Cleric
Base Class: Cleric

Toyed with by beings other than gods and demons your powers were not asked for. Cursed to remain a child and untrusted by both divine and infernal beings, The Aeons see you as an interesting plaything rather than a follower. Will you allow yourself to be toyed with, or will you fight against this fate with the powers bestowed upon you.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Bonus Proficiencies

At level 1 you gain proficiency with 1 weapon of choice, heavy armor, and 1 skill or tool proficiency.

Oracle Curses

Two curses placed upon you , that came into effect upon your 14th birthday.
 
Child - You became an oracle early in life, and your body has remained that of a child unable to age.
  You have disadvantage on all Strength checks except saves, and gain expertise Stealth checks. Your age cannot be magically altered. NPCs may become friendly or unfriendly ( GM’s choice) depending on your behavior and the situation. Non-magical armor must be tailor-made for your, otherwise it gives disadvantage to dexterity checks while worn, if it can even be worn at all.

Unchained-  Some force has severed you from the normal realms of morality and ethics. Freedom can be a burden, and angels and devils alike mistrust you.

  You have no aura for spells that detect alignment, such as detect evil. You suffer a disadvantage on Charisma-based skills against outsiders with an alignment subtype. Casting a spell on you that gives you an illusory alignment aura requires a Concentration check with a DC of 10 +double the spells level or the spell fails.  You have no alignment.  Attempts to detect your alignment don’t return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you.



Domain spells

1st level - Expeditious retreat, cure wounds
3rd level - Hold person, Lesser restoration
5th level - Revivify, haste
7th level - Banishment, Deathward
9th level - Mass cure wounds, Modify memory 

Aging Touch

Your touch ages living creatures and objects. As a spell attack action, you can deal 1d6 of necrotic damage per every two caster levels rounded down equal to your prof mod adding casting mod to damage for every two cleric levels you possess to living creatures. Against objects or constructs, you can deal 1d6 + 1 points of damage per cleric level.  You can use this ability a number of times equal to proficiency modifier. resets on a long rest.

Channel Divinity Energy Body

Energy Body - As an Action you can transform your body into pure life energy, resembling a golden-white Fire elemental,
In this form you gain the following traits

Damage Resistances   Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Darkvision 60 ft.

Flight speed of  half walking speed up until level 5 then full walk speed at 15th doubled walking speed
You gain 5 + 5 times cleric level temp HP if temp HP is reduced to 0 you regain normal form this lasts a number of rounds equal to your cleric level. when you are knocked out of this form you need to make a save v.s. your own spell save DC D20 + spellcasting Mod
You gain unarmored defense equal to Cha mod + dex mod + 10

You give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals damage, but at the same time the attacker takes 1d6 points of Radiant damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds equal to your oracle level. Refreshes on a long rest.

Restoring touch

Your touch rewinds time for living creatures and objects. As an action, you can restore 1d6 +1 hp  for every two cleric levels you possess to living creatures. You can restore objects as if you cast mending twice. You can use this ability a number of times equal to proficiency modifier. You must touch the object or person in question to use this ability, This ability can restore magic to a destroyed magic item on a successful DC check  based on rarity of the item.

Dc is equal to 10 + 3 per tier of magic item rarity  (example common magic items are a dc 13 check)
player rolls  prof + casting stat +d20 for this check

This ability resets on a long rest.

Life sense

You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. The range changes to 60 feet at 13th level.

Champion of the aeons.

Upon reaching 17th level, you become a perfect channel for life energy and adept at manipulating the flow of time around you. You become resistance to necrotic damage, poison you are immune to poison and disease, death attacks, and no longer become exhausted from leaving energy body and negate 1 level of exhaustion if you don't take a long rest.

Also time stop and true resurrection become  Domain spells for you.

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