Cleric
Base Class: Cleric

Blessed by the Goddess of the Darkness, Halvera, you have been given a gift, or a curse, for your dedicated devotion to her. Something within you stirs, allowing you to call upon her power to aid your allies and protect yourself during combat.

Bonus Proficiency

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

Equivalent Exchange

As a bonus action, you can steal the life force of you damage to heal your allies. You heal a chosen ally within 30 ft. of you for half the amount of damage dealt to your target. This bonus action must be disclosed before the attack action is taken. 

Channel Divinity: Depth Strider

Starting at 2nd level, you can use your Channel Divinity to changes the tides of the battlefield.

As an action, you present your holy symbol and call upon the darkness to give an advantage to those fighting along side you on the battlefield. Any ally within 30 ft. of you at the time of casting gains an advantage to hit on their next attack. You can’t use this feature on an undead or a construct.

Blood Armour

As action, choose an ally within 30 ft. of you, and remove health in intervals of 10. For every 10 hit points removed from the ally, the ally will gain +1 temporary AC, the temporary AC will last 3 rounds.
10 = +1 AC, 20 = +2 AC, 30 = +3 AC, 40 = +4 AC, and 50 = +5 AC.

Stride of Fear

Something within you is released, and it is frightening. All those within 30 ft. of you must make a WIS saving throw, those that have been informed of what lies within you gain advantage on this saving throw, or take psychic damage and become frightened. Those who succeed the save take half the damage. 

Blessing from the Dark God

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Comments

Posts Quoted:
Reply
Clear All Quotes