Cleric
Base Class: Cleric

Generally sweet and deceptive, these clerics utilize gifts of health and prosperity

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Healthy Luck

Be it luck, or sheer will to survive. All creatures healed by this cleric gain a 1+ bonus to their next saving throw.

Channel Divinity: Divine Escape

Divinity is channeled through this cleric so they can escape a nonmagical grapple, trap, or bindings instantly and appear up to 10 ft away. They cannot teleport through walls and cannot move through enemy spaces.

Healing Affinity

Starting at 6th level when using healing spells, friendly creatures directly next to the target receive healing of 2+ (spell level) HP

Lucky Strike

At 8th level luck materializes as an attack gets an added 1d8 psychic damage. 14th level the damage becomes 2d8.

 

Uncanny Escape

At 17th level this cleric can escape bonds, grapples, or traps (with magical origins) using their channeled divinity, leaving them up to 30 ft away in their line of sight, unharmed.

Comments

Posts Quoted:
Reply
Clear All Quotes