Base Class: Cleric
Evil comes in many forms, and the Elders are equipped to deal with a more broad array of foes than ordinary clerics. These Elders are also masters of ritual dance and wield sacred lightning for the purpose of destroying evil. Their armor, while limited to light or medium types, is adorned with eagle feathers, the symbol of their god.
Domain Spells
1st cure wounds, shield
3rd misty step, spiritual weapon
5th lightning bolt, mass healing word
7th freedom of movement, guardian of faith
9th hold monster, mass cure wounds
Master of Lightning
At 1st level, you gain the shocking grasp cantrip. Additionally, if you are armed with a type of bow or crossbow you may enchant a single arrow once per long rest that deals a bonus 1d8 lightning damage.
Channel Divinity: Remonstration
Also at 1st level, you may rebuke an enemy’s attack using your Channel Divinity. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to attempt a Dexterity saving throw, taking 2d8 lightning damage on a failed saving throw, and half as much damage on a successful one. You may use this Channel Divinity a number of times equal to your Wisdom modifier (minimum one). A long rest restores all expended uses of this ability.
Channel Divinity: Rejuvination
At 2nd level, you may use your Channel Divinity to heal and restore an ally. Choose an ally within 30 feet of you. When you use this feature as an action, the ally regains hit points equal to 2d6 + your Wisdom modifier and can end one disease or one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned.
Ritual Dance
The focus you gain in ritual dance allows you to cast ritual spells with more potency. At 6th level, you may choose to expend a spell slot and cast a ritual spell instantly. You can use this ability once per long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of lightning. 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8. If the weapon is a bow or crossbow, on a successful attack, your target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
Comeback
At 17th level, if you are reduced to 0 hit points, you automatically cast mass cure wounds. This ability expends a spell slot with the spell centered on yourself. If you do not have a spell slot available, the spell is not cast. You may use this ability once per short or long rest
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