Base Class: Cleric
Be like a rocky promontory against which the restless surf continuously pounds; it stands fast while the churning sea is lulled to sleep at its feet. I hear you say, 'How unlucky that this should happen to me!' No at all! Say instead, 'How lucky I am that I am not broken by what has happened and am not afraid of what is about to happen. The same blow might have struck any one, but not many would have absorbed it without capitulation and complaint.'
Sacrifice Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
protection from evil and good, sanctuary |
|
3rd |
aid, warding bond |
|
5th |
mass healing word, revivify |
|
7th |
banishment, guardian of faith |
|
9th |
commune, greater restoration |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Shield of the Faithful
Starting at 1st level, when a creature attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest.
Channel Divinity: Radiant Defense
Starting at 2nd level, as an action, you channel blessed energy into creatures that you can see within 30 feet of you equal to your wisdom modifier (a minimum of one).
The first time those creatures are hit by an attack within the next minute, their attackers take radiant damage equal to 2d10 + your cleric level.
Warded Blessing
At 6th level, when you heal a creature they gain a bonus equal to your proficiency bonus to their AC for the next attack against them until the start of your next turn. If an attack still hits, the target has resistance against the attack's damage.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Shared Blessing
Starting at 17th level, your Warded Blessing may now benefit a number of creatures up to your proficiency modifier. Additionally, when an enemy hits a creature protected by your Warded Blessing, they are cursed to experience some of the pain they have dealt. They gain vulnerability to all damage types until the next time you or an ally hits the cursed creature with an attack, then the curse ends.
Previous Versions
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9/7/2023 5:34:49 PM
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Coming Soon
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