Base Class: Cleric
The Essential Worker domain focuses on the positive energy that helps keep balance and progress for all life. The domain promotes vitality and health through healing the sick and wounded, caring for those in need, and providing basic services to keep those around them safe and secure.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared.
- 1st Level: Create or Destroy Water, Cure Wounds
- 3rd Level: Calm Emotions, Warding Bond
- 5th Level: Beacon of Hope, Create Food and Water
- 7th Level: Death Ward, Mordenkainen's Private Sanctum
- 9th Level: Greater Restoration, Mass Cure Wounds
Helping Hand
Also starting at 1st level, your ability to offer aid to those around you becomes almost second nature. You may use the help action as a bonus action on your turn.
Channel Divinity: Essential Blessing
Starting at 2nd level, you can use your Channel Divinity to strengthen you and your allies resilience.
As an action, you present your holy symbol and evoke divine energy that applies temporary hit points equal to five times your Cleric Level. Choose any creatures within 30 feet of you, and divide those temporary hit points among them. Additionally, while the creatures have the temporary hit points, they have advantage on saving throws vs Poison and Disease. The temporary hit points remain for 1 minute, or until they are exhausted. You can’t use this feature on an undead or a construct.
Insightful Watch
Beginning at 6th level, your conditioning for withstanding harsh environments aids you. You gain proficiency in insight or medicine, if you already had proficiency in the chosen skill, you instead double your proficiency bonus. In addition, you may spend an action to focus on a creature within 30 feet. If you do, you gain insight on any Enchantment, Illusion, Poison or Disease currently affecting that creature.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Protective Divinity
At 17th level, you gain immunity to all Poison & Disease. As an action, you can temporarily give up this immunity and transfer it to one creature you touch. The creature keeps the immunity until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. If this ability is transferred to someone under the affects of a poison or disease, they gain advantage on the saving throws to resist it. The ability cannot reverse the affects of a poison or disease already affecting the target.
Additionally, once per long rest you also gain the ability to weave a protective barrier of divine energy around you and your allies. As an action, you may designate up to 10 creatures within a range of 100 feet to be coated in radiance for 1 minute. While affected, the creatures gain temporary HP equal to your Wisdom modifier at the beginning of each of their turns, they have resistance to Poison and Necrotic damage, and have a +2 Divine Bonus to their armor class.
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