Base Class: Cleric
The Wizarding Academy of the Arcane Purist school of magic boasts both a large medical wing and training program. This was a necessity born from the ever increasing amount of “training accidents”. Eventually clerics and doctors alike came to the same conclusion “There needs to be a way to keep them from hurting themselves”, and thus the domain was founded. Whether you learned the practices first hand at the academy, or second hand from someone who left the academy, anyone can appreciate some preventative care.
(This subclass is designed in a complementary supplement full of other homebrew subclasses and spells, the 3rd level domain spell "Cleansing Barrier" is one such spell. False Life, or protection from poison has a similar effect which makes either of them a good substitute if you don't wish to use said spell. Check out my other homebrew for said spells and related subclasses)
Student of Medicine
Protectorate Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Healing Word, Sleep |
| 3rd | Cleansing Barrier, Hold Person |
| 5th | Protection from Energy, Revivify |
| 7th | Resilient Sphere, Death Ward |
| 9th | Hold Monster, Raise Dead |
Medical Training
You are well versed in medicine and medical techniques! When you choose this domain at 1st level, you gain proficiency with Medicine and when you make a medicine check, add double your proficiency bonus to your roll.
Reactive Healing
At 1st level, when an ally or yourself takes damage you may spend your Reaction to cast Healing Word on that target at first level. You may ignore regular casting limitations when using this feature.
At 10th level, casting using this feature does not expend a spell slot. You may use this feature a number of times equal to your Wisdom modifier(Minimum 1) until you have completed a long rest. Casting using this feature at a higher level still consumes the spell slot if it is above 1st.
At 17th level, when you may cast Healing Word using this feature you may now cast it at 3rd level without it expending a spell slot.
Channel Divinity: Guardian Barrier
Starting at 2nd level, you can use your Channel Divinity to protect those around you.
As an action, you present your holy Symbol and evoke protective energy that grants a number Temporary Hit Points equal to 7 times your cleric level.
Choose any number of creatures within 30 feet of you, and divide those Temporary Hit Points among them. This feature cannot grant more Temporary Hit Points to a creature than their maximum Hit Points.
Temporary Hit Points gained from this feature last until your next short or long rest.
Shield Pact
Starting at 6th level, whenever you cast a spell that grants Temporary Hit Points to a creature, you also gain Temporary Hit Points equal to your Wisdom score or the amount the spell gave, whichever is lower.
Auroras Caster
At 8th level, when you cast a spell that grants Hit Points or Temporary Hit Points, if there is an allied creature within 5 feet of the target of the spell, the adjacent ally also gains half(rounded up) the value of the spell. This has no effect if the adjacent target is also a target of the same spell.
At 14th level, the range at which an additional allied creature is affected is increased to 10 feet from the main target.
Overprotective
At 17th level, when you would normally roll one or more dice to gain Temporary Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of giving 2d6 Temporary Hit Points to a creature, you give 12.
Previous Versions
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4/6/2022 5:50:03 AM
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Coming Soon
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