Cleric
Base Class: Cleric

You have devoted your life to the way of the Abzan, and seek to provide for your clan and the First Tree that it grew from.  Your reverence for your ancestors is a tangible source of power, and your faith and devotion has provided you great power to use in the service of your clan. The people of the Abzan know great love for their heart and great wroth for their enemies, and the magic you channel from them reflects this, equally suited to healing as it is for harm. Life began from the tree and you believe that it will end with it too, and as such the flow of life and death is as sacred as your holy groves, and to pervert this order is heresy of the upmost degree. Your ancestors are with you always, and their strength and wisdom will lead you and your clan to prosperity.

Bonus Proficiencies

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

Domain Spells

When you choose this domain at 1st level you gain access to the following domain spells.

Cure Wounds, Divine Favor, Dust Devil, Mirror Image, Aura of Vitality, Spirit Guardians, Death Ward, Ice Storm, Destructive Wave, Maelstrom

Vessel of the Ancestors

Also starting at 1st level, your senses and reflexes are sharpened. As a bonus action on your turn, you may grant yourself advantage on the next melee weapon or spell attack you make. Additionally, whenever you fail a perception check you may roll a d6 and add the number rolled to the check, potentially turning it into a success. 

You may use each of these an amount of times equal to your wisdom modifier, regaining all uses on a long rest.

Channel Divinity: Harness the Sands

Starting at 2nd level, you can use your Channel Divinity to conjure a sandstorm to you.

As an action, you present your holy symbol and harness the power of the deserts, causing a sandstorm to form around you for 1 minute or until you are incapacitated. Once on each of your turns while this effect is active you can cause one of the following effects, immediately after you hit a creature with an attack.

  • The attack's target takes 1d6 slashing damage from the sandstorm
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the sandstorm up to 15 feet horizontally in a direction of your choice

Improved Channel Divinity

Starting at 6th level, you can use the power of the sands for mobility. As a bonus action on your turn you may create a pillar of sand to ride, giving you a flying speed of 15 feet and the ability to hover.

Channel Divinity: Protection of the Tree Spirits

Beginning at 6th level, you can use your Channel Divinity to protect yourself and your ally's

As an action, you preset your holy symbol and invoke the power of the tree spirits. In a 30 foot radius around you flickering spirits appear around yourself and your ally's, and until the next turn any hostile creature starting its turn in a 5 foot radius of you or any of your ally's takes 1d8 radiant damage, and has disadvantage on the next attack roll it makes. 

Additionally you and your ally's gain an increase to their AC's equal to your wisdom modifier and the benefit of partial cover.

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.

Blessed of the Abzan

When you reach 17th level in this class you gain a deeper bond to your ancestors and the First Tree. When you use Harness the Sands it remains active until you use a bonus action to dismiss it or you are incapacitated, and damage is increased to 2d6, as well as gaining the additional option:

  • Your sandstorm can protect yourself and your ally's. You may use your reaction to grant yourself or a creature within 15 feet of you a +5 to their AC when they are hit by an attack

Additionally, when you use your Protection of the Tree Spirits the effect now lasts for 1 minute or until you are incapacitated, and the damage is increased to 2d8.

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