Cleric
Base Class: Cleric

A hero is someone who, in the face of danger, combats adversity through feats of ingenuity, courage, or strength; the original hero type of classical epics did such things for the sake of glory, good, and honor. You fight for what is right in this world. As a hero, you are able to overcome and conquer anything that gets in your way. Be it a monstrosity of some kind or a corrupt political power.However, it may not always be an evil force. Sometimes a Hero can struggle with their inner demons and need to focus on that to become better, not just for themselves, but for the good of the denizens that call the mortal plane home. 

As a hero, you will face many obstacles on your journey. It is your job to assess these threats, and with the help of your comrades, vanquish them. You are going to make leaps and bonds, but in the end it'll be worth it to see the ones that you care about happy. So strap up Hero! You've got a lot of saving to do!

Bonus Ability

When you choose this domain at 1st level, you gain the ability to see in the dark. Your time spent fighting enemies has allowed you to adapt to your surroundings, gaining you the darkvision ability. If you already have darkvision, it is extended by 60 feet. 

Hero's Luck

Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.

If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.

Channel Divinity: Inspiring Speech

Starting at 2nd level, you can use your Channel Divinity to inspire those around you. 

A hero always makes a grand speech in the face of evil, and your hero should be no different! As an action, you may hold your holy symbol and muster up some encouraging words to install your allies with the strength and wisdom of your God. Using this Channel Divinity, you may choose up to 6 allies (that you can see within 60 feet) and gain them advantage on all strength & wisdom checks, as well as saving throws. This has a duration of 10 minutes. 

 Beginning at 6th level, your allies may also add their proficiency bonus to these rolls.

Beginning at 11th level, you may also cast this upon yourself. 

Holy Hands

Beginning at the 6th level, you have learned how to use your heroic energy to heal others. You may use your Channel Divinity to heal your allies for 3d8+your wisdom modifier. You also regain hit points when using this ability of 1d10+your wisdom modifer.

Celestial Smite

At 8th level, you gain the ability to infuse your magic with the Strength of your God. Whenever you cast a cantrip or spell, you may add 1d8+Strength Modifier to the damage dealt to an enemy. 

At 14th level, this damage increases to 2d8.

Head Start

Starting at the 14th level, you have learned how to get the leg up on your opponents. Whenever you make an initiative roll, you have advantage. After the initiative tracker has been placed, you can decide to switch your place in initiative with any creature you can see within 120 feet. If you are blinded you can not use this ability. If you have Sunlight Sensitivity and are in direct sunlight, you may only choose one of these options.

Godliness

Starting at 17th level, you are installed with the powers and righteousness if your God. He imbues you with some of his Godliness, giving you resistance to piercing, slashing and bludgeoning damage from nonmagical weapons. Because of your new physical prowess, you also have complete immunity to poison and radiant damage.

Hero Domain Spells

1st: Guiding Bolt, Cure Wounds 

3rd: Enhance Ability, Spiritual Weapons

5th: Zone of Truth, Prayer of Healing

7th: Revivify, Fireball

9th: Blight, Mass Cure Wounds

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