Cleric
Base Class: Cleric

A subclass created for a specific Sci-Fi and Fantasy Setting

Bonus Cantrip

When you choose this domain at 1st level, you gain the cantrip "Resistance" and for you it can be cast as a bonus action. this does not count against the number of cantrips known.

Embrace the Void

Also starting at 1st level, you acquire a connection to the vast emptiness of the universe. whenever you or a creature within 10 feet of you takes damage, excluding bludgeoning, piercing, and slashing, you may use your reaction to give the target resistance to one type of incoming damage until the start of your next turn. you can use this feature a number of times equal to your wisdom modifier (minimum of 1) and all uses are returned after completing a long rest.

Channel Divinity: Vacuum Veil

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you can use Channel Divinity and present your holy symbol to grant creatures within 60 ft of you, including yourself, a number of temporary hit points equal to ten times your cleric level, divided up however you choose. The temporary health disappears in one hour or and cannot be healed by any means.

Channel Divinity: Void Call

Your understanding of the negative space occupying reality grants you more versatility. As an action, you designate a point within 15 ft. When you create the spaces, choose one of the following:

  • Obscure: any ally within 5ft. of the object has Advantage on Dexterity Saving throws and attacks made against allies in range are made at Disadvantage
  • Bind: when the object appears, all creatures within 15 ft. must make a CON Save against your Cleric Spell Save DC or be pulled 5ft closer to the object. if a creature would be pulled into space it is instead restrained on an unoccupied space next to the object. if a creature starts its turn within 15ft. it must repeat its saving throw or be pulled closer. Regardless of if it saves or not, the affected area becomes difficult terrain.
  • Shadow: the object creates a field of magical darkness, 40 ft. radius, that can only be seen through by you, this overturns effects that allow vision through darkness such as Devil's Sight.

All effects last for one minute or until you end them, no action required.

Divine 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 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Squelching Shadow

You learn to channel the void into your being and how to use it to counter others abilities. When you reach 17th level, you gain the ability to cast Dispel Magic without expending a spell slot at fourth level a number of times equal to your wisdom modifier. These castings can be a reaction in response to you seeing a magical effect taking place, such as a magical weapon attempting to use its effect. common and uncommon items are temporarily disabled, losing whatever charge it cost to use the ability. On rare or rarer items, roll an ability check using your spellcasting ability. Items are only dispelled if you succeed the DC, which are as follows: Rare - DC 15,  Very Rare - DC 19, Legendary - DC 24. Artifacts cannot be interrupted with this feature. Alternatively, you can forego one use of Squelching Shadow to cast Counterspell as if with a fourth level spell slot without expending a spell slot.

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