The cleric’s church is a bastion of faith for believers and adherents to their deity’s laws, and a symbol of resistance against those forces that oppose the cleric’s god, creating one or more of the following effects at the GM’s discretion.
Demesne Effects
- Folks who live in the cleric’s demesne are immune to disease.
- The cleric can hear the prayers of those living in their demesne who are in concordance with the cleric’s deity.
- While the cleric is hale, the weather in their demesne is fair. If the cleric is wounded or suffering, the weather turns foul. For this effect to happen, the cleric merely has to be on the same plane as their demesne.
Stronghold Actions
On initiative count 20 (losing initiative ties), the cleric can take a stronghold action to cause one of the following effects. The cleric must be in the same hex or province as their stronghold, and can’t use the same effect until after a short or long rest:
- All enemies within 30 feet of you must succeed on a Constitution saving throw or suffer the effects of the contagion spell.
- Shafts of golden light stab down from the sky, penetrating walls and ceilings. The beams target all undead, demons, and devils within 60 feet of you, even those hidden or invisible. Targets must succeed on a Wisdom saving throw or be annihilated.
- You and all allies in the stronghold recover all Hit Dice and gain 30 temporary hit points.
Class Feature Improvement: Manifest Divinity
When you use your Channel Divinity class feature, all allies within 30 feet regain 3d8 hit points. You can do this a number of times equal to your proficiency bonus, after which you must take a long rest to refresh this ability.
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