Cleric
Base Class: Cleric

You are a divine healer and protector of all life.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Resistance cantrip if you don’t already know it. 

Barrier

Also at 1st level, When you are attacked by a creature within 30 ft. that you can see, you can use your reaction to create a barrier to absorb half of the receiving damage. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Healing Circle

Starting at 2nd level, you can use your Channel Divinity to harness divine light to heal and cure your allies.

As an action, you present your holy symbol, Each ally creature within a 30 foot radius sphere, centered on you heals 2d10 + your wisdom modifier, with a minimum of one and you can choose to end one disease or one condition afflicting them. The condition can be the blinded, deafened, paralyzed, poisoned or frightened conditions only.

Improved Barrier

Starting at 6th level, you can also use your Barrier feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Grand Sanctuary

Starting at 17th level, as an action, you can unleash a wave of protective energy that lasts for 1 minute or until you dismiss it using another action. All allies within a 60-foot radius sphere centered on you gain a +2 bonus to their AC and gain resistance to all damage. Also, while your allies remain in the radius, whenever they become a target of an attack, the attacker must make a wisdom saving throw or they must target another creature or lose the attack.

Previous Versions

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8/16/2020 2:28:37 PM
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