 20th level (5d8).

Anomalous Infection

Beginning at 6th level, you have a powerful connection with anomalous things. You know can understand what anomalous things are trying to convey/speak with you. Also when a creature hits you with an attack, you can expend a spell slot as a reaction to make the attack make a Wis saving throw against your spell save dc. On failure the target takes 1d12 Psychic damage, or half as much on a successful save.

When you expend a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st

Anomalous 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 1d6 Psychic damage to the target. When you reach 14th level, the extra damage increases to 2d6.

You can also when you make a weapon attack, you can make one weapon attack with your Bonus action.

Anomalous Structure

Starting at 17th level, you are now Anomalously powerful being, through your research and devotion to understanding the anomalous things you have gained the following benefits:

  • 30ft of Magical Darkvision
  • A climbing speed equal to your walking speed
  • Resistance to Necrotic, Radiant, and Poison damage

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