Cleric
Base Class: Cleric

Wonderous Domain clerics treasure a sense of wonder above all else. Most follow either the god of fortune(Tymora) or misfortune(Beshaba) as they represent something exceptional one way or the other. These clerics roam the land to kindle the sparks of awe in those who might lose it, and fan the fires of those seeking to do something amazing. They are known to be thrill seekers because of their motivation to poke and prod to see what could come from potentially volatile situations. Ultimately, They want to experience as many exceptional things as they can and ensure as many others as possible can too. 

Something Special

At first level, you can add your Wisdom Modifier to either an attack or damage roll. You can use this feature a number of times per day equal to your proficiency bonus. 

You also receive the Guidance cantrip. This cantrip doesn’t count against the number of cleric cantrips you know.

 

Channel Divinity: Seize the Moment

Starting at 2nd level, you can use channel divinity to give an ally within range +10 on a skill check or saving throw and Advantage on their next attack. This ability can be used as an Action or a Reaction. As a reaction however, it must be used after a roll has been made but before the DM states if it passes or fails. 

Channel Divinity: Perfect Flow State

Starting at 6th level, you can use your channel divinity to bring out the peak of your allies' potential. All friendly characters within 45ft will receive +10 on all skill/ability checks and saving throws, Advantage on all attacks, and +3 AC for 15 seconds(3 rounds). 

Potent Luck

At 8th level, you may add your Wisdom modifier to any damage or healing from cleric spells. 

Shock and Awe

At 17th level, you have the ability to either force a reroll on an enemy or allow a friendly to reroll. You may use this feature a number of times per day equal to half your proficiency modifier rounded up. 

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