Base Class: Cleric
You can judge the wicked for their sins, or the good...
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Judgement
Starting at 2nd level, you can use your Channel Divinity to smite the wicked.
As an action, you present your holy symbol and evoke healing energy that can deal 5 times your class level in disintegration damage to a creature within 30 ft. of you. The creature then makes a con saving throw. On a failed save, the creature deals half damage during its next turn.
Blessed Auroura
You can project an aura around you that effects allies or enemies at will. This aura expand in (proficiency bonus*5) radius around you. You can only have one aura at a time, and you must use your action to switch from one to the other. You can choose the appearance of your aura, however it cannot cause any actual effect to someone's senses unless specifically stated.
Radiant: You gain your wisdom modifier in temp HP every turn in combat, or every minute out of combat, up to a maximum of 20. You start with max temp HP from this feature after a long rest, and start to regenerate back to 20 whenever you fall below 20. Additionally, you can change the location of any willing creature within your aura(including you) to another position in your aura as a bonus action. Your eyes shed bright light for 10 feet where you're facing, and dim light for an additional 10. The rest of your body shines dim light for a 5 foot radius.
Neutral: You gain +1 to your AC and all saves. Additionally, any willing creature of your choice in your aura (including you) can add your wisdom modifier to their damage rolls.
Dark: You can add your wisdom modifier to any of your attack rolls, and add 2 to your spell save DC. Additionally, any willing creature in your aura (including you) has advantage on their damage rolls.
Dark Aura
Dark: You can add your wisdom modifier to any of your attack rolls, and add 2 to your spell save DC. Additionally, any willing creature in your aura (including you) has advantage on their damage rolls.
Neutral Aura
Neutral: You gain +1 to your AC and all saves. Additionally, any willing creature of your choice in your aura (including you) can add your wisdom modifier to their damage rolls.
Radiant Aura
Radiant: You gain your wisdom modifier in temp HP every turn in combat, or every minute out of combat, up to a maximum of 20. You start with max temp HP from this feature after a long rest, and start to regenerate back to 20 whenever you fall below 20. Additionally, you can change the location of any willing creature within your aura(including you) to another position in your aura as a bonus action. Your eyes shed bright light for 10 feet where you're facing, and dim light for an additional 10. The rest of your body shines dim light for a 5 foot radius.
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.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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