Base Class: Cleric
Gods of particularly potent healing - including Corellon, Demeter, and the Raven Queen - are sometimes even powerful enough to bestow their chosen clerics with the ability to conjure avatars of their divine essence. Some of these deities are portrayed as esoteric beings of protection whereas others are symbols of medicine, rebirth or cleansing. Clerics of the Aeon domain harness their gods abilities to bring their very presence to the Prime Material Plane for the betterment of it's citizens.
Bonus Cantrip
When you choose this domain at 1st level, you gain the sacred flame cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Spiritual Vessel
Also at 1st level, you become a vessel for the Aeons. When you cast a healing spell or damaging cleric spell, you may expend a use of this feature to increase the number of dice rolled by 1. In addition, you can expend two uses of this feature to increase the number of targets by 1.
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 long rest.
Channel Divinity: Divine Will
Starting at 2nd level, you can use your Channel Divinity to harness the will of the mighty beings that have bestowed you with holy might, protecting your allies from undue harm.
As an action, you can use Channel Divinity and present your holy symbol to emit a holy aura of 30 ft. All allies within 30ft when you use this ability, including you, have advantage on saving throws against condition effects for the next minute.
Divine Conduit
Starting at 6th level, your connection to the supremely divine allows you to manifest raw potential into an avatar of your deity. As an action, you can summon a Divine Aspect within 5ft for one minute, which requires your concentration like a spell. The summon has a size of large, a fly speed of 60ft and seems hittable to a creature unless they have a passive investigation higher than your spell save DC. The Divine Aspect can be targeted by dispel magic requiring a total of 20 to successfully remove it from the battlefield. When summoned, choose one of the following forms for your Divine Aspect to take.
Avenger - As a bonus action you can command your Divine Aspect to fire a radiant blast at a target you can see within 60ft. Make a spell attack roll. On a hit, the target suffers Proficiency Bonus times d6s + your wisdom modifier of radiant damage.
Lifegiver - At the end of your turn, your Divine Aspect replenishes the Hit Points of allies nearby. All allies within 30ft including you regain Proficiency Bonus times d6s hit points.
Protector - As a bonus action, your Divine Aspect can grant a holy resilience to an ally of your choosing. Choose one creature of your choice within 60ft. That creature is now resistant to all damage until the start of your next turn.
This feature is usable once per short or long rest unless you expend a spell slot of a level equal to or higher than your Proficiency Bonus to do it again.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Empowered Aeon
Starting at 17th level, your deity briefly inhabits the Divine Aspect you create for them, channeling a much greater portion of their true power. When your Divine Aspect is summoned you may, once per round at the end of an enemy's turn, take a legendary action. In this legendary action you can cast a cleric cantrip, or use one of your Divine Aspect abilities that require a bonus action. In addition, your divine aspect gains the following abilities that recharger on a roll of 5-6 on a d6. You roll the D6 at the start of your turn to see if you regain these abilities.
Avenger - Flare [5-6] - As a bonus action the Divine Aspect chooses a point it can see within 120ft. A brilliant flash that swirls into a 20-foot-radius sphere centered on that point enraptures all creatures within. All creatures you choose within this sphere must make a dexterity saving throw. On a failed save creatures suffer 18d10 radiant damage and are subject tot he blinded condition. On a success, they take half the damage. All creatures in the area that were invisible no longer benefit from the invisible condition.
Lifegiver - Arise [5-6] - You can use a bonus action to target a creature and close their wounds, emboldening them. the target regains 70 hit points and gains a +2 bonus to their armor class as holy light makes them hardier to see. This increase to armor class lasts until the summon is dispelled or you use arise again on a different target.
Protector - Reflect [5-6] - You can use a reaction to apply a reflective shield to an allied creature within 60ft of the summon. Any single target spell that is cast on the on this creature is reflected back onto the caster. This lasts until the summon is dispelled or you use reflect again on a different target.
In addition your Divine Aspect no longer requires concentration.







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