Cleric
Base Class: Cleric

The purity domain often simply represents the divine will of protecting their people or holy sites against forces that would seek to corrupt them. Many gods claim influence over this domain, in particular deities of law, life, community and healing.

Clerics of the purity domain very often see it as their calling to either protect a specific place from corruption, like a shrine or temple, or to seek it out in the world to reduce its influence and protect the people it would have otherwise harmed. In some cases, clerics of this domain are known to fall back on extreme measures to ensure that no corruption can take hold.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

Guiding Prayer

From 1st level, you can speak divine guidance into your arrow as you let it loose towards your target. As a bonus action, you can give yourself advantage on the next ranged weapon attack. This attack also deals an additional 1d8 radiant damage.

You can use this feature twice. You regain all expended uses when you finish a short or long rest.

Channel Divinity: Seal of Protection

Starting at 2nd level, you can use your Channel Divinity to invoke a divine seal that banishes those that wish to do you harm.

As an action, you place a purifying seal on a flat surface or willing creature within 5 feet of you. The effect lasts for 1 minute or until you choose to end the effect, whichever comes first.

The seal creates an area with a ft 15 radius around it. Hostile creatures can't enter or reach into the area, unless they succeed on a Wisdom saving throw. On a success, they can enter the area as normal, but will be pushed outside again at the end of its turn.

Ranged spell attacks against targets within the area are made with disadvantage.

Fated Arrow

Starting at 6th level, you can use your Channel Divinity to attach spells to your ranged attacks.

When a ranged weapon attack hits a creature, you can use your Channel Divinity to cast a spell that requires an action or a bonus action to cast and only targets the hit creature. If the spell requires an attack roll, it automatically hits.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Seal of Protection

At 17th level, when using your Seal of Protection, allies within the seal have advantage on saving throws against magic and are immune to the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Additionally, the effect now lasts for 24 hours or until you choose to end the effect, whichever comes first.

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