Cleric/Mystery Cult

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cleric

Mystery Cult
Homebrew: (1.0) This subclass was created by KibblesTasty and published on kthomebrews.

While most clerics follow defined gods who seek to convert others to the cause, those of the Mystery Cults often intentionally obscure their faith with esoteric references and cloaked intentions. No less devoted than their more classically divine peers, they are not merely warlocks, but people of true faith in their dark and unknown deities.

Standing at the blasphemous confluence of divine and psionic power, they are almost universally condemned and feared, often shrouding their nature and abilities with mystery and working toward esoteric goals.

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Cleric Level Spells
1st frightenK, terrifying visionsK
3rd augury, detect thoughts
5th fear, nondetection
7th compulsion, summon horrorK
9th dominate person, modify memory

Silent Language

Starting when you choose this domain at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you, and they can reply in kind. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Uncanny Insight

Additionally at 1st level, as a reaction to being hit by an attack, you can add your Wisdom to your AC until the start of your next turn, including against the triggering attack. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Invoke Betrayal

Starting at 2nd level, you can use your Channel Divinity to influence the mind of a target within range. When a creature within 30 feet makes an attack roll, as a reaction you can force that creature to make a Wisdom saving throw. On failure, you can direct the attack at another creature within range.

Esoteric Rites

Starting at 6th level, you can develop your faith in one of the following ways, unlocking special powers as a reward for your conviction. You select one of the following features. You can select additional Esoteric Rites at 10th and 14th levels.

Gift of Tongues. You learn Deep Speech. If you already know Deep Speech, you gain one additional language of your choice. You can use this esoteric language as your verbal components, and creatures can no longer successfully identify a spell you are casting.

Spell casting checks to interfere with your magic are made with disadvantage (such as counterspell), and must make a check even if they would normally automatically succeed.

Gift of Prophecy. When you close your eyes, you can see flickers of the future.

You regain one expended use of Uncanny Insight when you finish a short rest.

Gift of Mystery. You learn the associated psionic power of one Psionic

Discipline of your choice. The psionic power of the Discipline becomes a 1st-level spell for you. When you cast it using a spell slot, you cast it as if expend psi points equal to the spell slot level spent (for example, when casting as a 1st-level spell, you cast it as if empowering it with 1 psi point).

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Dark Truth

Starting at 17th level, your mind is inured to the horrors in which you deal, the veil cast aside from your eyes.

  • You are immune to psychic damage.
  • You gain a truesight of 60 feet