Cleric
Base Class: Cleric

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Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton; edited by Wrexxal.
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Shepherds of their flocks and great orators, these clerics can heighten the potency of their prayers when others of their faith reinforce them. The congregation’s strength is in numbers, and clerics who follow this domain almost never serve alone and are almost always found in at least pairs. Priests of the congregation can favor war or competence over battle might, but all are dedicated to leading large groups of worshippers, sharing their faith, and lending a hand to their co-religionists.

Congregation Domain Spells

You gain domain spells based on your cleric levels in the Congregation Domain Spells table. See the Divine Domain class feature for how domain spells work.

Congregation Domain Spells

CLERIC LEVEL SPELLS
1st bless, protection from evil and good
3rd aid, calm emotions
5th beacon of hope, mass healing word
7th compulsion, private sanctum
9th mass cure wounds, telepathic bond

Bonus Cantrip

When you choose this domain at 1st level, you gain the guidance cantrip, which doesn’t count against the number of cleric cantrips you know.

Communal Prayers

Starting at 1st level, you can make your spells more potent if others cast the same spell as you. When another friendly creature casts the same spell in the same round as you, but before your spell takes effect, creatures targeted by your spell have disadvantage on saving throws against your spell.

Bonus Proficiency

Starting at 1st level, you become proficient in the Persuasion skill. 

Channel Divinity: Mass Aid

Starting at 2nd level, you can use your Channel Divinity to bolster your allies with toughness and resolve. As an action, you present your holy symbol and evoke healing energy that increases the hit point maximums and current hit points by your proficiency bonus x 5 for eight hours for all creatures you choose within 30 feet of you. This trait has no effect on undead or constructs. 

Channel Divinity: Heighten Spells

Starting at 6th level, you can heighten your spells more effectively. If you cast a spell at a higher level that allows for additional creatures to be affected by your spell, you can use your Channel Divinity to make your spell affect two additional creatures per spell level instead of just one creature.

Helping Hand

Starting at 8th level, you can aid multiple creatures in the completion of a task or allow a creature to make multiple attacks. When you take the Help action, an additional friendly creature within 5 feet of you gains advantage on the next ability check made to perform the task you are helping with, provided that the check is made before the start of your next turn. Alternatively, you can use your Help action to aid up to two friendly creatures in attacking a creature within 5 feet of you and if your allies attack the target before your next turn, all of their first attack rolls are made with advantage. 

Forceful Communal Prayers

Starting at 17th level, you can make spells more potent if you or others cast the same spell in your presence. After you or an ally casts a spell, creatures targeted by the same spell cast by you or an ally gain disadvantage on the saving throw until the end of the turn. Additionally, if the spell requires a dice roll, you or allies can reroll 1s and 2s and must use the new roll, even if the new roll is a 1 or a 2.

Previous Versions

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12/3/2022 5:22:42 AM
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