Cleric archetype

Void Domain

Sometimes the prayers of a cleric is answered by something else. In your case, it was answered by an eldritch being from the Far Realm, often reffered to as "the void". In one way this puts a curse on the soul as your spirit will never truly depart for the afterlife. Having such a cursed soul is a sign that your divine magic might come from a distant but powerful alien connection to a horrific being. In most cases, your new eldritch master sends an agent of their own in the form of a parasite that becomes a part of you. as you grow in power, so does the parasite, slowly consuming more and more of your body. It starts as a cyst at a random part of your body.

Void domain spells

cleric level spells 1st Ray of sickness, Arms of Hadar 3th Melf's Acid Arrow, Crown of Madness 5th Hunger of Hadar, Slow 7th Evard's Black Tentacles, Giant insect 9th Contact Other Plane, Negative Energy Flood

Void Magic

When you choose this domain at 1st level your link to the void allows you to learn spells from the warlock class. When you prepare your Cleric spells, you can choose spells from the Cleric and Warlock spell lists. The spells that you choose become Cleric spells for you

You also gain proficiency in the intimidation skill, and your parasite counts as your holy symbol.

Channel divinity: Black as night

Starting at 2nd level, you can use your Channel Divinity to banish all light, basking in darkness and dealing necrotic damage to your foes. As an action, you present your holy symbol to cover a 30 feet radius centered on you in nonmagical darkness, you may choose any number of creatures that you can see, including yourself to be unaffected by the darkness. Each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d8 + your cleric level on a failed saving throw, and half as much damage on a successful one, this damage is only on the initial cast and not each round the darkness is active. The darkness stays centered on you, following you as you move and lasts up to a minute, or you dispel it (no action needed).

Void affinity

Starting at 6th, Your parasite covers patches of your body and your body has adapted to having it there. Whenever you cast a spell that deals necrotic, cold, acid or poison damage, you can choose to reroll any number of the dice, you must use the new roll. Once you use this feature, you can't use it again until you finish a short rest

Extended touch

Starting at 8th level, your parasite covers the multiple parts of your body, your arms being one of them. You gain the ability to extend your arms 15 feet, any touch ranged spells gain a range of 15 feet, if you extend your arms through a hostile creatures area, they can make an attack of opportunity against your arm.

One with the void

Starting at 17th level, your entire body is covered in the parasite. As a bonus action you can temporarily shift your body to the Far realm but always appear back at your original plane. While in the Far Realm you can move up to your speed in any direction, including up and down and reappear in the plane you originally started at, having moved the same distance. If you appear inside a structure, mountainside or other solid object, you are restrained and suffocating, you are not ejected and take 10d10 points of bludgeoning damage at the start of each of your turns. You can use this to walk through walls or other barriers that would normally hinder you. Any magic in effect on the plane you started at does not apply while in the Far realm.