Base Class: Cleric
You draw power from the Gibson. His name is Gibson.
Domain Spells
You gain domain spells at the cleric levels listed in the Gibson Domain Spells table. See the Divine Domain class feature for how domain spells work.
Gibson Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, protection from evil and good |
| 3rd | blindness/deafness, ray of enfeeblement |
| 5th | bestow curse, dispel magic |
| 7th | banishment, confusion |
| 9th | contagion, wall of force |
Heretics Are To Be Burnt In Holy Flames
At 1st level, you gain the ability to scare those who do not follow the rules of your religion. You become proficient in Intimidation.
In addition, you learn the burning hands spells, which doesn’t count against the number of cleric spells you know. You can cast it as a bonus action.
Forms of the Gibson
At 1st level, you gain the ability to let out the Gibson's magic in small bursts of power. Choose one of the following options.
Gothic Gibson - Choose 3 creatures within 30 ft of you. They must make a DC 14 Wisdom Saving Throw or be frightened until the end of your next turn.
Big G O D - A creature of your choice gains advantage on strength checks and saving throws for 10 minutes
The Emperor - Choose a creature within 10 ft of you. It must make a DC 15 Wisdom Saving Throw or become charmed for 1 hour. Any attempt to harm the charmed creature will end the effect early.
You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.
Big G O D
As a bonus action, a creature of your choice gains advantage on strength checks and saving throws for 10 minutes. That creature also deals double damage to objects and structures.
Gothic Gibson
As a bonus action, choose 3 creatures within 30 ft of you. They must make a DC 14 Wisdom Saving Throw or be frightened until the end of your next turn.
The Emperor
As a bonus action, choose a creature within 10 ft of you. It must make a DC 15 Wisdom Saving Throw or become charmed for 1 hour. Any attempt to harm the charmed creature will end the effect early.
Channel Divinity: Punish The Heretics
Starting at 2nd level, you can use your Channel Divinity to declare that they are a heretic.
As a bonus action, you can choose up to 3 creatures you can see within 30 feet of you, cursing them for 1 hour. Each cursed creature must subtract a d6 from their attack roll until the curse ends.
Brand of Heresy
At 6th level, you gain the ability to brand your heretics and inflict more punishment upon them. All heretics gain the following:
- Their speed is reduced by 15 ft
- They cannot take reactions
- Every time they fail an attack roll or saving throw they take 1d10 psychic damage
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Heretical Fate
Starting at 17th level, your mercy towards heretics are almost non-existent. Those who are marked as heretics stay heretics until you are unconscious or dead.
Previous Versions
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