Atheism Domain (Ur-Priest) (5e Subclass)
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You don't believe in these "higher powers". Just some powerful outsiders playing puppets with weaker minds. The atheism domain is never granted by any god, but rather is a product of ideal-worshiping clerics, and clerics who found divinity to be a sham. They take a new gospel to others, one preaching rejecting the worship of gods. Their magical powers are not granted by any divine figure, but are powered by the strength of their conviction.
A cleric of the atheism domain is called an "Ur-Priest."
|1st||identify, protection from evil and good|
|3rd||calm emotions, detect thoughts|
|9th||dispel evil and good, planar binding|
- Lesser Spell Resistance
The strength of your conviction forms a protective barrier around you, shielding you from magic. When you make a saving throw against a spell or other magical effect, you may roll a d4 and add the number rolled to your saving throw. This feature doesn't work against spells cast by other ur-priests.
Channel Divinity: Turn Outsiders
Starting at 2nd level, you can use your Channel Divinity to turn extraplanar creatures. As an action, you present your holy symbol, and you choose one creature that can see or hear you and is of the celestial, elemental, fey, or fiend creature type. That creature must make a Wisdom saving throw, and on a failure, that creature becomes turned, as the Turn Undead feature of the base Cleric class, for 1 minute or until it takes damage.
- Banish Outsiders
Starting at 5th level, when a creature fails its saving throw against your Turn Outsiders Channel Divinity option, that creature is banished for 1 minute, as if affected by a banishment spell, if it isn't native to the plane of existence it currently occupies, and its challenge rating is at or below a certain value depending on your cleric level, as shown on the table below:
|Cleric Level||Banishes creatures of CR...|
|5th||1/2 or lower|
|8th||1 or lower|
|11th||2 or lower|
|14th||3 or lower|
|17th||4 or lower|
- Divine Spell Siphon
At 6th level, you gain the ability to magically steal the knowledge of how to cast a divine spell from another spellcaster.
Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. A "divine spell" is any cleric, druid, paladin, or ranger spell, or spell cast innately by any celestial or fiend. The DC for this saving throw equals your cleric spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest. You can't siphon cleric spells from other ur-priests, but you can siphon a spell cast from the druid, paladin, or ranger spell list, even if the caster is also a cleric of the atheism domain.
- Combat Caster
Starting at level 8, you can add your Wisdom modifier to damage dealt with cleric cantrips.
- Spell Resistance
Starting at 17th level, you have advantage on saving throws against spells. Furthermore, you have resistance to damage from spells. This feature doesn't work against spells cast by other ur-priests.