Cleric
Base Class: Cleric

I'd love some feedback on this one.

His boots were hitting the loose gravel as he finally reached the road back to town, the Ettercaps about to close in on him. "Only a few paces more!", the town's walls already in sight, when another monster sprang out of the thicket to block his way. He fell flat on his back und crawled backwards against an old overgrown tree log as he saw the first rays of the morning sun crawl over the town's roofs. "Begone, foul beast!", he heared a sonorous voice command and he saw the silhouette of a person against the dawning light.

Later on he swore, there had been two clerics that saved his life that day, but it was hard to tell through all the swirling and dancing of golden energy and splattering of steel and blood. Only his scars are proof of what happened that morning.

You'll find Protection Clerics in every rural community where fields are worked, cattle is raised and law enforcement is hard to come by. These clerics are often an integral part of the town's community and regularly hold positions of authority where they work closely with the common folk. They are charged with protecting the towns from outside dangers whilst conducting sacred ceremonies, be it weddings, funerals, harvest celebrations or palliative balming rites.

Protection clerics' specialty is strengthening their allies and healing wounds. Sometimes a nice word from a friend can be the one grain of sand that tips the scales in battle. Protection Clerics wield the light to make their party members shine.

As defenders of their communities they are trained in the usage of military equipments such as heavy armours and martial weapons.

Protection Clerics of Faerûn often pray to good deities that have a strong connection to the common folk such as Chauntea, Ilmater, Gond, Lathander, Silvanus, Sune and Valkur, sometimes even to Helm, Torm, Tyr and Bahamut.

Clerics of this domain in Wildemount are often involved with Pelor, Raei, Moradin, Melora and Corellon, as well as some martial deities like Bahamut or Erathis.

Domain Spells

1st-level Protection Domain feature

You gain domain spells at the cleric levels listed in the Protection Domain Spells table. See the Divine Domain class feature for how domain spells work.

Protection Domain Spells
Cleric Level Spells

1st

Alarm, Longstrider

3rd

Warding Bond, Aid

5th

Haste, Glyph of Warding

7th

Greater Invisibility, Hallucinatory Terrain

9th

Wall of Force, Hallow

Bonus Proficiency

When you choose this domain at 1st level, you become proficient with heavy armours and martial weapons.

Last One Standing

You are charged with the protection of your allies and for this you are not allowed to die. When damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 10). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by necrotic damage or by a critical hit. However you break the concentration on a spell as if you were knocked unconcious.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Channel Divinity: Soothing Light

Starting at 2nd level, you can use your Channel Divinity to douse the vicinity in warm light that keeps the darkness at bay and assuages the suffering of the righteous, bolstering their resolve and commitment.

As an action, you present your holy symbol with the following results:

- You dispell any magical darkness in a 30 ft. radius.

- Allies in that radius are healed for <strong>1d10</strong>{{classlevel#signed}} hitpoints.

- Allies in that radius gain advantage on saving throws against being charmed, turned and frightened for one minute.

Afterwards your holy symbol sheds dim light in that afore mentioned radius for up to one hour or until you dismiss the light as a bonus action.

 

Two Sets of Footprints

You never walk alone. Starting at 6th level you can - as a bonus action -  manifest a glowing apparition of yourself in an unoccupied space not more than 20 ft. away from you. The apparition sheds dim light in a 10 ft. radius and all spells that would originate from yourself can now be emanated from the apparition. In addition you can as a bonus action in subsequent turns change places with it, as long as your original position is in dim light or regular light. You can do this a number of times equal to your proficiency bonus. Expanded uses are refilled at dawn. The apparition has the following characteristics:

- AC and saving throws are the same as yours. However: when the apparition saves against a ST and would only take halved damage, it takes 0 damage instead.

- The apparition has only 1 HP and can trigger attacks of opportunity.

- The apparation shares its movement speed with you. (e.g.: You have a movement speed of 30 ft.; You can move 20 ft. and the apparition can move 10 ft.)

- optional rule: the apparition can provide a flanking bonus.

- optional rule: when you have the "War Caster" feat, you can cast spells as an attack of opportunity when an enemy leaves the melee range of the apparition.

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.

Aura of Benediction

Your presence is imbued with the blessing of the gods, rendering your magic capabilities even stronger.

Every time an ally that is within 30 ft. of you (or the glowing apparition from your "Two Sets of Footprints" feature) is targeted by one of your spells or cantrips they are healed for a number of hitpoints equal to your proficiency bonus plus your wisdom modifier.
Every time an enemy that is within 30 ft. of you (or the glowing apparition from your "Two Sets of Footprints" feature) is targeted by one of your spells or cantrips that utilize an attack roll they recieve radiant damage equal to your proficiency bonus plus your wisdom modifier.

 

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