![[028-03-004-cleric-symbol.webp|center wmicro]]
#### [[Cleric]]
<div class="lheading">Uncleft</div>
# Domain
***Every living being; past, present, and future, is the fuel to the magic we spark with the simple utterance of a word, the gesture of a hand, and the drop of our blood. Valuna empowers indifferently both creation and destruction, being simply the tool of the wielder to mold the world around them as they see fit; they are given the chance to create a utopia, or to ensure it burns once again, for aeons to come.***
***Valuna is power, knowledge, destruction, and life. The last of the true gods, and while she may be weak, she can never truly die.***
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## Uncleft Domain Spells
|Cleric Level|Spells
|:-:|-|
|1st|[[faerie-fire-xphb\|Faerie Fire]], [[tensers-floating-disk-xphb\|Tenser's Floating Disk]]|
|3rd|[[blinding-smite-xphb\|Blinding Smite]], [[ray-of-enfeeblement-xphb\|Ray of Enfeeblement]]|
|5th|[Ashardalon’s Stride](https://dnd5e.wikidot.com/spell:ashardalons-stride), [[daylight-xphb\|Daylight]]|
|7th|[[confusion-xphb\|Confusion]], [Sickening Radiance](https://dnd5e.wikidot.com/spell:sickening-radiance)|
|9th|[[cloudkill-xphb\|Cloudkill]], [[contagion-xphb\|Contagion]]|
## Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
## Wrath of the Light
Also at 1st level, you can rebuke attackers with sickening light. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 2d8 radiant damage on a failed saving throw, and half as much on a successful one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Channel Divinity: Kernelish Splittings
Starting at 2nd level, you can use your Channel Divinity to call on Valuna for aid. As an action, you present your holy symbol, and any mechanical and electrically powered object or construct within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).
Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants and valves, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
## Channel Divinity: Brilliant Radiance
Starting at 2nd level, you can use your Channel Divinity to channel the energy of Valuna. When you roll radiant damage, you can use your Channel Divinity to deal the maximum damage, instead of rolling.
## Breaching Containment
Starting at 6th level, you can also use your Wrath of the Light feature when a creature that you can see within 30 feet of you attacks a creature other than you.
## Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra radiant damage increases to 2d8.
## Fried Synapses
At 17th level, you can use electrical currents to transport instantaneously to other points you have previously been to. Starting from a large energy source such as a power core, battery, the empyreal keystone, steam engine, magical rift or similar, you can teleport to any other similar energy source on the same plane as you, as if you had cast a Teleport spell whose destination is a permanent Teleportation Circle you know. Similarly, from an energy source, you can teleport to any object that is using the energy source as a source of power.
As a free action without expending any uses, you can touch any object connected to an energy source to determine the most direct path to it.
Once you use this feature, you must finish a short or long rest before using it again.