Base Class: Cleric
A Domain that lets you become a mortal vessel for your angelic God.
Blessing of the Heavens
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Intelligence (Religion) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Faith
Starting at 2nd level, you can use your Channel Divinity to create a primitive clone of your god. You fuel the clones HP by using your own. When the clone ends you regain any of it's remaining hp.
As an action, you create a perfect clone of your god that lasts until killed, or until you lose your concentration (as if you were concentrating on a spell). The clone appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can use any amount of your movement to move the clone, but it must remain within 120 feet of you.
For the duration, your spellcasting is taken over by your clone and you have disadvantage on any attacks you make, it has it's own senses and takes its turn after you. Any damage you take is instead taken by the clone.
Channel Divinity: Hidden Faith
Starting at 6th level, you can vanish.
As an action, you become invisible until the end of your next turn. You become visible if your clone is destroyed.
Holy Infusion
At 8th level, you gain the ability to infuse your clones strikes with its natural element — a power of your deity. Once on each of your turns when your clone hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 elemental damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Clone
At 17th level, your clone receives temporary hit points equal to the amount of HP you gave it. When you are damaged the hit points the clone takes for you is not subtracted from these temporary hit points and is no longer required to be within 120 feet of you.
Previous Versions
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12/14/2022 2:50:09 PM
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Coming Soon
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