Cleric
Base Class: Cleric

A battle field medic who relies on their-self and not the gods.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Battle Field Medic

At 1st level, you have been seasoned in battle and as such you know a few tricks to keep people going. When you heal a creature with a spell that creature gains temporary hits points equal to the spell level + your proficiency bonus. These hit point last until the beginning of your next turn.

Channel Divinity: Indiscriminate Healer

Starting at 2ed level, you can use your channel divinity to comfort all near you.

As a action you can heal all those within 30 feet of you are healed 1d6. This increases by a d6 at 4th, 8th, 12th, 16th, and 20th level.

Channel Divinity: Battlefield Sympathy

Starting at 2nd level, you can use your Channel Divinity to protect those near you at all costs.

As an reaction, If a creature that you can see with 30 feet of you is hit by an attack you can choose to take the damage (this damage can not be mitigated and ignores temporary hit points) and if you do the creature takes no damage and gains temporary hit point equal to half of the damage. These hit points last one minute.

A Solider as Well

Starting at 6th level, when a ally with 5ft of you and is attacked by a creature and would be downed, you may make a melee weapon attack against the creature that downed them. Your ally is reduced to one hit point instead of zero and half of the damage you deal from your attack is returned to your ally as temporary hit points. These hit points last for one minuet. You may use this feature once per long rest. This increases to two times per long rest at level 12 and three times at level 18.

Comrade in Arms

At 8th level, Once on each of your turns when you hit a creature with a weapon attack, you can create an opening for you allies giving advantage on the next attack made by a creature besides you on the same target. Their attack will also deal an extra d8 of radiant damage

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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