MAGEWRAITH — CLERIC SUBCLASS / DIVINE DOMAIN

Salorras Paragon: Magewraith · Path: Apostle (Cleric) · Patron: Kaith’otl, Keeper of Myths · Subclass type: Cleric Divine Domain, chosen at 3rd level
The Magewraiths are a small circle of elite priests of Kaith’otl within the sect Arcanawrath. They embody the religious side of the sect, their beliefs as foggy as the doctrine of the Keeper of Myths, and their long work as guardians of the forbidden knowledge of the Forbidden Archives in the city-state of Naerys remains all but unknown. The first magewraith in history is said to have been the trueborn mystic-entropist Ymenos Talak’Er.
Magewraiths are bound to negative energy and to the realm of shadow, among the few in the world with access to priestly necromancy — the entropic magic of the Pale Thread, wild and forbidden, which only masters can bend to their will. They touch the thread between life and death, are often attended by undying servants, and pay a price: skin pale as bone, eyes gone wholly black or blue, and a punishing sensitivity to sunlight. Where they seem to act at random, they truly act on the foresight they draw from the Knowledge of the Keeper — for all things hide a deeper reason, and every fate shapes what may come.
Initiation (roleplay, not a mechanical prerequisite)
You choose this domain at 3rd level with no in-game prerequisites. In the fiction a magewraith is led by omens to the Path of Forbidden Knowledge, tested by the distant god in some otherworldly place, and afterward keeps to Naerys, hunting those who steal from or betray the Arcanawrath.
Note. As a 5e Cleric domain, the Magewraith is a full Cleric; the Kaith’otl Domain spells below are always prepared. The drawback below — Daylight Sensitivity — preserves the prestige class’s photosensitivity.
Kaith’otl Domain Spells (knowledge, prophecy, shadow, death)
You always have these prepared; they don’t count against your prepared total.
| Cleric Level | Spells |
|---|---|
| 3 | False Life, Identify |
| 5 | Augury, Darkness |
| 7 | Speak with Dead, Vampiric Touch |
| 9 | Divination, Shadow of Moil |
| 11 | Legend Lore, Negative Energy Flood |
Magewraith Features
| Cleric Level | Feature |
|---|---|
| 3 | Forbidden Knowledge, Necrotic Weave, Channel Divinity: Shadow Jump |
| 6 | Lifesense, Channel Divinity: Wraith’s Touch |
| 17 | Negative Conduit |
Level 3 — Forbidden Knowledge
The Keeper’s omens open the world’s secrets to you. You gain proficiency in Arcana and Religion and add your Wisdom modifier to Intelligence (Arcana, History, and Religion) checks. You also gain Darkvision out to 60 feet.
Daylight Sensitivity (drawback). While in direct sunlight (or a Daylight spell’s light), you have Disadvantage on attack rolls and ability checks, and you can’t use Shadow Jump.
Level 3 — Necrotic Weave
You are one of the few who can master the wild entropic magic of the Pale Thread. Whenever you roll Necrotic damage for a spell or feature, you can reroll any 1s and 2s on the dice, and your Necromancy spells are never subject to wild or unstable surges — the thread answers to you alone.
Level 3 — Channel Divinity: Shadow Jump
As a Bonus Action, you can expend one use of Channel Divinity to step through the Plane of Shadow, teleporting up to 30 feet to an unoccupied space you can see. Both your origin and destination must be in dim light or darkness. The distance increases to 60 feet at 6th level and 120 feet at 17th level.
Level 6 — Lifesense
You feel the spark of life around you. You know the location of any creature that is alive or Undead within 60 feet of you (unless it is behind total cover), and you automatically sense each such creature’s relative vitality as though by Deathwatch. You can’t be Surprised by living or Undead creatures within this range.
Level 6 — Channel Divinity: Wraith’s Touch
As a Magic action, expend one use of Channel Divinity to turn one hand spectral for 1 minute. Once on each of your turns you can make a melee spell attack with it; on a hit the target takes 3d6 Necrotic damage, its Hit Point maximum is reduced by that amount until it finishes a Long Rest, and you gain temporary Hit Points equal to the damage dealt.
Level 17 — Negative Conduit
You become a living conduit of the negative energies that flow from beyond. You are healed by Necrotic damage and harmed by Radiant damage (as an Undead would be), though you gain no other Undead traits. In addition, once per Long Rest you can channel the raw current of the Negative Energy Plane as a Magic action: make a melee spell attack that deals Necrotic damage equal to 1d8 × your Cleric level (no save), or instead pour that healing into yourself or an Undead creature you touch.
Ability Note
The Magewraith is a Wisdom caster like any Cleric. Charisma colors its presence and dread aura but isn’t mechanically required.