Base Class: Cleric
The Prophet Nir’s exodus across the Western Realms has come to define much of its history. Through his long and illustrious life, the Prophet owned and used many mighty artefacts, remnants of a time when the first children of the Estellar wielded magic unchecked.
These relics are now scattered across the Western Realms, many resting in forgotten temples. Should they fall into the wrong hands, they could be used to cause havoc, such is their potential. A small number of clerics who know of these relics travel the Western Realms, seeking and safeguarding them. Whilst some of these clerics derive their powers from the Prophet’s divinity itself, followers of many Gods have answered this call.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with the History skill and with cartographer's tools.
Ancient Relic
From a long, long time ago, you carry a mysterious ancient ring that has been attuned to you, and can only be used by you.
This ring is the Ring of the Pantheon; it is what made you who you are. While wearing it, you can Wild Shape at will into your original form for up to 10 minutes at a time; you also have advantage on checks and saving throws against being frightened while wearing it.
Channel Divinity: Seek Artifacts
At 2nd level, you can use your Channel Divinity to seek out nearby magical items. You can spend ten minutes in a trance. Once complete, you know the location and rarity of magic items within 1 mile of you. You can detect a number of items equal to your cleric level, in order of distance from you. Items being worn or carried by you or any creatures you choose are not detected.
Relentless Pursuit
At 6th level, your morals prevent you from letting those who would abuse power from escaping. When a creature within 5 feet of you uses the disengage action, you may either move up to your movement speed as a reaction, or make an opportunity attack against that creature.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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