Cleric
Base Class: Cleric

Your worship has given you the powers to control and determine the measure of the Heart, one of the necessary organs for almost all life. You're able to use this power to slow down and speed up hearts. Heart Domain Clerics use the nature of biology and the connection of the heart with the mind to be able to cause effects to their enemies. 

Bonus Proficiencies

You become proficient in Arcana, History or Nature. When you make a check with this ability score, your proficiency bonus is doubled for the check. 

Arcana

You gain proficiency in Arcana

History

You become proficient in History

Nature

You become proficient in Nature

Aura of the Heart

Starting at 1st level, you can bolster the heart of your allies. As an action, you can invoke your Aura of the Heart, which allows anyone you choose within 30 feet of you (including yourself) to gain temporary hit points at the start of each of their turns equal to your wisdom modifier. The hit points do not stack, and they need to remain within the aura to gain the benefits of it. The aura lasts for one minute. 

You can use this feature a number of times equal to your proficiency bonus per long rest. 

Channel Divinity: Quick Beating

Starting at a 2nd level, you can use your channel divinity to quicken the hearts of an ally. 

As an action, you can choose one creature you see within 30ft of you. For one minute, they deal extra damage with each attack they deal equal to your wisdom modifier, and their speed is doubled. However once the effect ends, they must make a DC10 constitution saving throw, or gain a point of exhaustion. 

Attacking Conciousness

Starting at 6th level, you gain the ability to affect the heart of an enemy your fighting. 

As an action, you can slow down your enemy. You can force them to make a Constitution Saving Throw against your spell save DC, or their speed is halved, and they have disadvantage on any weapon attacks for one minute. They can save from this at the end of each of their turns. Once a creature saves from this, they cannot be affected by it again for 24 hours. 

You can use this feature twice per short rest. 

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Organic Enhancement

Starting at 17th level, you gain the ability to give one ally or yourself an surge of power that lasts for one hour. Choose one of the following effects:

  • You gain a flying speed equal to your walking speed
  • You gain advantage on all Charisma checks, and they gain disadvantage on all Wisdom (Insight) checks against you. 
  • You have darkvision out to 300ft and can see in magical darkness 

You can use this ability once per long rest. 

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