Cleric
Base Class: Cleric

These clerics believe in always moving to the groove. In many ways this is the ultimate travelling companion for any paladin looking to "Throw it Back"

Bonus Proficiencies/Goddess' Guidance

At 1st level, you gain proficiency with martial weapons and heavy armor, as well as an expanded spell list.

Channel Divinity: The Power of Thrust

Religious Dance. As a bonus action, you can use your Channel Divinity to augment your movements. For the next 10 minutes, you have advantage on Dexterity (Stealth) and Dexterity (Acrobatics) checks as well as Performance checks; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Thrusting For A Homie. You Channel Divinity to heal one target for 1d4 + your proficiency modifier, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 20 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Rapid Thrust

From 1st level, your god delivers emboldens your moves. When a ally within 10 feet uses the Attack action, you can make one weapon attack as a reaction. If you are not within range you thrust your way to the target.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Piercing Thrust

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the damage, using Channel Divinity to let  your thrusts empower your ally. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Gyrating Hips

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of your moves. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Dance

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Previous Versions

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