Base Class: Cleric
Not all clerics want to smash enemies up close or absorb melee hits with clunky heavy armor. Some clerics prefer to have more supportive roles– standing on the sidelines, empowering their allies with vital, life-saving abilities. These clerics know the value of being their party's lifeline, forgoing the glory of melee combat for a more traditional healer's role.
This subclass is designed to bring the Cleric class closer to the support/healing classes from other RPG games. Weaker defenses, but more versatile healing and buffing abilities. Favors Dexterity over Strength.
Support Domain Spells
| Level | Spells |
|---|---|
| 1st | Healing Word, Shield of Faith |
| 3rd | Hold Person, Lesser Restoration |
| 5th | Dispel Magic, Remove Curse |
| 7th | Death Ward, Guardian of Faith |
| 9th | Greater Restoration, Mass Cure Wounds |
Proficiency Changes
When you choose this domain at 1st level, you lose proficiency with medium armor and shields, but you gain proficiency with shortswords, scimitars, shortbows, and longbows.
In addition, you learn the Shillelagh cantrip, and can use a staff or quarterstaff as an arcane focus. This cantrip counts as a Cleric cantrip for you, and doesn't count against your number of cantrips known.
Healing Ward
As an action, you choose a point on the ground within 60 feet of you that you can see. An incorporeal, spectral ward is planted in the ground at that point, glowing with an aura of dim light for a duration of 1 minute. The radius of this aura is 10 feet. For the duration, any creature of your choice that starts its turn within the aura regains 1d4 HP. Once you've used this feature, you must complete a long rest before doing so again.
The radius of the aura and the amount of HP regained both increase as you level up in this class. At 7th level, the radius increases to 20 feet, and creatures in the light regain 1d6 HP per turn. At 14th level, the radius increases to 30 feet, and creatures in the light regain 1d8 HP per turn.
Channel Divinity: Quick Recovery
Starting at 2nd level, you can use your Channel Divinity to shorten the recovery time a creature needs to regain its features.
As an action, you touch one creature, and choose one of its available race or class features that has a limited number of uses per short or long rest (such as a bard's Inspiration Dice or a dragonborn's Breath Weapon). That creature regains one use of that feature, as long as it currently had no uses of it left.
Full Purification
Beginning at 6th level, you can help an ally recover from all that ails them with a single touch.
Whenever you cast Lesser Restoration, Dispel Magic, Remove Curse, or Greater Restoration on a target, you can expend additional spell slots to cast any number of these spells on the target as part of the same action. You can also expend one additional spell slot of any level to restore HP to the target. The target regains 1d8 HP per level of this additional spell slot.
Similarly, when you cast a spell of 1st level or higher that restores HP to a target, you can expend any number of additional spell slots to cast Lesser Restoration, Dispel Magic, Remove Curse, and/or Greater Restoration on the target as part of the same action.
To cast spells in this manner, you must have the spells prepared at the time of casting, and must have spell slots available for them at the appropriate levels.
Potent Ward
At 8th level, your wards can bolster your allies with increased power. Whenever you create a Healing Ward, choose one of the following effects for it to gain, in addition to its normal effects:
Divine Might. You and all allied creatures gain a bonus to weapon damage while within your ward's radius. This bonus is equal to your Wisdom modifier.
Divine Armor. You and all allied creatures gain resistance to nonmagical bludgeoning, piercing, and slashing damage while within your ward's radius.
Divine Safety. You and all allied creatures have advantage on saving throws while within your ward's radius.
Supreme Ward
Starting at 17th level, while the aura of your Healing Ward is active, you generate a second aura centered on yourself for the same duration. This second aura has the same radius as the first, and creatures can benefit from the effects of your Healing Ward while in either aura.
Additionally, hostile creatures glow with faint outlines while within the auras, becoming visible if they were invisible, and giving you and your allies advantage on any attack rolls made against them.
Previous Versions
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Posted Nov 20, 2018ok cool thanks for responding this is a very unique subclass
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Posted Nov 19, 2018No, you'll still have them. This subclass doesn't get the cleric's starting proficiencies with medium armor and shields, but if you have those proficiencies from another class or feat, they still count.
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Posted Nov 18, 2018if im a fighter dose that mean if i multiclass in to this i will loose my shield proficiency?