Cleric
Base Class: Cleric

Clerics of Avalon are renowned are renowned healers. In fact, they are so famous that many seek the hidden portal to Avalon in order to uncover their secrets of healing. Thus far, all attempts to enter the jealously guarded realm of Avalon have been thwarted, always ending in the death of the interloper.

Domain Spells

1st cure wounds, sanctuary

3rd gentle repose, spiritual weapon

5th beacon of hope, remove curse

7th control water, guardian of faith

9th greater restoration, mass cure wounds

Blessing of Avalon

At 1st level, you gain proficiency with martial weapons and heavy armor. While in heavy armor you gain +1 to all saving throws. You may also choose to place a weapon in a clear, non-polluted source of water and appeal to your god for a blessing on the weapon. This weapon will become a source of power as you gain experience.

Channel Divinity: Waters of Avalon

At 2nd level, you may use your Channel Divinity to bless waters for healing purposes. Water is retrieved from a pure water source to be stored in a skin or other appropriate vessel. Water sources can be a small pond or an enormous lake so long as the water is fresh. this water instantly restores 1d10+5 hit points when consumed.

The number of full water skins you can create per day is equal to your Wisdom Modifier. If the Water is not ingested within 48 hours, the magical effects are nullified and the water cannot be re-blessed; only fresh water from a suitable source can be blessed.

Additionally, you may place your chosen weapon in another pure water source of water and appeal to your god for an additional blessing, making it a magical +1 weapon.

Channel Divinity: Lesser Regeneration

At 6th level, you may use your Channel Divinity to touch a single welling creature. For 1 minute, the affected creature regenerates hit points equal to your Wisdom modifier at the end  of each of its turns. If the target is reduced to 0 hit points, the spell ends. Lesser Regeneration does not grant or recover temporary hit points

You may place your chosen weapon in another pure water source of water and appeal to your god for an additional blessing, making it a magical +2 weapon.

Divine Justice

Beginning at 8th level, add your Wisdom modifier to all melee damage you deal. Additionally, if you successfully attack with your blessed weapon, add an additional 1d8+4 radiant damage. The target must succeed on a DC15 Constitution save or be stunned until the end of its next turn.

Prayer for the Fallen Warrior

At 17th level, as a reaction once per day, when an ally within 30 feet of you is reduced to 0 hit points, you may renew the spirit of your ally with the will to fight on. The target regains half its hit points and can stand as a free action. Also on its next action, your ally has advantage on attack rolls.

Your weapon blessed by your god  becomes a divine weapon weapon once it is placed in a non-polluted source of water and a ritual is performed. The weapon provides advantage on all saving throws to you and any allies within 15 feet of you. Undead and Fiends are vulnerable to damage dealt by this weapon.

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