Ur-Priest

Divine Domain

Ur-priests despise gods. However, they are aware that only a god can challenge another, so they focus their efforts on stealing power instead of grovelling at their feet as they see other clerics. Each day they manually steal power from a deity and use it to fuel their perversion of divinity. A skilled ur-priest can slip into a gods aura, steal the power for their spells and begone before the deity realizes what has been taken from them.

An Ur-Priest typically chooses a single diety to steal power from, often posing as a worshipper of that god to gain access to the archives and secrets of its secrets.

Domain Spells

Cleric Level Spells 1st Protection from Evil and Good, Sanctuary 3rd Hold Person, Silence 5th Magic Circle, Speak with Dead 7th Banishment, Death Ward 9th Hallow, Planar Binding

Bonus Proficiency

An Ur-Priest gains their power from siphoning energy from the gods discreetly. When you choose this domain at level 1, you gain proficiency in Deception.

Anti-Theurgy

Ur-priests swear their allegiance to no god, but still require divine power to use their magic. At 1st level, Ur-priests can use a holy symbol of any faith as long as it as a true symbol of a diety of sufficient power to grant magic to clerics. The Ur-Priest also adds doubles his proficiency bonus to Deception checks made to pass as a member of a legitimate faith.

When you kill a creature with access to cleric or paladin spells, you regain a spell slot of a level equal to or lower than the highest level spell slot that creature possessed as you siphon .

Channel Divinity: Siphon Power

At 2nd-level, you can steal the energy of other creatures as well as the gods themselves. Whenever you are targeted by a spell of a level you could cast or a Channel Divinity, you can use your reaction to force the caster to make a Wisdom saving throw against your spell DC. On a failed save, you are unaffected by the spell. On your next turn, you can use your action to cast the spell targeting only the original caster. You must use a spell slot of an appropriate level to cast the spell or a use of Channel Divinity if appropriate.

Faithless Ward

At 6th-level, you have begun to take precautions against unwanted eyes. You are constantly under the effect of a Nondetection spell. You can't be targeted by any Divination magic or perceived through magical Scrying sensors. You are hidden even from the eyes of the gods, who become completely unaware of your existence.

Divine Resistance

At 8th-level you gain advantage on saving throws against spells and other magical effects cast by Clerics, Druids, and other casters who use divine magic, and any such spellcasters have disadvantage on saving throws against spells you cast.

Heretical Intervention

At 10th-level, you can attempt to take advantage of the aloof view of the gods you despise. When you attempt to use your Divine Intervention feature, you must first succeed on a DC 18 Deception check to pass as an accomplished cleric of whatever god whose holy symbol you are attempting this ritual with. If you succeed, you roll the check as normal. If you fail, no help is granted under any circumstances and the holy symbol you presented is destroyed as the diety rebuffs your attempt.

Consuming Siphon

At 17th level, your ability to absorb the power of others increases dramatically. When you use your Siphon Power feature, the creature no longer gets a Wisdom save against the effect. In addition, any spell you cast with that feature deals maximum damage.