Cleric
Base Class: Cleric

 

God's Soldier

When you choose this domain at 1st level, As a reaction when you cast a Spell, God boosts it's power. When you or another creature within 30ft of you casts a spell that makes you do a Ranged Spell attack you gain advantage, or when you cast a spell that makes the target do a saving throw they have disadvantage. You may do this as many times equal to your proficiency bonus every long rest.

Channel Divinity: God's Presence

Starting at 2nd level, you can use your Channel Divinity to invoke God's Wrath. As an action, you present your holy symbol and evoke the Fear of God in your enemies. All enemies you choose within 50ft of you must make a Wisdom save equal to your Spell Save DC or be frightened for 10 minutes. All creatures affected by this feature may redo the Saving Throw at the start of it's turn at the cost of it's action.

God's Grace

Starting at 6th level, When you drop below 15 hit points you may choose to gain Temporary Hit Points equal to double your cleric level. These temporary hit points disappear when you leave combat if they aren't depleted. You may do this once per short or long rest.

Holy Retribution

Starting at 8th level, As a reaction when you take damage from a creature the attacker takes 2 times the damage they dealt in radiant damage and must make a Constitution Saving throw or be blinded for 1 minute. The creature may redo this save at the start of it's turn. You may do this as many times equal to your proficiency bonus every long rest. When you reach 14th the attacker instead takes 3 times the damage they dealt.

Heaven's Embrace

Starting at 17th level, You can call down the power of heaven to restrain your enemies. As an action you force all chosen creatures within 100ft to make a Dexterity saving throw or be restrained for 1 hour and take 4d10 radiant damage and you heal half of the total damage dealt to all of the creatures. All creatures affected by this may redo the saving throw at the start of it's turn at the cost of it's action, and if they succeed they must make a Constitution Saving throw or be slowed for 1 round. If they Succeed the first Saving throw then they take 3d10 radiant damage and are slowed for 1 round. 

Jesus Christ Domain Spells

Clerics of the Jesus Christ Domain learn additional spells at certain levels, which count as cleric spells and don't count against the number of spells prepared

1st: Create or Destroy Water, Purify Food and Drink

3rd: Prayer of Healing, Lesser Restoration

5th: Revivify, Create Food and Water

7th: Control Water, Wall of Fire

9th: Greater Restoration, Reincarnate

11th: Flesh to Stone

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