Base Class: Cleric
God's are fickle beings prone to anger. Clerics who follow the domain of the Heaven's have learned how to access the powers of creation itself. This ancient domain is said to be one of the ways a person can achieve the powers of a God. Clerics who are starting on this path must cut ties with their deity all together and denounce all that they know. Their power is derived from their abilities before taking on the domain and their alignment. It is in the best interest of those who have started on this path to gather followers who wish to pray and worship the cleric and their ideals. Clerics on this path must be ready to forge their own way and be prepared to defend their ideals if they are ever questioned.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency persuasion, if you do not already have proficiency with this skill.
Starting at 5th level, Your proficiency bonus is doubled for any ability check you make that uses persuasion.
Awakening
Also starting at 1st level, your spells become infused with the powers of creation. Whenever you use a spell of 1st level or higher that is not a healing spell you may use your bonus action to deal half the damage of the spell to another creature within 5ft of the original target. If the spell is a healing spell you may use your reaction to instead heal half the amount rolled to another creature within 5ft of yourself.
Channel Divinity: Holy Aura
Starting at 2nd level, you can use your Channel Divinity to influence those around you.
As an action, you present your holy symbol and evoke divine energy that can allow you to strengthen your allies. Choose any creature within 30 feet of you equal to your wisdom modifier (minimum of 1), and grant them one of two abilities. Either their weapon attacks become magical or their AC is raise by +1. This beneficial effect lasts for 10 minutes or until you use this feature again. You cannot use this feature on any creature that worships another god.
At 8th level, You gain the ability to grant your allies additional features when you use this power. Choose any creature within 30 feet of you equal to your wisdom modifier (minimum of 1). Their attacks become magical, their AC is raised by +1, and they gain advantage on any saving throw of your choice for the remainder of the ability.
Congregation
Starting at 6th level, Your words have started to spread and people are starting to pray to you the upstart god. Their prayers grant you powers that will aid you in future endeavors. You gain a second action that allows you to cast a second spell. This second spell must be a healing spell and cannot harm another creature. You also gain advantage in all skill checks that you are proficient in.
Covenant
Starting at 8th level, your followers have grown in number and have even started spreading your word far and wide. Once a day you have the ability to punish non believers. You can target any number of creatures equal to your wisdom modifier, minimum of 1, and force them to make a constitution saving throw against your spell casting save. On a failed throw the targeted creatures take 5d6 radiant damage. The targets also gain disadvantage on all attacks on their next turn and the next attack against them has advantage to hit. On a successful save the targets only take half the radiant damage.
At 14th level, the damage becomes 6d8 and the target becomes blinded for their next round as well as the other effects on a failed saving throw.
Arc
Beginning at 17th level, you gain the ability to truly manipulate the fabric of reality. On the start of your first turn in combat you gain a +8 to your AC and you also gain +5 added to your attack bonuses. You also gain 20 temporary hit points. Each turn in combat your bonuses to your AC and to hit decrease by one point until they disappear.
You can use your channel divinity as an bonus action to regain these benefits once a day whenever they disappear. When you gain these benefits this way you release a blinding light that heals all allies 2d6 points and damages all enemies by the same amount.
Channel Divinity: Divine Grace
Also starting at 17th level, whenever you use your Channel Divinity feature an additional effect will activate. You grant a single target, excluding yourself, one of these benefits.
The target gains an additional action that they must use immediately following your turn.
The target regains a number of first level spell slots equal to your remaining uses of channel divinity +1.
The target gains advantage on their next three attacks or saving throws.
The target regains an amount of hit points equal to your cleric level plus your proficiency modifier.
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