Base Class: Cleric
You always have certain spells prepared, and they don’t count against the number of spells you can prepare each day.
Level 3: Twisted Mercy
When you restore hit points to a creature with a spell or class feature, one creature of your choice that you can see within 30 feet of the healed creature must make a Constitution saving throw against your cleric spell save DC. On a failed save, it takes necrotic damage equal to your Wisdom modifier and can’t take reactions until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3: Clinical Presence
You have advantage on Wisdom (Medicine) checks made to diagnose, treat, or identify injuries, poisons, diseases, or unusual bodily conditions. In addition, when you stabilize a creature using a healer’s kit or similar medical tools, that creature regains 1 hit point.
Level 3: Channel Divinity: Painful Mercy
As an action, choose one creature you can see within 30 feet of you. The target must make a Constitution saving throw against your cleric spell save DC. On a failed save, choose one of the following effects: the target can’t take reactions until the start of your next turn, the target has disadvantage on the next attack roll it makes before the end of its next turn, or the target’s speed is reduced by 10 feet until the start of your next turn. If the target is missing any hit points, it also takes psychic damage equal to your cleric level.
Disadvantage on Next Attack
The target has disadvantage on the next attack roll it makes before the end of its next turn.
No Reactions
The target can’t take reactions until the start of your next turn.
Slowed
The target’s speed is reduced by 10 feet until the start of your next turn.
Level 6: Necessary Suffering
When a creature you can see within 30 feet takes damage, you can use your reaction to reduce that damage by 1d10 + your Wisdom modifier. If you do, a different creature of your choice within 30 feet of you takes necrotic damage equal to your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 8: Blessed Incision
Once on each of your turns when you hit a creature with a weapon attack or a cleric cantrip, you deal an extra 1d8 necrotic damage to that creature. If the target is missing any hit points, you can choose for the extra damage to be radiant damage instead.
Level 17: Mercy Beyond Death
When a creature you can see within 30 feet of you would die, you can use your reaction to prevent it from dying. If the creature had any failed death saving throws, remove one of those failures instead. Once you use this feature, you can’t use it again until you finish a long rest.
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