Cleric
Base Class: Cleric

Worshipping Gods of Duality, typically two opposing gods (with some exceptions such as Janus), is a task that only the most devout clerics can take up. In some cultures, only the emperor or the king is allowed to perform duality rites. Simultaneously appeasing the multifaceted gods is simply too important a task to entrust to anyone lesser. Dual gods claim domain over beginnings, ends, transitions, times, and doorways. Almost all of these deities can be followed by clerics of other domains. Clerics of a God of Duality preside over ceremonies celebrating the new year, births, funerals, times of war and peace, and crownings. When one of these clerics is near, change is known to be on the horizon.   

Duality Domain Spells

Gain these spells in addition to other spells. These spells are always prepared and do not count against your prepared spells. 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in martial weapons. 

Warded Gateway

At 1st level, you learn the spell Alarm. You can cast this spell on an entryway without using material components. It is treated as a Domain Spell for you. 

In addition to the typical effects of this spell, the creature entering the doorway (or other Alarmed areas) must make a CONSTITUTION saving throw against your spell save DC or be stunned for one round. 

Channel Divinity: Inversion of Faith

Starting at 2nd level, you can use your channel divinity to alter the nature of events around you. When any creature makes an attack roll, saving throw, or skill check, you can use your reaction to bestow advantage or disadvantage to the roll. This application supercedes any other advantages or disadvantages, including circumstances that would typically cancel out advantage or disadvantage.  

Foresight/Hindsight

Starting at 6th level, you gain a bonus to your initiative equal to your WISDOM modifier. Should you place last on the initiative order, you gain temporary hit points equal to your wisdom modifier that last until the next round. 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with two opposing forces. 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 (your choice) to the attack. 

When you reach 14th level, the extra damage reaches 2d8.  

Motion and Stillness

At 17th level, you are constantly under the effects of Freedom of Movement spell. As an action, you are able to transfer this ability to another creature for a number of rounds equal to your WISDOM modifier. Only one of you are under these effects at a time. Dispel Magic can remove this skill from you, to regain it you must spend 10 minutes performing rites to both of your deities. 

In addition, you learn the 9th level spell, Time Stop. It is treated as a Domain Spell for you. 

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