Base Class: Cleric
The Holy Undying are clerics who have been blessed with the divine strength to stand against death itself. Wearing heavy armor and wielding the power of their deity, they serve as unwavering guardians on the battlefield.
Their divine magic allows them to heal their allies while strengthening themselves, absorb wounds meant for others, and survive injuries that would normally end a mortal life. As their connection to their deity grows, their ability to preserve life becomes increasingly powerful, eventually allowing them to protect and restore their entire group through a powerful manifestation of divine energy.
A Holy Undying does not defeat death through necromancy or become undead. Instead, they are living vessels of divine resilience. Their bodies may break, their armor may crack, and their blood may spill, but their faith keeps them standing.
Death may come for the Holy Undying, but it does not get to decide when they fall.
Divine Resilience
Your connection to your deity grants you supernatural resilience. You gain proficiency with heavy armor and martial weapons.
In addition, whenever you restore hit points to another creature using a spell or Channel Divinity, you gain Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus (minimum of 1).
These Temporary Hit Points represent your deity reinforcing your body with divine energy as you preserve the life of another.
Defy Death
When you are reduced to 0 hit points but are not killed outright, you can use your Reaction to call upon your deity and refuse death.
Instead of falling unconscious, you drop to 1 hit point and gain Temporary Hit Points equal to your Cleric level + your Wisdom modifier.
Once you use this feature, you cannot use it again until you finish a Long Rest.
When this feature activates, radiant energy surges through your armor, closing your wounds and forcing your body to rise once more.
Radiant Reprisal
Your deity teaches you that preserving life does not mean you must stand defenseless. Once on each of your turns when you hit a creature with a weapon attack, you can channel divine energy through your weapon.
You can choose one of the following effects:
Radiant Strike. The target takes an additional 1d8 radiant damage.
Restorative Strike. You forgo the additional radiant damage and instead choose yourself or one creature you can see within 30 feet of you. That creature regains hit points equal to 1d8 + your Wisdom modifier.
You can use Restorative Strike only if you or another creature within 30 feet of you has lost hit points since the end of your previous turn.
The radiant damage and healing increase as you gain levels in this class.
Divine Sanctuary
At 17th level, your connection to your deity allows you to create a powerful sanctuary of divine energy. As a Bonus Action, you release a wave of radiant power that surrounds you and your allies for 1 minute.
While the sanctuary is active, you gain Temporary Hit Points equal to your Cleric level.
At the start of each of your turns, choose yourself or one creature you can see within 30 feet of you. That creature regains 2d8 + your Wisdom modifier hit points.
In addition, when you or a creature you can see within 30 feet takes damage, you can use your Reaction to reduce that damage by 2d8 + your Wisdom modifier.
You can use this feature once, and you regain the ability to do so when you finish a Long Rest.
When you activate Divine Sanctuary, radiant energy spreads from your armor across the battlefield. Wounds begin to close, exhausted allies regain their strength, and a brilliant aura surrounds those under your protection.
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