Cleric
Base Class: Cleric

The God of Change, The Knowing Whorl, The Smiling Eye, The Arcane Master, Azethoth, Tchar, The Raven Lord, Rainbow King. The God of Change is perhaps known by more names than any other. Their domain is the primal realm of change, of entropy and construction, of transmutation and growth. Wherever one thing becomes another, they are there. They are also Lord of Magic. Some theorize They are the source of all magic there is or was. One thing is known for certain, magic as a fundamentally transitive force lies squarely in Their domain. Those who bear Their mark gain the ability to see and directly manipulate the winds of magic, the weave, the very fabric of arcane energy. They blow across creation, a constantly shifting and scintillating rainbow of magical energy that ebbs and flows and swirls in eddies and drafts.

The purest and favored manifestation of Their power and influence is the ever-shifting and beautiful flame. It is common to see a Champion of Change burning with a flame of unusual colours, a flame that does not burn but freezes, or corrodes, or burns the mind or soul. A true Champion of Change is a terrifying opponent, capable of embodying a vast array of fighting styles and never truly out of options.

 

Copyright T.C. Harmeleon

Bonus Cantrips

You learn the Produce Flame and Control Flames cantrips and they do not count towards your cleric cantrips known. Additionally, the flames you produce or control using these cantrips change colour randomly.

Eldritch Rites

Starting at 1st level, you learn arcane secrets and esoteric techniques to enhance your own abilities. Whenever you finish a short or long rest you can choose either weapon damage or spell damage. Once per turn, when you deal damage of your chosen type you can increase that damage by an amount equal to your Wisdom modifier.

Additionally, your magic counts as both Arcane and Divine for any effects which consider that.

Channel Divinity: Baleful Winds

Starting at 2nd level, you can turn the winds of magic against your foes. As an action, choose a target within 30 feet to affect with a binding. The target must subtract 1d4 from any attack or damage rolls they make over the next minute. A creature suffering this effect can use an action to attempt an Intelligence saving throw to remove this effect.

You can use your reaction to end this effect early. If you do so, the creature under this effect must make an Intelligence saving throw or become Stunned until the start of it's next turn.

Arcane Winds

Starting at 6th level, your command of the arcane winds of magic increase the potency of your spells and when you commit great acts of spellcasting you can cause these winds to cling to you. Whenever you cast a spell with a spell slot that deals damage it deals additional damage equal to the spells level.

Additionally, whenever you have no spell slots of a level left your weapon attacks deal additional damage equal to the level of those slots. This effect stacks for multiple levels, up to a maximum of 5.

Divine Strike

Starting at 8th level, when you finish a long rest you can choose a damage type. Your weapon attacks deal an additional 1d8 of that damage type. When you reach level 14, this damage is increased to 2d8.
This effect appears as different colored flames coating your weapon.

Additionally, the damage done by your Produce Flame cantrip changes to match the damage type you choose for this ability.

Well of Power

Starting at 17th level, you are a near inexhaustible reservoir of magical power. When you kill an enemy with a melee weapon attack you can use a bonus action to regain any number of spell slots up to your Wisdom modifier.

You can use this ability once and regain that use on finishing a long rest.

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