Base Class: Cleric
Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies—always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.
Penance
When you deal Radiant damage, you can grant a number of temporary HP equal to the radiant damage dealt to any of your allies. You cannot assign more Temporary HP until the amount you've already assigned is gone, and you cannot assign Temporary HP to yourself.
Power Word: Shield
Once per long rest, you can select an ally (or yourself) to receive an amount of Temporary HP equal to your 1/2 your Cleric level (minimum one) plus your Temporary HP. As well, until that Temporary HP is reduced to zero, the target has Resistance to all non-magical physical damage.
Fade
Once per Short Rest, the caster can Fade, becoming half ethereal. For 1d4 rounds they are not affected by any of the status conditions they had on them prior to fading, but can not make physical attacks or interact with the material plane. They can still cast spells that effect the Material Plane, but cannot cast spells on themselves.Every 4 levels, you can cast this ability an additional time before you must take a short rest again.
Focused Will
Beginning at 6th level, You have advantage on mind-altering effects such as charm and compulsion. If a spell of this nature is attempted against an ally within 30 feet of you, they also have the benefit of this ability.
Leap of Faith
Once per Long Rest you can move up to 3 times your speed in the direction of an injured ally you know the location of. You can also choose to, instead, drag the injured target towards you. During this movement, they pass through physical objects and people without harm, but take 3d6 Bludgeoning damage if they end their movement inside an object. If they end their turn inside another living being, they instead end their turn in the next available square.
Rapture
You ward an area 60 feet in diameter around you for 1 minute. During this period, allies in the warded area have resistance to bludgeoning, piercing, and slashing damage and advantage on saves. You can end the spell at any time: When you choose to end the spell, everyone in the area gets 8d6+WIS Mod of HP, and negative status effects on them are ended, and dying characters are stabilized. If the effect ends because you are reduced to zero HP, the spell ends without any of the positive effects. Regardless of how the effect ends, you take a level of Exhaustion. Requires a long rest to recharge.
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