Cleric
Base Class: Cleric

The god of beasts is the patron of wild things, and watches over those who value freedom, embrace change, and find peace with life’s cycles. 

Your domain grants you an understanding with the beasts of wood, wild, sea, and sky. As you grow closer to the teachings of your deity, you begin to take on the traits and abilities of these beasts, to better watch over and guard them. 

Grounded Awareness

At 1st level, you learn one Druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also a gain bonus to your initiative rolls equal to your wisdom modifier, as your awareness of your environment makes you difficult to take off guard.

Bonus Proficiency

Also at 1st level, you gain proficiency with the Survival skill. 

Channel Divinity: Evolutionary Form

Starting at 2nd level, you can use your Channel Divinity to change one aspect of your form for 1 minute. 

As an action, you present your holy symbol and invoke the name of your deity. You gain your choice of the following (you can only choose one, but may make a different choice each time):

Bat, bird, or insect wings, giving you a 30 foot flying speed for the duration. At 14th level, this increases to 60 feet. 

Your choice of of natural melee weapon (claws, fangs, or similar) for the duration. This weapon uses a d8 + WIS modifier for damage and counts as a magical weapon. You can make one attack with this weapon as a part of the action used to summon it. At 14th level, you can make one extra attack per turn with this weapon, excluding on the turn that it is summoned. 

A thick reptilian hide, giving you resistance to non-magical piercing, slashing, and bludgeoning damage for the duration. At 14th level, this becomes resistance to magical or non-magical piercing, slashing, and bludgeoning damage.

Agile Movement

Starting at 6th level, your faith begins to manifest subtle but permanent changes to your physicality, granting you the ability to move faster and surer than the average humanoid. Your movement speed increases by 10 ft., and difficult terrain no longer effects you. You make Dexterity and Wisdom saving throws against attempts to grapple or restrain you with advantage. 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison, acid, or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Also from this level, you gain a boon to your Channel Divinity. As long as one of more of your Channel Divinity effects are active, allied creatures within 30 feet of you gain advantage on attack rolls when another allied creature is within 5 feet of the target.

Guardian Shepherd

At 17th level, wild creatures in your vicinity are likely to come to your aid. You can summon 2d6 beasts of up to CR1, of a kind likely to be found in your current environment (to be decided by the DM). These creatures can be summoned by either a 1 hour ritual, or as an action using one use of Channel Divinity, in which case they appear by magical means. These beasts are friendly to you and your companions and will fight to defend you. Though they are not controlled by you, they may choose to follow simple instructions at the DM’s discretion, even if you do not share a language. This bond lasts for up to 1 hour, unless consciously ended sooner as a bonus action.

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