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Enigma

The domain of Enigma is the one of taboos, death, secrets, unspeakable ideas, and inconceivable notions. Such mindboggling dread is the bane of many, but for clerics of this domain, it is part of their daily lives. They are able to harness it and express it at the most opportune moments to enervate their enemies and support their allies through the most unbearable ordeals. In their quest for unfathomability, some clerics perform criminal acts, revel in the transgression of taboos, or appoint themselves as the keepers of ancestral secrets meant to remain hidden from the common man.

Enigma Domain Spells
Cleric Level Spells
1st bane, disguise self
3rd invisibility, silence
5th nondetection, speak with dead
7th death ward, divination
9th geas, seeming

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Arcana and Deception skills.

Keeper of Secrets

Also at 1st level, you can eschew verbal components when casting spells. In addition, as a bonus action on your turn, you can speak directly to a creature within 60 feet of you that you can see and that can see you, simply by moving your lips. No one else can understand your message unless they can read lips.

Channel Divinity: Holy Silence

Starting at 2nd level, when a creature that you can see within 120 feet is about to speak (whether to deliver a piece of information, cast a spell, or for any other purpose), you can use your reaction to attempt to silence it. The creature must make a Wisdom saving throw or choke on its words. If the words it was about to pronounce were part of a spell’s casting, the spell is lost. At the start of each of its turns, the target can make another Wisdom saving throw to end the effect. However, if the creature fails the saving throw a second time, it feels inexplicably guilty and will remain silent about what it meant to say until it has finished a long rest. In the case of a spell, this means that it cannot attempt to cast this spell again until it has finished a long rest. In the case of a piece of information or anything of this nature, whether or not the creature will bring it up once the effect has ended is at the GM’s discretion.

Channel Divinity: Grievous Offering

Beginning at 6th level, as an action, you can make a melee spell attack on a creature within your reach. No roll is required if the creature is willing. If the spell attack is successful, the creature takes 2d10 necrotic or radiant damage (your choice), and another creature of your choice that you can see within 90 feet of you takes twice as much damage. The second targeted creature can make a Constitution or Wisdom saving throw (creature’s choice) to take half as much damage.

Revelation

At 8th level, you gain the ability to impart an unbearable truth to your enemies. As a bonus action on your turn, you can speak directly to a creature within 60 feet of you that you can see and that can see you, simply by moving your lips. No one else can understand your message unless they can read lips. The targeted creature must make a Wisdom saving throw or take 1d8 + your Wisdom modifier psychic damage and be incapacitated for 1 round. When you reach 14th level, the damage increases to 2d8 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.

Intertwined Fates

When you reach 17th level, you can tie your fate to that of one of your allies, allowing you to help each other in life-or-death situations. As an action, you share an unspeakable secret with a willing creature within 60 feet of you that you can see and that can see you, simply by moving your lips. No one else can understand your message unless they can read lips. From this moment on, if you or the targeted creature are reduced to 0 hit points and you are both on the same plane of existence, the dying creature can absorb part of the other’s vital energy (no action required). The other creature immediately loses a number of hit points of the dying creature’s choice. This loss cannot be resisted, but it cannot bring the creature below half its current hit points. The dying creature reduces the damage it has just taken by the same number.

This effect remains active until the death of either of the two creatures. You can end it when you finish a long rest, but such an act temporarily disturbs your connection with your deity: you do not regain spell slots as normal and must finish another long rest to regain them. You cannot use this feature on more than one creature at a time.

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