Base Class: Cleric
You use your meaningless divine sounding words to purify your allies and smite your enemies.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Interimo
Also starting at 1st level, your somatic spells are more effective. Whenever you use a somatic spell of 1st level or higher to deal damage, the creature takes additional damage equal to 2 + the spell’s level.
Adapare
Also at 1st level, you gain access to the spell vicious mockery.
Channel Divinity: Ameno
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you speak the holy phrases and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them.
Latiremo
Beginning at 6th level, the healing spells you cast on others attack as well. When you cast a spell of 1st level or higher that restores HP to a creature other than you, you and another creature you can see take damage equal to 2 + the spell’s level.
Dorime
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
OMENARE IMPERAVI
Starting at 17th level, when you would normally roll one or more dice to restore HP with a spell, you instead use the highest number possible for each die and deal half of that damage to a creature you can see. For example, instead of restoring 2d6 hit points to a creature, you restore 12, and deal 6.







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