Base Class: Cleric
Across the Realms and Beyond exist countless deities and Spirits each with their own motivations power temperament and each with their own dedicated followers
Try and Order accelerate and honor the deities they follow with the creation preservation of hallowed sites in their honor -- consecrated ground where the Misty divisions between spiritual and physical melts away to nothing. To such clerics power can be drawn from any age you Spirit deity or Pantheon they worship. For the shrine Ward and the active devotion itself is magical and the erection of a shrine Beacon of Hope to those in need a terror of those who mean it harm.
Enrapture
Once per turn, when you hit a target with an attack roll, you can attempt to expell or trap the creature. That creature must make a charisma saving throw against your cleric spell save DC or suffer one of the following effects of your choice:
- The creature is pushed back a number of feet equal to 5 x your proficiency bonus
- The creature's speed is reduced by a number of feet equal to 5 x your proficiency bonus
You can use this number of times equal to your wisdom modifier minimum ones regaining all expended uses when you finish a long rest
Channel divinity Consecration
As a bonus action you target a point you can see within 60 feet of you creating a small spectral shrine to appear and radiate magic within a 20-foot radius area for 10 minutes. When you use this feature, choose a blessing or curse from the list below as well as a number of targets equal to 1+ your wisdom min. 1
- blessing of fortune when an affected creature is within the area of the shrine can add 1d4 to any attack roll, check or saving throw once per turn
- Blessing of power when an affected creature is within the area of the shrine can add 1d6 radiant damage to any hit to a target once per turn
- Blessing of Hope when an affected creature is within the area of the shrine, they are immune to frighten and gain 1d4 temporary hit points at the start of their turn
- Curse of the void when an affected creature is within the area of the shrine they are blinded until the start of their next turn
- Curse of pain when an affected creature is within the area of the shrine the take 1d8 necrotic damage
- Curse of Panic when an affected creature is within the area of the shrine must make a wisdom saving throw of become frightened until the start of their next turn
Divine strike
on a hit deal 1d8 extra radiant damage on a hit
this increase to 2d8 at level 14
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