Base Class: Cleric
Many domains that exemplify the qualities of order justice and conflict will grant special bonds to certain members of their clergy that allow these to unmovable walls among the many unstoppable forces that exist among the other members of the clergy keeping them secure and stable through the tumultuous battles in their hopes of conquest in the name of all that is noble and just. Clerics that are put under this unique domain underneath their gods are chosen for their mental and physical resilience in the face of struggle and danger, their ambition to fight for what they believe is just and there will lift and support others in order to achieve there greatest goals and desires. No matter whether their ambition be good or bad.
Battle blessings
Most clerics under divine domains receive new spells or incantations to add to there holy arsenal but at 1st level due to your unique service to your god they instead give you the ability to grant blessings to your allies in the battlefield to enhance both their strength and fortitude on the battle field. These blessing are fueled off a pool of special dice you gain called blessing die which may expend as a bonus action on your turn to place a blessing on an ally within 40ft of you. You have 4 blessing die which are d6s which are all regained after you take a short or long rest. The blessings you have available to you are:
swordsman's blessing: When the creature this blessing is placed on makes an attack on their turn after the blessing is placed on them any weapon attack they make deals an additional radiant damage equal to the number rolled on the blessing die expended to place the blessing. They also for that turn gain proficiency with the weapon their attacking with if they don't have it already. You may also cause the blessing to make the weapon the creature is wielding shed 20ft of dim light as a free action on your turn or before you place the blessing on the creature for the duration of the blessing. This blessing lasts for 3 turns.
Blessing of fortitude: Whenever the creature this blessing is placed on is forced to make a saving throw against being pushed or pulled, knocked prone, stunned or grappled they may add the the number rolled on the blessing die expended to place this blessing. This blessing lasts for 3 rounds
fleet-foot blessing: When this blessing is placed on a creature it gains an extra 10ft + plus the number rolled on the blessing die expended to place this blessing to their movement. You may also add the number rolled to the next acrobatics check that the creature has to make. This blessing lasts for 3 rounds.
blessing of vitality: When this blessing is placed on a creature it gains temporary hit points equal to the number rolled on the blessing die expended to place the blessing + your cleric level for 3 turns or until all of the temporary hit points are lost. You may also expend 1 hit die from your next total on a short rest and add the number rolled to the existing number of temporary hit points rolled.
Natural guidance
Starting at 1st level you have the natural ability to guide both with your accumulated wisdom and your magical divine assistance. You learn guidance cantrip and gain proficiency in either the persuasion or insight skills. This cantrip does not count against the total number of cantrips you can learn at 1st level.
Channel divinity: give and take
You can use your channel divinity to transform the residual magic left over from your healing spells into destructive radiant power.
As bonus action on your turn you may cause your next attack with melee weapon (including unarmed strikes) within the next round to deal additional radiant damage equal to the amount of hit points you restored and temporary hit points granted to one ally during your last turn. This effect lasts only for one attack even if a player has the extra attack on their attack action.
Unseen intervention
At 6th level you gain the ability to channel spells to those you have blessed. Whenever you cast a spell that restores hit points, gives temporary hit points, provides a resurrection or removes a condition of 3rd level or lower that's range is touch based you may cast that spell at range on a creature within 60ft of you as long as they have one of your battle blessings is currently placed on them.
Enhanced blessings
As your strength in your divine magic and/or belief increases your battle blessing stat to increase in power. Your blessing die are now D8s and you now have 6 of them inside your Battle blessing pool. In addition battle blessing that previously lasted for 3 turns or rounds now last for 5. You now also have new battle blessings to place:
Angles blessing: When you place this blessing on a creature large ethereal wings sprout from their back granting them a flight or additional flight speed of 20ft+ the number rolled on the blessing die expended x 2 for 5 turns. The creature can also cast the light and sacred flame cantrip for the same duration.
Blessing of beasts: When you place this blessing on a creature primeval energy begins to shields round the creature shielding them and granting them druidic abilities. On the next successful attack made against that creature after the blessing is place on them minus the number rolled on the blessing die expended to place this blessing from the damage this creature takes. The creature also gains the druid wild shape feature at second level and are able to use an amount of times equal to the number rolled on the blessing die expended to place this blessing halved (minimum of 1). This effect lasts for 5 turns.
Tricksters blessing: When you place this blessing on a creature a reflective after image lingers as they move disorienting enemies attempting to hit them. After this blessing is placed on a creature add the number rolled on the blessing die expended to to place this blessing halved to the creatures AC (minimum of 1). The creature is also granted illusory gifts allowing it cast the minor illusion and mage hand spells as bonus action on their turn and can use there action to go cas the misty step spell equal to the number added to the creatures AC from this blessing
Immortal blessings
At 17th level your power in your god grows strong enough that they have granted you the ability to make sure your blessed allies never falter in battle. Whilst a creature is blessed with one of your battle blessings their hit point total cannot be reduced to zero, they have immunity to radiant and necrotic damage, they lose all levels of exhaustion, cannot be aged through magical effects and cant have their hit point maximum or strength score reduced by any magical effects.
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