Base Class: Cleric
Gobsciple
Gobsciples capable of channeling the divine powers of Gob'Teh, are called Gobics. These clerics of the Cult of Gob'Teh are gifted with magnificent psychic powers and tremendous command over the mind. The calling of their god pushes them to engage in constant self-improvement, cultivation of knowledge, and empowerment of others. Following the Apotheosis of Gob to Gob'Teh, Teh'lair established a holy order of clerics in Gob'Teh's name. However, as Gob'Teh grew ever farther into infinity, so too would the powers of its worshipers. Eventually members of the cult started to experience the emergence of psionic powers. In following years, Gob'Teh's followers would discover how to properly pray, sacrifice, and praise Gob'Teh in order to receive boons and power from it.
Spell List
Level 1: Command, Hideous Laughter, Message, Vicious Mockery
Level 3: Detect Thoughts, Enthrall
Level 5: Fear, Hypnotic Pattern
Level 7: Confusion, Phantasmal Killer
Level 9: Dominate Person, Legend Lore
Awakened Mind
At 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.
Channel Divinity: Psychic Feedback
Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll.
If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.
Channel Divinity: Assimilation
At 6th level, you can use your Channel Divinity to assimilate magical power.
Upon being the target of a spell cast at fourth level or lower, but not a cantrip, as a reaction you can use Channel Divinity to attempt to absorb the spell.
The creature casting the spell must make a charisma saving throw. If they fail, you do not become affected by the spell and regain a spell slot of equal level to the spell that was cast. If they are successful, you suffer the effects of the spell as normal and do not regain a spell slot.
Enhanced Spellcasting
Starting at 8th level, you add your Intelligence modifier to the damage you deal with any cleric cantrip.
Bend Reality
Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
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