Cleric
Base Class: Cleric

Chaplains are traditionally protector or warrior priests that minister to the spiritual and psychological well-being of their charges, instilling in them the values and beliefs of their patron. Chaplains are usually attached to a secular institution, most often a military.

Though historically members of the Chaplaincy represented single deities, the profession has now opened up to cover various religions or philosophical traditions, with some Chaplains (particularly those attached to military organisations) covering entire pantheons to cater for all the soldiers under their care.

Fighting Style

At 1st level, You adopt a particular style of fighting as your specialty.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Channel Divinity: Hammer of the Gods

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to imbue a weapon with divine force. Choose a weapon you are holding that you are proficient with. For the next hour you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. This effect ends if you use your Channel Divinity again or if you let go of the weapon.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Aura

At 17th level, you can, as an action, surround yourself with a Divine Aura that lasts for 1 minute. While the aura lasts, your AC increases by +1 and your movement speed increases by 10 ft.

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