Base Class: Cleric
As a Discipline Cleric your power is used to destroy evil while protecting your allies through your deity's divine power. Your spells and damaging attacks will also allow you to heal your allies.
Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor and martial weapons.
Power Word
At 1st level, when you gain this feature, you learn two power words of your choice from the list of Power Words, and learn a new power word at 3rd, 6th and 11th levels.
All power words have a range of 30 feet. (unless specified otherwise in the ability)
At 11th level, the range of your power words increase to 60 feet. (This has no effect on your channel divinity).
You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses after finishing a short or long rest. You may change your power words on completion of a long rest.
Power word: Beckon
When a creature within range is forced to make a saving throw to avoid damage from a spell or ability that has an area of effect, such as the Fireball spell, you can use your reaction to pull that creature to an empty space with a number of feet equal to your cleric level+wisdom modifier. If pulled out of range of the spell they take no damage.
Power word: Barrier
As a reaction you choose a point within 30 feet of you, creatures within 15 feet of that point gain the benefits of the protection from evil and good spell for 1 round. Targets also have advantage on saving throws from evil creatures for the duration.
you may choose to maintain concentration on this ability as if concentrating on a spell
Power word: Fortitude
When a creature within range is hit by an attack, you can use your reaction to reduce the damage of the attack by an amount equal to your cleric level.
Power word: Protect
When a creature within range is forced to make a saving throw, you can use your reaction to grant that creature advantage on the saving throw.
Power word: Sanctuary
As a bonus action choose a creature within range. Until the start of your next turn, if that creature is targeted for an attack, the attacker must make Wisdom saving throw. On a failed save, the attacker must choose a new target or lose the attack.
Power Word: Shield
As a bonus action chose an ally within 60 feet of you, the chosen ally gains temporary hit points equal to half your cleric level + your Wisdom modifier.
Power word: Solace
As a bonus action. You may remove a fear, poisoned, or paralyzed condition from you or one of your allies.
Channel Divinity: Power Word Radiance
At 2nd level, you can use your Channel Divinity
When you cast a spell that restores hit points to a single target, as a Bonus action you may use a channel divinity charge after rolling and distribute the hit points evenly amongst up to three allies within 30 feet of your target, each ally that receives healing this way recovers additional hit points equal to your Wisdom modifier + spell level.
Atonement
At 6th level, allies that are targeted by your healing spells or power words gain atonement. Only one ally can benefit from atonement at a time.
When you deal damage, The ally that has the atonement buff on them is healed an amount equal to your Wisdom modifier.
At 14th level this healing is increased to your Wisdom + Proficiency bonus
Shadow Mend
At 8th level, you are able to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell or ability to a creature at 0 hit point, you instead use the highest number possible.
In addition, you learn the spare the dying cantrip, which doesn't count against the number of priest cantrips you know and you can cast it as a bonus action.
Holy Avatar
At 17th level, you become the embodiment of your deity & gain angelic wings.
- You gain a fly speed of 60 feet.
- Your atonement healing now heals for the amount of damage you deal.
- When you make an attack, you may apply atonement to 2 allies.
You may use this once per long rest.
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