Long Death Cleric
Long Death Cleric
Long Death Cleric
C
lerics of the Ethereal Domain gains its powers Divine Strike
from dieties that are responsible for life and Starting at 8th level, you gain the ability to infuse your
death. Out of their own curiosity, these clerics weapon strikes with divine energy. Once on each of your
study and worship the time spent between life turns when you hit a creature with a weapon attack, you can
and death. Similar to the monks of the Way of the cause the attack to deal an extra 1d8 necrotic or radiant
Long Death, it is this curiosity that drives them. damage (your choice) to the target. When you reach 14th
However, these clerics recieve powers that allow level, the extra damage increases to 2d8.
them to observe creatures in limbo directly. Ethereal Domain
clerics focus their energies on moving along side the Ethereal In Limbo
Plane, shifting in and out of combat on the Material Plane. Starting at 17th level, you can begin to affect the outcome of
Ethereal Domain Spells life and death around you. Whenever a creature within 30
Cleric Level Spells feet of you has to make death saving throws, you can choose
to give that creature advantage on the rolls. You cannot be
1st Silent Image, Dissonant Whispers incapacitated and must be on the same plane of existance to
3rd Blur, Gentle Repose give creatures this benefit.
Additionally, when you are knocked unconscious from
5th Major Image, Slow being reduced to 0 hit points, you can choose to be shunted
7th Banishment, Phantasmal Killer into the Border Ethereal. When you choose to do so, you have
9th Dream, Passwall advantage on death saving throws and regain 1 hit point if
you stablize. When you regain consciousness, you are
immediately returned to the Material Plane, in the same
Bonus Proficiency place where you lost consciousness. You can use this ability
When you choose this domain at 1st level, you gain once, and you can use it again after you finish a long rest.
proficiency with heavy armor and martial weapons.
Blurred Visions
Also starting at 1st level, when you hit a creature with a
weapon attack or target it with a spell, you can use your
bonus action to cause the target creature to come into
contact with the Ethereal Plane, disrupting its physical state.
The target creature must succeed a Consitution saving throw
or have disadvantage on its next attack roll, ability check, or
saving throw. Once a creature is affected by this ability, it
can't be affected again until 24 hours have passed.
Channel Divinity: Starry Eyed
Starting at 2nd level, you can use your Channel Divinity to see
what may be invisible and look into the Ethereal Plane.
As an action, you present your holy symbol and you cast the
See Invisibilty spell. While this spell is active, any creature
affected by your Blurred Visions has disadvantage on the
Consitution saving throw.
Channel Divinity: Ethereal Movement
Starting at 6th level, you can use your Channel Divinity to
move into the Ethereal Plane for a short moment.
As an action, you present your holy symbol and you cast the
Blink spell. Additionally, when you roll a d20 for this spell, you
can roll two d20 and use either result.