Base Class: Cleric
In dark times of despair, hope is the shining light that breaks through depravity like a beacon. As a cleric of the Hope domain, you stand to imbue that light into all living creatures. When someone thinks that all hope is lost, you are there to remind them that the gods watch over all actions in the mortal realms. When creatures of darkness appear to take that light away, you are the bulwark that drives them back to where they came from. Even though you stand most for one god that you are devout to, you respect the entire pantheon of gods for their duties in the heavens. Inhumane fear is a fickle thing to clerics of this domain, and trivially overcome, so that you may help others in those times of depravity. You are an optimistic beam of virtue and godly power, always waiting for your moment to shine on beings that would diminish that light.
Hope Domain Spells
You gain the following spells as you increase in level. Check the Domain Spells section of the cleric class for more information on how these spells work.
| Cleric Level | Spells |
|---|---|
| 1st | bless, healing word |
| 3rd | aid, lesser restoration |
| 5th | beacon of hope, mass healing word |
| 7th | death ward, guardian of faith |
| 9th | greater restoration, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Student of Optimism
At 1st level, you are immune to being frightened, and friendly creatures within 5 feet of you have advantage on saving throws against being frightened.
Channel Divinity: Avert Disaster
Starting at 2nd level, you can use your Channel Divinity to assuage the worst outcome. As a bonus action, you present your holy symbol and utter a simple prayer. For the next minute, whenever a friendly creature within 120 feet of you rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die, and must use the new result.
Band Together
Starting at 6th level, when a creature within 60 feet of you takes the Help action, you can use your reaction to bless their actions. If the creature is willing and hasn’t used the bonus action on its turn, it can instead perform the Help action as a bonus action.
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.
Icon of Hope
Starting at 17th level, you can cast the bless spell at will, without using a spell slot and without using your concentration. Additionally, when a creature under the effect of your bless spell is hit by an attack from an attacker you can see, you can use your reaction to add 1d4 to the creature’s AC, potentially causing the attack to miss.
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