Cleric
Base Class: Cleric

Clerics of the Glory Domain focus their magics on the elevation of the skills and powers of them and their companions, seeking ever to bring greater fame to their group by virtue of their magnificent feats and deeds. Like paladins who swear the Oath of Glory, these clerics believe they and their companions' destiny is to become figures of legend about whom countless stories will be told for decades - centuries, even - to come.

Domain Spells

1st-level Glory Domain feature

You gain domain spells at the cleric levels listed in the Glory Domain Spells table. See the Divine Domain class feature for how domain spells work.

Glory Domain Spells
Cleric Level Spells

1st

bless, heroism

3rd

aid, enhance ability

5th

beacon of hope, haste

7th

greater heroism, stoneskin

9th

greater blessmass cure wounds

Bonus Proficiency

1st-level Glory Domain feature

You gain proficiency with heavy armor.

Enhanced Blessing

1st-level Glory Domain feature

You have learned to heighten the effects of your spells that strengthen you allies. When you cast either of the 1st-level spells from your Domain Spells feature, you can choose one of the following enhancements, which applies to that casting of the spell only:

  • You can target one additional creature with the spell.
  • One creature affected by the spell has its speed increased by 10 feet while the spell lasts on it.
  • One creature affected by the spell gains a +1 bonus to its AC while the spell lasts on it and it is within 20 feet of you.
  • You have advantage on Constitution saving throws made to maintain concentration on the spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Glorious Investiture

2nd-level Glory Domain feature

You can use your Channel Divinity to encourage your companions to accomplish great things. As an action, you present your holy symbol and channel strengthening power through a number of creatures within 30 feet of you up to your Wisdom modifier. Each creature you choose gains temporary hit points equal to your Wisdom modifier plus your proficiency bonus, and within the next minute, each affected creature can roll one ability check, attack roll, or saving throw of its choice with advantage.

Call to Victory

6th-level Glory Domain feature

Your words bear the power to elevate your companions and bring out their glorious potential. When a creature you can see within 30 feet of you makes a weapon attack, you can use your reaction to add your Wisdom modifier to the roll. A creature must be able to hear you to gain this bonus.

Alternatively, when a creature you can see within 10 feet of you uses a spell slot to cast a spell of 1st level or higher at the spell's lowest level, you can use your reaction to increase the spell's power. The spell is still cast with the same level spell slot, but it is considered to have been cast with a spell slot one level higher than the spell's base level. To receive this benefit, a creature must have access to at least one spell slot of the level the spell is considered to be cast at. (For example, you could allow a wizard to cast scorching ray at 3rd level with a 2nd-level slot only if the wizard has at least one 3rd-level slot.)

No matter which reaction you use, you can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Potent Spellcasting

8th-level Glory Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Glorious Assault

17th-level Glory Domain feature

When you roll initiative, you can grant yourself and up to five other creature within 60 feet of you one of the following benefits of your choice:

  • You each gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Once per turn, you can each gain advantage on one attack roll of your choice.
  • You all have advantage on saving throws against spells.
  • You are all immune to one of the following conditions (choose when you choose this option): charmed, frightened, poisoned, or stunned.

The benefit you choose lasts for 1 minute, and it ends early if you're incapacitated or killed. Once you use this feature, you must finish a long rest before you can use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
5/16/2023 3:02:48 PM
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