Cleric
Base Class: Cleric

As a cleric who draws power from the heroes of old you are not necessarily bound to a god. Instead you are in service to a spirit from history or legend, drawing power from the collective faith and power they have gained. (Credits: Vogie, Art by Hawki)

Hero Domain

The war had been waged for years, with no end in sight. The heroes of old have long since fallen, and their replacements are few and far between. Nevertheless, the people fight on, inspired by the words of their fallen leaders. "While we delay, they are on the move. Press forward in the face of the overwhelming odds. Be the shield for the meek against the cruel. You are defeated the moment you declared your aggression." 

At each indicated cleric level, you add the listed spells to your spells prepared.

Hero Domain Spells
Cleric Level Spells
1st Compelled Duel, Shield
3rd Hold Person, Misty Step
5th Tongues, Protection from Energy
7th Otiluke's Resilient Sphere, Dimension Door
9th Hold Monster, Teleportation Circle

Plot Armor

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

Mote of Heroes

Also at 1st level, when you cast a spell of 1st level or higher that restores hit points to a creature, you can use choose to target an unoccupied 5-foot cube you can see within 60 feet of you instead. You cause a tiny glowing mote to shimmer into existence on the ground holding that healing energy. Whenever you or an allied creature moves into the mote's space for the first time or starts its turn there, the mote vanishes and restores the hit points to that creature, and their speed increases by 10 ft this turn. Motes last for 1 minute, and you can't have more than 3 motes active at one time. If a mote lasts for 2 rounds, you add your proficiency bonus to the amount of hit points restored.

Channel Divinity: Chains of Fate

Starting at 2nd level,  you can use your Channel Divinity to shackle those who stand against you.

As an action you can cause spectral chains to spring up and reach for a creature within 10 feet of you that you can see. The target must succeed on a strength or dexterity saving throw (their choice) or be restrained for the duration. While restrained by the chains, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the chains vanish.

Into the fray

Starting at 6th level, when a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage cannot be reduced in any way.

In addition, you may add your proficiency modifier to constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Blessing of the Mage

Starting at 8th level, you add your Wisdom modifier to the damage or healing you deal with any cleric spell or cantrip.

Protagonist

Beginning at 17th level, as a reaction, whenever you or a non-hostile creature you can see within 30 feet of you drops to half health, you can imbue one weapon that you are holding with positive energy for 1 minute. You add your Wisdom modifier to attack rolls made with that weapon (with a minimum bonus of +1). Your weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can start or end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.

Hero Image