Base Class: Cleric
The clerics of Freyja are nature lovers as well as travelers who seek to spread the values of their goddess. They help those in need, often working as midwives or blessing and supporting pregnant mothers. Especially concerned with improving themselves, they remain close to nature, finding not only their inner selves on their journeys, but the very presence of the goddess. They are also potent healers, renowned for their proficiency in the art of battle healing. According to Freyja, nature is a neutral force, as is magic. When a Spaekona learns magic, she isn’t limited by her alignment. She may utilize both light and dark magic with care. Many strike this balance effortlessly, yet some do not.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Battle Healer
At 1st level, when you heal an ally during battle, you gain advantage on your next attack. The healing of the ally also cures the following conditions: paralyzed, petrified, poisoned, and frightened.
Channel Divinity: Revitalizing Burst
At 2nd level, you may use your Channel Divinity to simultaneously empower your allies as well as strike down your foe. When you make an attack roll, you may add +5 to your attack. You may do so after you see your roll but before the GM has declared it a hit or miss. Additionally, when you use this ability and it successfully hits, your allies within a 30-foot radius are granted hit points equal to your cleric level plus your Wisdom modifier.
Assault Healer
Assault Healer Beginning at 6th level, while taking the Attack action, you may cast cure wounds as a bonus action. You may use this feature between long rests a number of times equal to your wisdom modifier.
Divine Presence
At 8th level, you gain the ability to infuse your allies’ weapons and your own with divine energy until the end of your next turn. When an infused weapon hits a creature, the attack deals an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. You can use this ability once per long rest.
Healing Wave
At 17th level, if you are reduced to 10 or fewer hit points, you may cast mass cure wounds centered on yourself as a reaction. This uses a normal 1st-level spell slot. You may use this ability once per short or long rest.
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