Cleric Domain: Absence

***You draw your magic from the gods of Absence, your control over nothing and ability to create nothing surprises even the most vetted warriors.***

### Cleric Spells

You gain additional spells which are cleric spells for you, these spells are always prepared and don't count towards the number of spells they can prepare each day.

 1st

### Call of the Void

The Void calls to you, and you may answer it's call Starting at 1st level as a reaction to taking damage you may expend a first level spell slot to answer the void's call. You gain a +2 bonus to your AC, and all ranged attacks towards you are made at disadvantage. Additionally if a spell targeting you is cast within fifteen feet of you, you may sacrifice a spell slot equal to the level casted and force the caster to make a wisdom save against your spell save dc or the spell automatically fails.

### Channel Divinity: Magical Denial

As an action, you present your holy symbol and rid an area of it's magic. Any spell or spell-like effect of 3rd level or lower within 30 feet centered on you ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. This effect lasts until the start of your next turn.

### Movement of The Void

When you reach 6th level your ability to control the Void allows you to move in erratic and unnatural ways. The void reaches out and protects you against certain AOE effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw, or a constitution saving throw to negate some of the damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may use this ability a number of times equal to your wisdom modifier, and regain all expended uses on a short or long rest

### Become the Void

When you reach 8th level you must choose between two paths. The path may be changed once per long rest.

#### **The Calm**

You emanate the peace that is the Void. You gain the following benefits

You may expend a use of your wild shape as an action to calm the minds of your allies.

* You grant yourself and each allied creature within 60ft of you HP = to your druid level + proficiency bonus and a +2 to Armor class

* With The Calm active, whenever you or an allied creature in a 30ft radius cast a healing spell, you may heal all allied creatures within a 30ft radius 1d4+proficiency bonus

This effect dissipates after a minute.

#### **The Unknown**

You harness the unknown power of the void. You gain the following benefits

You may expend a use of your wild shape as an action to emanate the raw energy of the void

* All enemy creatures must make a con save against your spell save dc or loose 2 AC for the duration

* As an action each enemy creature within 60ft of you must make a wisdom save against your spell save dc, if they fail roll 1d4 and one of the following effects on the table below is applied

 2
 3
 4

They may roll the save again once at the end of each turn, if they fail again another affect is applied, if they pass the effect dissipates.

This effect dissipates after a minute.

### *The Source*

You are the Calm of the Void and the Unknown of The Void. When you reach 17th level depending on your choices from earlier you gain one of the following abilities.

#### **The Calm**

*I Am The Source Of Your Peace:* The calm ebbs through you and your allies.

While a use of The Calm is active you and your allies gain the following benefits.

* As an action you and your allies gain, advantage to all saving throws.

* As an action you and your allies gain, a bonus of 1d4 to all attack rolls, damage rolls, and saving throws. Additionally you and your allies heal 1d4 damage per turn

These abilities do not stack

#### **The Unknown**

*I Am the Source Of Your Pain:* The Unknown becomes unpredictable, even to you

While a use of the Unknown is active you gain the following benefits

* As an action you force all enemy creature's affected by The Unknown to make a constitution save against your spell save dc. If they fail they take an extra 1d8 psychic damage when they take any form of damage

* As an action you force all enemy creature's affected by The Unknown to make a wisdom save against your spell save dc at disadvantage. If they fail they must roll 1d20 and if they roll under 10 they must roll on the wild magic table regardless if they can cast a spell or not. If they pass nothing happens

These abilities do not stack