Cleric
Base Class: Cleric

Your job is to maintain balance between good and evil, using powerful spells to ensure that humanoids fear things that need to be feared and monsters don't go overboard with their attacks on humanoids. That way, both can coexist in relative harmony, and no one is stronger than the other. Neutral gods and their clerics tend to gravitate towards this domain.

Purifying Weapon

When you choose this domain at 1st level, weapons you are proficient with can deal radiant damag instead. When making a weapon attack, you can choose between its usual damage type or radiant damage. Your attacks also have advantage if your target is of the following: aberration, fiend, monstrosity, or undead.

Disciple of Balance

Also starting at 1st level, your protective spells are more effective. Whenever you use a spell of 1st level or higher to protect yourself or a creature, you or the creature gains temporary HP equal to 3 + the spell’s level.

Channel Divinity: Wondrous Orb

Starting at 2nd level, you can use your Channel Divinity to summon floating Wondrous Orbs, treasured magical items used by gods and clerics of your domain.

As an action, you can summon 2 floating orbs that can be used to attack or cast defensive spells without somatic or material components. They stay with you for 1d12 + 2 (8) hours or until you recall them, and cannot summon them until after a long rest.

The orb cannot be destroyed when active, and deals d6 radiant damage to aberrations, fiends, monstrosities and undead that comes into direct contact with them, the amount of d6s equal to your cleric level.

As an action, you can fling the orb as an attack. Targets that aren't aberrations, fiends, monstrosities or undead take d6 bludgeoning damage, the amount of d6s equal to your cleric level.

Barrier Battler

You have proficiency on casting abjuration spells. You add your proficiency bonus to saving throws made on abjuration spells, and casting time for abjuration spells are halved.

Channel Divinity: Gap Warp Technique

At 8th level, you gain the ability to create gaps that gives you short distance teleportation. You can teleport yourself to another 5ftx5ft space within your walking speed.

Flight of Balance

Starting at level 8, You gain the ability to fly in order to quickly reach places where you are needed. You have a flying speed equal to twice your walking speed, and is unaffected by indoors areas.

Ethereal Nature

Starting at 17th level, you can cast blink on yourself, leaving behind an ethereal form. You are under the effects of the spell for 1d6 + 4 (7) hours or when you decide to dispel it. and does not cost a spell slot. You recover its uses after a long rest.

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