Cleric
Base Class: Cleric

As a cleric of the holy domain, you have taken it upon yourself to be a symbol of the the deities. Your presence alone frightens many creatures of darkness and demise as they understand the type of power you possess. Acting as a warrior for your deity, you can bring up your weapon and strike down your foe with radiant energy.

Holy Domain Spells

CLERIC LEVEL SPELLS
1st divine favor, shield of faith
3rd aid, lesser restoration
5th daylight, spirit guardians
7th freedom of movement, death ward
9th commune, flame strike

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor and martial weapons.

Power Word

At 1st level, you are able to utter words of power weaved with magical effects called power words. When you gain this feature, you know two power words of your choice from the Power Words list and learn a new power word at 6th level and 11th level.

All power words have a range of 30 feet. At 11th level, the range of your power words increase to 60 feet.

You can use this feature an amount of times equal to your Wisdom modifier. You regain expended uses after finishing a short or long rest.

Power Words

The following power words are listed in alphabetical order.

Barrier

Choose a creature within range. Until the start of your next turn, all damage dealt to that creature is halved.

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 [spell]fireball[/spell] spell, you can use your reaction to pull that creature to an empty space within 5 feet of you. That creature suffers no effects from the spell or ability and cannot be targeted by an opportunity attack.

Fortitude

When a creature within range is hit by a weapon attack, you can use your reaction to reduce the damage of the attack by an amount equal to your cleric level and give the creature temporary hit points equal to your cleric level.

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.

Sanctuary

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.

Solace

Choose a creature within range that you can see and make a ranged spell attack. On a hit, that creature takes radiant damage equal to your cleric level.

Channel Divinity: Holy Nova

At 2nd level, you can use your Channel Divinity as an action and present your holy symbol to evoke a circle of radiant energy. All creatures hostile toward you within 15 feet of you must make a Dexterity saving throw taking radiant damage equal to your cleric level on a failed save or half as much on a successful one.

Atonement

At 6th level, when you target a creature friendly to you with a power word, you can atone that creature for 1 minute. While a creature is atoned, they regain hit points equal to half your cleric level whenever you damage a creature hostile to you with a spell attack.

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.

Holy Avatar

At 17th level, you gain resistance to damage from spells. In addition, you can use your Atonement feature whenever you damage a creature with a weapon attack.

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