Cleric
Base Class: Cleric

This domain allows for control of the battlefield through radiant energy. 

Bonus Proficiency

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

Radiant Aura

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 is healed a further base of 2 HP + the spell's level. 

Channel Divinity: Seraphim's Grace

As an action, you emit a healing sphere of light centered around you in a 30ft radius. This light sphere moves with you and lasts for 1 minute until you are knocked unconcious or die. During this time, whenever an allied creature (including you) ends its turn within this sphere, you can grant the creature one of two things: 

  • One effect of Poisoned/Frightened is ended. 
  • They provided temporary hitpoints of 1d6 + your cleric level. 

Resist Death

Starting at 6th level, you have a life insurance policy. 

If you are reduced to 0 hitpoints, the radiant spark within you flares and keeps you concious with 1+ your proficiency bonus HP. This ability can only trigger once per long rest. 

Ascension

At 8th level, you are able to draw massive energy from other dimensions for a 10 round duration. During this time, radiant wings emerge from your back, enabling you the ability of flight (at the same speed as your walking speed). Your attack and healing spells are boosted once per turn by 1d8 at 8th level and 2d8 at 14th.  This ability can only be used once per short rest. 

Radiant vortex

Starting at 17th level, your seraphim's grace now has the following effects. 

As an action, you emit a healing sphere of light centered around you in a 45ft radius. This light sphere moves with you and lasts for 1 minute until you are knocked unconcious or die. During this time, whenever an allied creature (including you) ends its turn within this sphere, you can grant the creature one of two things: 

  • One effect of Poisoned/Frightened is ended. 
  • They are provided temporary hitpoints of 1d6 + your cleric level. 

Additionally, if an unallied creature falls within the vortex, they take 1d6 damage. On their turn if they do not move outside of the vortex by the end of their turn, they take addtional 1d6 damage. 

Previous Versions

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7/13/2022 5:09:17 PM
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