Cleric
Base Class: Cleric

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Level 3: Circle of Mortality

you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

Level 3: Afterlife Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Afterlife Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3 Bane, Bless, Cure Wounds, Ray of Enfeeblement, Inflict Wounds
5 Vampiric Touch, Revivify
7 Blight, Death Ward
9 Greater Restoration, Mass Cure Wounds

Level 3: Path to the Grave

As a Magic action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Level 6: Sentinel at Death's Door

You gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

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 17: Keeper of Souls

You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

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