Cleric
Base Class: Cleric

As a Redeemer's Warden, you harness the power of a relic infused with captured darkness, using it to bring healing and protection to your allies while combating malevolent forces.

Piercing Radiance

When you choose this domain at 1st level, you gain the ability to channel your relic's power into a radiant shot. The shot has a 60 foot path. As an action, make a ranged spell attack against a target or creature within 30 feet. On a hit, you deal 1d8 + Wisdom modifier in radiant damage. Any allies within 5 feet of the path of Piercing Radiance, receive temporary hit points equal to half the damage these temporary hit points do not stack, and they fade at the beginning of your next turn. Alternatively you can choose to heal one ally for 1d8 + your Wisdom modifier hit points and any allies within 5 feet of the path receive temporary hit points equal to half of the healing (these temporary hit points do not stack).

Also, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Radiant Flare

At 1st level, when you or and ally are attacked by a creature you can see, you can strike with divine light against the attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to make a ranged attack roll using your spell attack modifier against that creature, causing your relic to unleash on the attacker before it hits or misses. The attacker suffers 1d8 radiant damage and any allies within 5 feet of the path of your attack gain half the amount as temporary hit points.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Relic of Radiance

Starting at 2nd level, you can use Channel Divinity with your relic, imbuing it with a captivating aura.

As a bonus action, release the aura from the relic to a point within 60 feet. It explodes in a burst of radiant energy, and each hostile creature (not behind total cover) in a 10-foot radius must make a Constitution saving throw. On a failed save, affected creatures take radiant damage equal to 2d8 + your cleric level, they are restrained and marked with radiant energy until the end of your next turn. Marked creatures take an additional 1d8 radiant damage upon receiving damage from any source. On success, affected creatures receive half damage, they are not restrained and they are not marked with radiant energy. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Radiant Flare feature when a creature that you can see within 60 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, your Piercing Radiance deals an extra 1d8 damage (or healing).

Celestial Beam

Starting at 17th level, you unlock the ultimate potential of the relic, you gain the ability to unleash a Celestial Beam. As an action, (in a direction of your choosing) a 20 ft wide radiant beam centred on you, erupts from your relic dealing radiant damage to all enemies in a 120-foot line, marking them and granting temporary hit points to all allies within 20 feet of the radiant beam. The damage and temporary hit points are both equal to 4d8 + your Wisdom modifier.

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