Cleric
Base Class: Cleric

Whether it is to fight for all that is righteous and holy, or to protect the ones you care about, or even to make a difference in the world; your God/Goddess has recognized that you have a higher purpose in the world. They have seen that you are one to stand up to true evils of the world, be it literal or figurative. They see in you what others may not, and thus has decided to grant you some of their holy awesomeness. Not only do they want you to become an agent for their cause, they wish to extend to you the responsibility of being an ambassador to their cause. They have extended upon you the extreme care and diligence to that of an Angel, a holy spirit of divine rite. It is now your job to spread the holy awesomeness onto the mortal plane, ensuring that everywhere you go you make an impact on the world. You may not always get it right, you may sometimes find yourself in a moral conflict with the wishes of your God, but they have seen you for what you truly are; You are a being of protection over the material plane.  It is now your sworn duty to protect the lives of this world, choosing when to impose your righteous powers on those who are more or less than worthy.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

 

1st: Guiding Bolt, Shield of Faith

3rd: Prayer of Healing, Lesser Restoration

5th: Lightning Bolt, Revivify

7th: Death Ward, Mass Healing Word

9th: Mass Cure Wounds, Greater Restoration

Bonus Proficiencies

When you choose this domain at 1st level, you gain 60 ft. of Darkvision (120 ft if you already have Darkvision, no more than that if you already have 120 ft.) and you can now speak Celestial.

Angelic Flight

Starting at 1st level, you have been blessed with the holy ability of flight. As a bonus action, you can sprout angelic wings from your back. You gain a flying speed of 60 ft. and your wings give off a soft, white glow that spreads around you in a 5 ft circle. When the wings are out, you have disadvantage on stealth checks involving sight. Your wings last for 1 hour, or until you take another bonus action to dispel them. You can sprout your wings a number of times a day equal to half your cleric level rounded up (at least once) before needing to take a long test. 

Channel Divinity: Ethereal Embrace

Starting at the 2nd level, you gain your Channel Divinity. Using your holy symbol, you may use your Channel Divinity as a reaction to protect your allies from incoming attacks. Holding your holy symbol, you may use your channel divinity to cause a soft glow to radiate around a creature you can see within 60 ft. While the creature is within this warmth, they are resistant to necrotic damage and all attacks made against them have disadvantage for 1 minute. 

Fiends and undead who start their turn within 5 ft. of this light take 2d4 radiant damage.

God's Grace

Starting at the 6th level, your God has blessed you with the gift of pure sight, lettimg you see things as they truly are.

As an action, you may use this ability to gain the following benefits:

Your eyes radiate a soft yellow glow, as you gain 60 ft. of true sight, cannot be blinded, and gain advantage on investigation, insight, and sight based perception checks.

Once you use this feature, you may not use it again until you finish a long rest. 

Divine Smite

Starting at the 8th level, you gain the ability to imbue your magic with extra radiance. Once on each of your turns, whenever you cast a cantrip or spell, you may add 1d12 radiant damage to the amount dealt to an enemy. At 14th level the damage increases to 2d12.

Cherub's Aura

Starting at the 17th level, you can use a bonus action to eminate a holy aura around a being that you can see within 60 ft. This aura sheds a dim light around said creature that radiates for 10 ft. Creatures in this gain resistance to a damage type of your choice for 1 minute. Only one creature may have this aura at a time.

Any fiends or undead that are within 5 ft. of this aura must make a Constitution save against your DC or be blinded.

Previous Versions

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