Ghostclaw
Known as the Feeder of the Pride, Catcher-of-Feasts's clergy serve not only as spiritual leaders but as sacred hunters and providers—tracking prey, blessing meat, and ensuring that no member of the pride goes hungry. The Ghostclaws are his most devoted and sacred agents, walking the line between predator and protector.
Ghostclaws are solemn in famine and joyous in plenty. They lead sacred hunts, ensure prey is not overhunted, and oversee communal feasts with ritual blessing and sharp claws. The name "Ghostclaw" comes from the signs the god leaves behind: a whisper of breeze, a pawprint in ash, a flash of movement just out of sight. To be a Ghostclaw is to act as both judgment and mercy—the strike that feeds and the discipline that sustains the pride.
Restriction: Race
Only Felarids can become Ghostclaws. Ghostclaws must be born of the pride and accepted into it by rite, and as such, Wreechies are unable to become Ghostclaws.Major and Minor Spheres
1st-Level Cleric (Ghostclaw) Feature You have Major Access to the following spheres: Animal, Combat, Guardian, Protection You have Minor Access to the following spheres: All, Elemental Fire, Healing, Plant You do NOT have access to the following spheres: Astral, Chaos, Charm, Creation, Divination, Elemental Air, Elemental Earth, Elemental Water, Necromantic, Numbers, Summoning, Sun, Time, Travelers, Travelers, War, Wards, WeatherBonus Proficiencies
1st-Level Cleric (Ghostclaw) Feature You gain proficiency with Survival and Martial Weapons.Hunter's Claws
1st-Level Cleric (Ghostclaw) Feature You gain the Paws of Justice feat, even if you don't meet the prerequisites for it. When you use your Claws as a weapon, you may use your Wisdom modifier rather than your Strength for the attack and damage rolls. Additionally, if you are out of uses to channel positive energy through your claws, you may instead expend a Divine spell slot of 1st-level or higher when you hit a creature to do so again.Feastbound Instinct
1st-Level Cleric (Ghostclaw) Feature You are attuned to Catcher-of-Feasts's guidance in the hunt. You may use your Wisdom modifier for your Initiative, rather than your Dexterity or Intelligence. Additionally, when you roll Initiative, you may use your reaction to designate a creature you can see as your Sacred Prey for 1 minute or until you are Incapacitated. Slashing damage you deal to that creature ignores resistance, and you deal an additional 1d6 damage the first time you hit your Sacred Prey each turn.Channel Divinity: Divide the Kill
2nd-Level Cleric (Ghostclaw) Feature When you hit a creature with your Claws, you may use your bonus action to call upon your god's will to portion sustenance wisely. You deal no damage with this attack, and instead you designate up to six creatures you can see within 30 feet. Each creature regains hit points equal to your Wisdom modifier + half the damage you would have dealt. This healing has no effect on Constructs or Undead.Scent of Judgement
3rd-Level Cleric (Ghostclaw) Feature You gain the ability to magically sense those who violate the natural or moral balance Catcher-of-Feasts upholds. As a bonus action, you can focus your senses on a creature within 60 feet that you can see or smell. Until the end of your turn, you have advantage on Wisdom (Insight) and Wisdom (Survival) against that target, and any Intelligence checks made to recall knowledge about that creature. In addition, your attacks with natural weapons score a critical hit on a roll of 19 or 20 against that creature. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.Trial by Claw
5th-Level Cleric (Ghostclaw) Feature You learn to strike with divine intent, weighing your prey's worth as you fight. When you hit your Sacred Prey, you may force it to make a Constitution saving throw against your spell save DC. On a failed save, the creature is Stunned until the start of your next turn. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.Predator's Endurance
6th-Level Cleric (Ghostclaw) Feature You’ve learned to survive under pressure as the pride’s sacred hunter. When you fail a Constitution saving throw, you may choose to succeed instead. Once you use this feature, you must complete a short or long rest to use it again.Divine Strike
8th-Level Cleric (Ghostclaw) Feature You can infuse your natural weapons and sacred tools with divine energy. Once on each of your turns when you hit with a weapon or natural weapon attack, you can deal an additional 1d8 radiant damage. This increases to 2d8 at 14th level.Hunter’s Resurgence
9th-Level Cleric (Ghostclaw) Feature When you reduce a creature to 0 hit points with a weapon or natural weapon attack, you may immediately choose yourself or one ally who can see you. That target regains hit points equal to your Wisdom modifier. You may use this feature a number of times equal to your Cleric Power Reservoir, regaining all uses when you finish a long rest.Flesh of the Provider
13th-Level Cleric (Ghostclaw) Feature You can offer part of yourself to sustain the pride. When you complete a short rest in which you expended hit dice, you may choose to lose hit points equal to twice your Cleric level (this cannot be reduced). If you do, up to six other creatures of your choice who rested with you each regain hit points equal to your Cleric level, and lose up to one level of Exhaustion.Spirit of the First Hunt
17th-Level Cleric (Ghostclaw) Feature You become a living avatar of Catcher-of-Feasts' sacred hunger. As a bonus action, you can enter a divine hunting trance for 1 minute or until you are Incapacitated. While in this state:- You have advantage on attack rolls against your Sacred Prey.
- Your base land speed increases by 20 feet.
- Your natural weapons deal an additional 1d8 positive energy damage on a hit.
- Whenever your Sacred Prey is reduced to 0 hit points, you may use a Bonus Action to mark another creature you can see within 30 feet as your Sacred Prey.
Ghostclaw Restrictions
- A Ghostclaw must be Lawful Good in alignment. Straying from this alignment causes them to lose all Ghostclaw features until they atone through sacred hunting rites and a formal ritual of readmission performed by a senior Ghostclaw or high priest of Catcher-of-Feasts.
- Only Felarids may become Ghostclaws. Wreechy Felarids—those who have turned from the pride and are cursed in spirit—can never walk this path, even if they return to the pride in body.
- A Ghostclaw must never knowingly waste edible meat, whether through negligence or pride. Doing so results in immediate loss of all Ghostclaw features until they undertake a ritual hunt to feed those in need and receive penance through public feast-offering.
- A Ghostclaw must never eat while another nearby starves, unless they are physically unable to share. Should they do so, they lose access to all Ghostclaw features until they perform a fast lasting one full day and night and then share their next three meals with others.
- A Ghostclaw may not use manufactured melee weapons, and must rely on their claws in melee. When they are not within reach of their prey, they may use ranged weapon unrestricted.
- A Ghostclaw who kills out of cruelty or for sport, or who slays a creature they knew to be endangered or sacred, immediately loses all Ghostclaw features permanently.
- Ghostclaws must offer a portion of any divine kill (one made using a class feature or divine spell) to Catcher-of-Feasts by burning part of it in a sacred flame.
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