Cleric
Base Class: Cleric

Elder Domain Clerics have sworn by their god to seek the destruction of eldritch abominations and foil the plans of the elder gods. However, as is often the case, getting close to these forces can warp even the most faithful. These clerics are still faithful to their god and with their blessing have started to employ some of the magic they have learned from the other side. This Domain lives by the idea that to defeat one's enemy, one must know their enemy. 

Ancient Knowledge

When you choose this domain at 1st level, you gain proficiency with arcana and history.

Disciple of Creation

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Restore Creation

Starting at 2nd level, you can use your Channel Divinity to heal corruption in nature and people.

As an action, you can use Channel Divinity and present your holy symbol to restore creation. They are able to cast one of the following spells: remove curse, plant growth, purify food and drink, or create or destroy water.

Elder Power

Due to exposure with the Elder gods and eldritch powers, the cleric is able to use the Eldritch Blast cantrip.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Eldritch Horror

At 8th level, you gain the ability to evoke eldritch power to summon four spectral tentacles. Once on each of your turns, you can use either use a tentacle attack or fling action. When you reach 14th level, you are able to use fling as a bonus action.

Tentacle: Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 15(3d6 + 5) bludgeoning damage, and the target is Grappled (escape DC 15). Until this grapple ends, the target is Restrained. The caster has four tentacles, each of which can grapple one target.

Fling: One Large or smaller object held or creature Grappled by the caster is Thrown up to 60 feet in a random direction and knocked prone. If a Thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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