Race:
Darkvision
Accustomed to a nocturnal lifestyle, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fox's Cunning
You have proficiency in the Investigation skill.
Will-o-wisp
As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make an attack against a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them.
Clandestine
You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.
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Faction traits (Factionless):
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Origin:
Dark Howler
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
A Doltenian has a strong mind. +1 Wisdom
A little wolf is in your blood – You gain scent with a range of 60ft. You gain advantage on scent based Perception checks.
Skill Prof – Athletics
Corruption bonus – +1 Strength
Corruption Effect: The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage.
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Class:
Cleric Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Fate Domain
Of each life, a thread is spun. These threads of many colors, sizes, and makes, are all woven into the tapestry of fate. But threads are not an unbroken line, the will of the living twist, turn, tie these threads and cause them to be frayed, knotted, and sundered. No prophecy is ever entirely true, entirely false. All threads contain some measure of truth, some grain of a lie. Fate is written by those with the will to grab these threads and use them to chart a course for themselves and their fellows. As an agent of fate, you have the power to see visions of the future and manipulate them as you see fit. You may spare them for a time, but none are spared forever.
Fate Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Heroism, Silent Image
3rd - Augury, Calm Emotions
5th - Clairvoyance, Major Image
7th - Arcane Eye, Divination
9th - Scrying, Seeming
Bonus Proficiency and Cantrip
The providence of fate allows you to spin the threads in your favor and see the truth of others. You gain proficiency in the Insight skill and gain the Guidance spell as a cantrip known.
Not Today
You know when it is your time to die, even if it remains hauntingly hazy. Still, it gives you some ability to endure deadly blows. When the damage from a single instance of damage would cause you to go unconscious or die, you may use your reaction to reduce the damage you suffer by an amount equal to 2+your proficiency modifier+your wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Fateful Girding
Starting at second level you can channel the forces of fate to allow your allies the power to better shape the tapestry.
As an action, you present your holy symbol and cause you and all allies that you can see to gain temporary hit points equal to 1d8+ Your Wisdom Modifier+ Your Proficiency Bonus. These temporary hit points remain until you successfully complete a short rest.
Additionally, whenever they roll a d20 they roll with advantage. This effect fades at the end of your next turn.
Destroy Undead (CR 1/2)
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Uncertain Prophecy
Starting at 6th level, you can exert some small measure of control over the threads of fate. Whenever any creature within 30 feet of you makes an attack roll or saving throw, you may use your reaction to add a bonus or penalty to the roll equal to 1d4. This does not stack with the bonus or penalty given by the spells Bless or Bane, respectively. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
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Feats/ASI:
Lvl4 ASI
Class/Racial Features & Traits