Base Class: Cleric
After spending much of their lives in temples studying ancient doctrine, preaching the tenets of their faith, and pledging their full devotion to the divine powers they follow, the most adept priests leave their houses of worship to serve on the battlefield, as shepherd to flock. There, they use their holy powers to bless allies and mend wounds. And while most stay behind the frontlines to aid their comrades, these holy champions are also capable of smiting foes and carrying out sacred justice. They’re also morally opposed to the use of Shadow and Void magic—rather, they are exemplars of the incredible grace and power of the divine and the Light, and even death cannot fully stop their healing capabilities
Renew
You target a friendly character that you can see. They gain 1d4+1/2 Your Cleric Level (minimum +1) for a number of rounds equal to your WIS score.
Echo of Light
When you cast a Healing Spell, the target regains an additional 1d4+WIS Mod of healing at the start of their next turn. This increases to 1d6+WIS at Level 3, 1d8+WIS at Level 5, 1d10+WIS at Level 7, and 1d12+WIS at Level 9.
Channel Divinity: Purify
As an action, you remove a status effect from each friendly character within 30 feet. Initially, it must be the same Status Effect removed from each character, but starting at 9th level, you may remove a different status effect from each target in range.
Holy Nova
Once per day you can call forth the Light to deal damage to your enemies and mend your allies: Hostile characters must make a save equal to 8 + your WIS mod + 1/2 your Cleric Level. Those that fail take 4d6 Radiant Damage, while Allies are healed for 4d6. Enemies that save take half damage, and beings immune to Radiant damage are instead healed. Undead, Demons, and other Evil outsiders take twice the damage result.
Symbol of Hope
At 8th level, you gain the ability to convince even your most exhausted allies to fight on. Those that can see you when you use this ability may instantly reroll up to 5 of their Hit Die as if taking a Short Rest. As well, they regain one spell slot of each level spell up to 6th. Recharges on a Short Rest.
Spirit of Redemption
When you would normally be reduced to zero HP, you instead take on an angelic form at the spot your body falls. At the start of your turn, make a death save as normal: You may then cast spells that benefit your party, but may not attack, cast offensive spells, or move. After you make all three death saves, regardless of the result, you fall unconscious. (Or, if you failed your Death Saves, you die.)
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