Base Class: Cleric
“It is faith in ourselves that separates us from others, and with our powers, we will cause great change in all of the realms. The weak will come to lean on you. The lepers will call you Lord. And the ignorant will look to you for guidance.”
Radiance is not simply a tool from which to enact magical wonders, but a fundamental force in the universe. To borrow even a piece of it, requires the hubris of those who live, who value so dearly the smallest moments and victories.
Level 3: Holy Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Holy Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Divine Favor, Divine Smite, Moonbeam, See Invisibility |
| 5 | Daylight Crusader's Mantle |
| 7 | Fount of Moonlight, Sickening Radiance |
| 9 | Destructive Wave, Wall of Light |
Level 3: Grasp of Life (3rd Level)
As a bonus action, you present your Holy Symbol and expend a use of your Channel Divinity to latch onto a willing creature's body that you can see. That creature is pulled to an unoccupied space of your choice within 10 feet of you. If a creature moved this way impacts an object that obstructs their movement (such as a window), the effect ends immediately. A creature who you life grip can move a maximum of 300 feet towards you on a given round (moving at the start of your turn, and when you use this ability.
Level 3: Holy Nova (3rd Level)
You learn the spell Thunder Wave, except the spell does radiant damage as opposed to thunder. Whenever you cast a spell that deals radiant damage, you may use a bonus action to cast Thunder Wave without a spell slot. The spell is upcast to the highest level slot you can cast. if you cast it again within a minute, it is cast at one level lower than the previous upcast level.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 6: Levitate (6th Level)
As an action, you may touch a creature and grant them and allow them to hover one inch off the ground. They are under the effect of the spell slow fall. Hovering does not allow vertical movement, and allows the creature to avoid falling at a deadly speed. This blessing lasts an amount of hours equal to your proficiency bonus and can be on up to the same amount of creatures at one time.
Words of Power (6th Level)
You learn three words of power, each of which require a magic action, and expend a use of your channel divinity. Only one one word of power may be active on a creature at a time:
Power Word Fortitude: Three creatures of your choice gain additional maximum hit points equal to your cleric level. Lasts for an amount of hours equal to your wisdom modifier.
Power Word Shield: While wearing clothes or other robes (and not armor) You gain temporary hit points equal to your cleric level plus your wisdom score, and a bonus to your armor class equal to your wisdom modifier. When the temporary hit points are reduced to 0 or the duration ends, this ability ends.
Power Word Strength: When you take the attack action with a weapon you are able to wield in one hand, you may make a second attack as part of that action. This lasts until you take a long rest. If used on a creature other than you, this ability lasts for an hour.
Level 17: Halo (17th Level)
As a Magic action, you cause yourself to usher in the destructive power of the light. You can take a magic action to charge this ultimate attack; releasing a large halo of light in a ring like emanation around you. It moves to a distance of 60ft from you (ignoring terrain that doesn't completely stop it's motion, such as a wall), damaging all hostile creature for 3d10 radiant damage on a failed dexterity save against your spell save dc, or none of a success. Friendly creatures are healed for 3d10 hit points, instead.
If this has been charged during the last round (6 seconds), it may be unleashed with an additional magic action. A pillar of light consumes the entire area covered by the ring of light, reaching into the air up to 10,000 feet high. The area is treated as if you had cast the Dawn spell at the highest level you can cast, except the spell is an instant cast, and all of it's damage die for it's minute duration is rolled at once (11 rolls of it's normal damage for appearing. Only make one saving throw). Mundane objects may be destroyed by this attack, though not those worn or carried.
During the start of your next turn after this ability is unleashed, aftershocks of small pillars of light strike at random. Any creature still within the area has the spell Moonbeam cast on them at it's lowest level 1d10 - 1 times, as if you had cast it. It does not require concentration, and it's duration is instant (effectively, the damage is rolled once, and then ends).
Once you have used this ability, you cannot use it again until you spend at least 24 hours on hallowed ground.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/23/2024 4:26:51 AM
|
55
|
3
|
--
|
Coming Soon
|
|
|
11/23/2024 4:29:12 AM
|
50
|
3
|
--
|
Coming Soon
|
Comments