Cleric
Base Class: Cleric

Through the eyes of the Gods they see the struggle of mortality. Some of those who reach out to the outer planes in the hopes of reviving their loved ones are met with the intrigue of a deity. They pass their powers to those as they become part of the Ward domain. With the newfound powers they attempt to fight against faith, fight against the ever closing finish line of life. The deities of these Clerics are of the Life, Death and War domain. But the question is not, who their god is, but more what their purpose with the key to death's door is.

Domain Spells:

Cleric Level | Spells
1st | False Life, Sanctuary
3rd | Gentle Repose, Warding Bond
5th | Feign Death, Revivify
7th | Aura of Life, Death Ward
9th | Raise Dead, Reincarnate

 

Blessing of the Warden

At 1st level when you pick this domain you receive the ability to ward allies against impending death. As a bonus action you can put your ward on a creature within 30 ft. of you. If the warded creature hits 0 hit points, you can use your reaction to cast one spell with an immediate healing effect of 1 action or bonus action that targets it, and only it. The creature gains the amount of hit points that the spell healed before the damage is applied. You can use this feature after damage is rolled.

Channel Divinity: Restore Life

Starting at 2nd level, you can use your Channel Divinity to close the imaginative gates of hell shut. Your divine presence makes it impossible for the soul of the deceased to leave the body.

As an action, you present your holy symbol and point it to one creature who has died this turn. The creature's life force is restored and it regains hit points equal to your Wisdom modifier (minimum 1). You can hold this effect until the start of its turn, before it makes a death saving throw (no action or concentration required).

Eye of the Warden

Beginning at 6th level, your potential in using the Ward has increased when using it on allied creatures. Whenever an allied creature other than you drops to 0 hit points while warded, instead of using a spell you can have it drop to 1 hit point instead. You can use this feature a number of times equal to your Wisdom modifier (minimum 1).

Alternatively when a warded creature is submitted to an effect that would instantly kill it, like with Power Word Kill, or destroy its body, as with Disintegrate, you can use your reaction to consume your ward and negate the effect. You can only use this feature once per long rest, and you restore your Ward after a short rest.

Additionally only your highest available revive spell consumes the cost. You still need to present them as materials however.

*Optional feature: During the revive ritual you receive a bonus to your final roll equal to your proficiency bonus. 

Potent Spellcasting

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

Duty of the Warden

At 17th level, your deity's favor for you has reached utmost height. You can no longer die by aging.

Also, in initiative, when you switch targets of your ward, the target receives 2d10 temporary hit points. The target cannot gain temporary hit points if it still has temporary hit points from this feature. These temporary hit points last until the end of initiative.

Comments

Posts Quoted:
Reply
Clear All Quotes