Base Class: Cleric
Clerics who follow The Angel's Path believe that divine power is best expressed through protection, restoration, and unwavering presence on the battlefield. Clad in heavy armor and trained to wield the warhammer, these clerics stand among their companions rather than behind them, creating a bastion around which their allies can fight.
Those who remain near a follower of The Angel's Path benefit from powerful celestial protections that hinder enemy attacks, strengthen their defenses, and fortify them against harmful effects. Their restorative magic is equally formidable, allowing a single act of healing to spread divine vitality throughout those gathered around them.
As their connection to the divine deepens, these clerics become the center of a powerful battlefield formation. Allies who protect and remain near the cleric become increasingly difficult to defeat, while the cleric gains the freedom to move through battle and reach those who need them most.
At the height of The Angel's Path, even death can be denied. Through immediate divine intervention, the cleric can preserve a fallen companion, restore their strength, and grant them the opportunity to escape danger.
Followers of The Angel's Path understand a simple truth: protect the cleric, and the cleric protects everyone.
..
...
Level 3: Angel's Training
You gain proficiency with Heavy Armor and Shields, and you gain Proficiency and the Weapon Mastery property of the Warhammer.
Level 3: Restorative Strike
Once per turn, when you restore Hit Points to a creature with a spell or magical effect, that creature regains an additional 1d8 Hit Points.
Level 3: Guardians Presence
While you aren't Incapacitated, attack rolls against your allies within 10 feet of you have Disadvantage. You don't benefit from this protection.
Level 3: Celestial Bastion
While you aren't Incapacitated, you and all allies within 10 feet of you have Advantage on all saving throws.
Level 6: Angelic Ascension
Your celestial power grows stronger, expanding your ability to restore, protect, and fight alongside your allies.
Advanced Restorative Strike. Whenever you restore Hit Points to a creature with a spell or magical effect, the target regains an additional 2d8 Hit Points, and each other ally within 10 feet of you regains 1d8 Hit Points. Healing provided by this feature can't trigger this feature.
Shield Aura. As a Bonus Action, you create a protective aura. For 1 hour, all of your allies gain a +1 bonus to AC, regardless of their distance from you. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. When you finish a Short Rest, you regain expended uses equal to half your Proficiency Bonus, rounded down.
Protect the Cleric. While you aren't Incapacitated, all allies within 10 feet of you gain a +2 bonus to their attack rolls. You don't benefit from this bonus.
Angelic Maneuver. While you aren't Incapacitated, your movement doesn't provoke Opportunity Attacks.
Level 17: Divine Intervention
When an ally you can see would be reduced to 0 Hit Points, you can use your Reaction to cause that ally to drop to 1 Hit Point instead.
That ally immediately regains 6d8 Hit Points and can use its Reaction to move up to its Speed without provoking Opportunity Attacks.
You can use this feature a number of times equal to 1 + your Wisdom modifier, regaining all expended uses on a Long Rest.
Once per Long Rest, when you finish a Short Rest, you can regain 2 expended uses.
Comments