Base Class: Cleric
Deliverers of blessings, the Bishop empowers allies with aspects of their gods. Most Bishops hold power as either the best or worst in the religious hierarchy, with one needing to feel true faith to earn the favor of their god.
Godly Aspect
At 1st level, when you decide to become a bishop, you can empower allies with your god’s will. As an action, you may grant up to 2 creatures you can see one of the following benefits:
• Add your Proficiency Bonus to their next Attack roll.
• Add your Proficiency Bonus to their Ac for 1 minute.
• They each regain hit points equal to double your Proficiency Bonus.
You may use this feature once, gaining an additional use at the 6th, 10th, and 14th levels. Once you complete a long rest you regain all uses of this feature.
Beloved Spells
At 1st level, you learn your deities' favorite spells. You learn one spell from any spell list, correlated with the theming's or beliefs of your patron, that you have spell slots to cast it with. You always have these spells repaired. You may learn another spell in this way at the 3rd, 5th, 7th, and 9th levels.
1st Level Spell
You learn a 1st level spell, from any spell list. You always have this spell prepared.
2nd Level Spell
You learn a 2nd level spell, from any spell list. You always have this spell prepared.
3rd Level Spell
You learn a 3rd level spell, from any spell list. You always have this spell prepared.
4th Level Spell
You learn a 4thlevel spell, from any spell list. You always have this spell prepared.
5th Level Spell
You learn a 4th level spell, from any spell list. You always have this spell prepared.
Channel Divinity: Heraldic Gift
At 6th level, you may bestow upon your allies the protection of your god. As an action, select a number of creatures you can see equal to your Wisdom modifier. Those creatures gain Temporary Hit Points equal to 3 x your cleric level.
Deity Boon
At 8th level, your magical prowess has increased, and can grant them Boons when you heal them. When a creature is affected by your Godly Aspect or Heraldic Gift, you may Add your Wisdom modifier to their Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score (you choose), to a maximum of 20. Only once creature can have this bonus at a time.
Ward The Falling
At 8th level, you can prevent the death of others. When a creature within 30ft of you is reduced to 0 hit points, you may expend your reaction, they are reduced to 1 instead. Once a creature is affected by this feature, it must complete a long rest before it may benefit from it again.
Light Veil
At 17th level, you create barriers of divine energy, of which some may be able to see when you protect against attacks. When you complete a long rest, choose three damage types. All creatures friendly to within 30ft of you have resistance to the chosen damage types. You and your allies have advantage on Dexterity saving throws, as long as they are within this radius. As an action, you can change the chosen damage types.
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