Cleric
Base Class: Cleric

A domain for those who stand before evil and embark on quests of an epic nature. Themed around the idea of Greek style heroes.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Guidance of the Gods

From 1st level, whenever you restore hit points to a creature, you grant that creature a boon.

Once within the next 10 minutes, that creature can use your wisdom modifier in place of the ability modifier it would normally add when making an ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use the boon, but must decide before the DM says whether the roll succeeds or fails. Once the boon is used it is lost. A creature can have only one of your boons at a time.

Channel Divinity: Bolster

Starting at 2nd level you can bolster the health of your allies, granting them the ability to shrug off wounds.

As an action you present your holy symbol and choose a number of creatures up to 1 + your wisdom modifier (a minimum of two creatures). These creatures must be within 20 feet of you but don’t need to be within 20 feet of each other. Those creatures gain temporary hit points equal to your cleric level.

Divine Protection

From 6th level, as a reaction to seeing a creature within 30ft of you being forced to make a saving throw, you can grant that creature advantage on the saving throw. This ability must be used before the saving throw is rolled. If the creature can repeat that saving throw through another feature or effect such as the Indomitable class feature then the advantage carries over to the new roll as well. You can use this ability a number of times equal to your wisdom modifier per long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 damage of the weapon’s type, as well as an extra 5d10 radiant damage  (if you are good or neutral) or 5d10 necrotic damage (if you are evil). You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/7/2019 9:17:00 AM
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0.9
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11/7/2019 9:34:07 AM
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1
1.1
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10/30/2019 9:54:13 AM
19
0
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