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Cleric

Apocalypse

The harbingers of destruction that have gazed into the abyss it gazed back. Apocalypse Clerics seek the obliteration of the material plane so that they may ascend and be with their mysterious masters who have given them a taste of their power.

Deities:

Deity Alignment Symbol
Apep, god of evil, fire, and serpentsNEFlaming snake
Set, god of darkness and desert stormsCECoiled cobra
Surtur, god of fire giants and warLEFlaming sword
Tharizdun, god of eternal darknessCEInverted ziggurat
Vecna, god of evil secretsNEHand with eye in the palm
Card Right Side Up Upside Down
ArtifactYour weapon becomes a magical plus 2 weapon.Your enemy's weapon becomes a normal minus 2 weapon.
BeastYou gain 20 temporary hit points.You can deal 20 Psychic damage to a target within 30 ft on a failed INT saving throw or half as much on a successful one.
Broken OneYou have advantage on WIS saving throws.Your enemy has disadvantage on WIS saving throws.
DarklordYou gain one use of a level 2 Hellish Rebuke without expending a spell slot.You cast Blindness/Deafness on a target without expending a spell slot.
DonjonYou have advantage on INT saving throws.Your enemy has disadvantage on INT saving throws.
ExecutionerYour next attack becomes a critical success.Your enemy’s next attack becomes a critical failure.
GhostYou gain Resistance to non magical damage.Your enemy gains Vulnerability to magical damage on a failed CON saving throw.
HorsemanYour movement speed doubled and you no longer provoke attacks of opportunity.Your enemy’s speed is halved.
InnocentYou have advantage on CHA saving throws.Your enemy has disadvantage on CHA saving throws.
MarionetteYou cast Summon Shadowspawn without expending a spell slot.Your enemy can only make an action or bonus action on their turns on a failed CHA saving throw.
MistsYou can move through objects and creatures. You have a Flying speed of 10 ft If you end your turn in an object or creature you take 1D10 Force damage.Your enemy drops one random item they are holding and cannot pick it up for the duration on a failed CHA saving throw.
RavenYou gain a Flying speed equal to your walking speed.You cast the spell Crown of Madness without expending a spell slot.
SeerYou have advantage on your next type of D20 test (Your choice).Your enemy has advantage on their next D20 test (Your choice).
TempterYou have advantage on Persuasion checks.Your enemy has disadvantage on saving throws against being Charmed.
WarriorYou unlock the Weapon and Armor Mastery properties of weapons and armor you are proficient with.Your enemy can only attack once per turn on a failed INT saving throw.
AvengerYou cast the spell Hunter’s Mark without expending a spell slot.You cast the spell Bane without expending a spell slot.
PaladinYour next hit deals an additional 3D6 Radiant damage.Your enemy becomes Vulnerable to Radiant damage.
SoldierYour to hit bonus is increased by three.Your enemy has disadvantage on saving throws against being Frightened.
MercenaryThe next creature you kill drops 10 GPs per CR.If there are more than six enemies in the combat one random one flees the combat on a failed WIS saving throw.
MyrmidonYour next attack deals maximum damage on a hit.Your enemy’s next attack misses.
BerserkerYou can use your bonus action to make a melee or unarmed strike.Your enemy attacks recklessly on a failed WIS saving throw.
Hooded OneYour attacks deal an additional 1D6 Poison damage.Your enemy takes 1D8 Poison damage at the end of each of their turns on a failed CON saving throw.
DictatorYou cast the spell Command without expending a spell slot, the target has disadvantage on the saving throw.Your enemy becomes Frightened of you on a failed WIS saving throw. It tries to get away from you each turn.
TorturerYou are Immune to Psychic damage.Your enemy takes 1D8 Psychic damage each turn on a failed INT save.
WizardYou regain one level 3 or lower spell slot.The next spell cast by your enemy is countered on a failed INT saving throw.
TransmuterYou gain 100 GPs.Your enemy begins to become Petrified on a failed CHA saving throw. They are Petrified after three failed saving throws or lose are cured after three successful saves.
DivinerYou gain reroll the next natural one you roll.Your enemy rerolls their next natural twenty they roll.
EnchanterYou cast the spell Suggestion without expending a spell slot.Your enemy spends their turns moving towards you on a failed CHA saving throw.
AbjurerYou gain plus three AC.Your enemy loses three AC
ElementalistYou can cast the spell Chromatic Orb without expending a spell slot.Your enemy becomes Vulnerable to Acid, Cold, Poison, Lightning or Fire damage on a failed CON saving throw.
EvokerYou cast the spell Fireball without expending a spell slot.Your enemy becomes Vulnerable to Fire damage on a failed CON saving throw.
IllusionistUntil you are hit by an attack, attacks have disadvantage on you.Your enemy has disadvantage on attack roll until they succeed a WIS saving throw. They may repeat this save at the end of each of their turns.
NecromancerYou can cast the spell Revivify or Raise Dead without expending a spell slot and does not require material components.Your enemy is Vulnerable to Necrotic damage on a failed CON saving throw.
ConjurerYou cast the spell Healing Spirit without expending a spell slot.You summon a spirit that deals 1D6 Cold damage to your opponent at the start of each of their turns.
RogueYou have advantage on Stealth checks.The next attack deals an additional 4D6 damage on a hit to your enemy.
SwashbucklerYou succeed on your next saving throw.Your enemy fails their next saving throw.
PhilanthropistYou regain 4D4 plus 4 hit points.Your enemy takes the Disengage action next turn and moves it full movement speed away from you.
TraderYou can exchange a rare or less rare item for one of the same kind and rarity as selected by the DM.Your enemy’s Resistances and Immunities are negated on a failed CON saving throw, they gain 2D12 temporary hit points.
MerchantThe next item you purchase within the time limit is reduced by 20% of its total value on a failed WIS saving throw for the vendor.Your enemy loses one random item, it vanishes and gold coins equal to half its value appear in front of them on a failed DEX saving throw.
Guild MemberYou gain 50 GPs.Your enemy has disadvantage on Insight and Investigation checks.
BeggarYou have advantage on Sleight of Hand checks.The enemy casts its lowest level healing spell on you or acts as normal if that is not an option on a failed INT saving throw.
ThiefYour next Sleight of Hand check succeeds.The enemy loses 2D10 GPs and spends its action making an Investigation check on a failed WIS saving throw. They automatically fail if their INT score is less than nine.
Tax CollectorYou have advantage on Intimidation checks.The enemy must pay you 2D4 times 20 GPs on a failed WIS saving throw.
MiserYou gain 150 GPs.The enemy is unable to use items such as potions or other consumable items on a failed CHA save.
PriestYou heal until you are at half hit points or full hit points, whichever is the lowest amount.The enemy takes 4D6 Necrotic or Radiant damage on a failed CHA save or half as much on a successful one.
MonkYour unarmed strikes deal 1D12 base damage.Your enemy has disadvantage on DEX saving throws.
MissionaryYou regain your lowest expended spell slot.Your enemy loses their lowest spell slot on a failed CHA saving throw.
HealerYou are restored to full health and all status conditions are ended on you.Your enemy cannot regain hit points on a failed CON saving throw.
ShepherdAny number of creatures within 30 ft can gain 1D6 hit points + your WIS modifier (Minimum 1).During a fight with more than four opponents, each rolls an INT saving throw and the creature with the lowest result tries to make an unarmed strike against the one with the highest result on its next turn.
DruidYou can cast the spell Alter Self without expending a spell slot.Your enemy takes 3D4 Piercing damage as birds peck at them on a failed DEX saving throw.
AnarchistYou have advantage on two saving throws of your choice and disadvantage on the rest.Your enemy has advantage on one saving throw of their choice and disadvantage on the rest on a failed CHA save. You know which one they chose.
CharlatanYou have advantage on Deception checks.Your enemy provokes an opportunity attack next turn on a failed WIS saving throw.
BishopYou can cast the spell Bless or Aid without expending a spell slot.Your enemy cannot tell a direct lie on a failed CHA saving throw.
TraitorA Doppelganger comes to aid you during your next fight.If there are two or more enemies on a failed CHA saving throw the lowest one makes an attack on a random ally within range, the attack is a critical success.
Level Prepared Spells
3Arms of Hadar, Chaos Bolt, Crown of Madness, Phantasmal Force
5Enemies Abound, Hunger of Hadar
7Evard’s Black Tentacles, Shadow of Moil
9Contagion, Danse Macabre

Subclass Features

Lv 3

Ill Omen

Your connection with a force of destruction has given you the ability to pollute fate. You gain proficiency with Tarokka Cards. During a long rest you can read a fortune and at a later point speak it into reality as an action you can only have one Ill Omen at a time. Good tidings for you are ill tidings for your enemies. Draw a card, the orientation and name determine its effects; each effect lasts for 1 minute and if a saving throw is required it is equal to your spell save DC. If you target a creature the target must be within sight and within 60 ft of you.

Tainted Presence

When you successfully make an attack on an enemy you can use your Channel Divinity to infect them with a curse. They must make a WIS saving throw and on a fail they attack you with disadvantage, they repeat the saving throw at the end of each of their turns. The curse remains until 3 successful saving throws end the curse or until they fail 3 saving throws. Upon three failures their alignment changes to Chaotic Evil or if they are that alignment they gain a level of madness that gives them minus 1 to all attack rolls, ability checks, and saving throws. The effect can be reversed by the spells Greater Restoration or Ceremony.

Domain Spells

Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Invoke Calamity

You can cause ruin to come upon those that trifle with you and your work. Once per long rest you can use your reaction to make an attack or saving throw become a failure.

Lv 17

Riders of the Apocalypse

You can call upon the Four Horsemen of the Apocalypse. Once per long rest; you can use your action to summon four Avatars; they appear on a red, pale, white, and dark horse. They remain for 1 minute. Appearing within 10 ft of you and you can use your action to move them 30 ft. Each one has an effect that radiates out in a 10 ft aura.

They vanish if you die or are Incapacitated or are reduced to 0 HPs. Each has 66 HPs and an AC of 18 and are Resistant to all damage and Vulnerable to Radiant damage and are Immune to all conditions.

Red Rider: You and allies within the aura attack with advantage.

Pale Rider: Enemies within the aura take an additional 10 Necrotic damage on hit.

White Rider: Enemies within the aura automatically fail CON and STR saving throws.

Dark Horse: Enemies within the aura attack with disadvantage.