Cleric
Base Class: Cleric

A friar of the Charity Domain is a street priest, a cleric and rogue mixed, a preacher to and defender of the poor and infirm in the back alleys and slums of big cities. 

They don't have a church or temple. The denizens of the all-night taverns and shelters, orphanages and work houses, those are their congregation. A holy symbol around their neck and thieves' tools in the pocket of their robe. 

They know all the spells a cleric can know as well as their special domain spells. And they can pick a lock and stab you in the back if that's what's needed.

They are known to be a good natured bunch but can turn at the drop of a hat if the weak and helpless need defending. When Evil rears its ugly head, it's not unusual to find armor and a sword under those robes.

Sometimes these are the only protectors the impoverished of a big city have. Most friars of the Charity Domain come from these neighborhoods and know this fact all too well.

Friars of the Charity Domain focus on healing and teaching. Their spells are usually focused on life. But the domain spells of Charity are decidedly less so. Those are geared toward protection for their charges and offense against their antagonists.

These things frequently put a friar on the wrong side of the law. So outside their slums, they need to tread softly. Amongst their own, in the squalid shanties, they're close to untouchable, revered. Elsewhere, there are many wealthy and powerful citizens they've rubbed the wrong way. 

Friars are sworn to a life of poverty and chastity, devoted to helping the poor and vulnerable. They may be beholden to a particular religious organization, but only loosely. They often split with the church hierarchy who answer to the wealthy parishioners in their congregations. 

A cleric of the Charity Domain is usually a loner, used to spending their time helping people and avoiding the law. But when they join a party of adventurers, they're typically gregarious and affable. With their skills in healing and offensive spell casting, they're always welcome.

Charity Domain friars are most likely followers of Ilmater, a god who looks out for the same people that they do. Working with the down-trodden, god and friar alike can use all the help they can get. 

Domain Spells

CHARITY DOMAIN SPELLS 

Cleric Level             Spells 

1st         Burning Hands, Sleep

2nd        Scorching Ray, Shatter

3rd         Fear, Lightning Bolt

4th         Blight, Phantasmal Killer 

5th         Cloudkill, Dominate Person 

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor and martial weapons. You also have proficiency with one type of Artisan's Tools that you used to ply a trade while tending to the underprivileged as a friar. 

Light of Charity

Also at 1st level, when you, an ally, or someone under your protection is attacked within 10 feet of you, you can use your reaction to release a bolt of radiant energy from your outstretched hand dealing 2d10 radiant damage with no saving throw.

You may use this ability a number of times equal to your Wisdom modifier (minimum of 1 time) per long rest. 

Light of Charity scales with level, doing an additional d10 of radiant damage every third level (3, 6, 9, 12, 15, 18).

Channel Divinity: Corpus Obscura

Starting at 2nd level, you can use your Channel Divinity, holding your holy symbol before you, and obscuring your presence from anyone within 120 feet of you. As if you weren't there.

If anyone were to closely investigate the area around you and succeed on a Wisdom (Perception) saving throw, they would notice a visual disturbance in the area were you are located. If they touch you or if anyone else touches you, the effect is dispelled. 

This effect lasts for 5 minutes.

Light of Righteousness

Starting at 6th level, you can make whatever melee weapon you're using unleash holy power from your diety for 1 minute. 

This radiant energy does an additional 2d6 damage on a successful hit and can be used a number of times per long rest equal to your WIS modifier (minimum of 1 time).

This ability scales with level, doing an extra d6 of radiant damage at levels 10, 14, and 18.

Aura of Protection

Starting at 8th level, your diety has imbued you with the power to mitigate some damage you and your allies take in battle. You, and any ally within 10 feet of you, are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons 

The area protected increases to 30 feet at 18th level.

Radiant Vessel

Starting at 17th level, once per long rest, you can release a blast of radiant energy that affects any creature not allied to you in a 60 foot radius, inflicting 10d10 radiant damage. Any creature taking damage from this ability also suffers disadvantage on their next attack, saving throw, or ability check. Creatures within the blast radius take half damage on a successful Constitution saving throw and suffer no further effects. 

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