Cleric
Base Class: Cleric

If it is true that the good or bad that we do is done out of the overflow of what is inside of us, then a cleric in this domain uses it to their advantage, doing good not out of some misguided sense of obligation, or evil out of some sense of not having a choice, but because it is what brings them joy. The [intrinsically] good man produces what is good and honorable and moral out of the good stored in his heart, and the [intrinsically] evil man produces what is wicked and depraved out of the evil stored in his heart. Clerics in this domain know this and use what is already inside them to influence the world for good.

 

Heart Domain spells:

Cantrip:   Guidance
1st:          Bless, Healing Word
3rd:         Healing spirit, Warding Bond
5th:         Beacon of Hope, Spirit Guardians
7th:         Guardian of Faith, Aura of Purity
9th:         Wall of Light, Circle of Power

 

Doubt

At first level, when a creature within 30 feet of you attempts to attack you, as a reaction you may impose doubt in the mind of the creature. They must first make and succeed on a WIS save against your spell save DC or forfeit the attack.  Creatures that you have attacked have advantage on this save. This ability can only be used up to a maximum of your wisdom ability modifier with a minimum of 1 per long rest.

Channel Divinity: Mark of the Blessed One

Starting at 2nd level you may mark a creature to receive divine blessings in the form of a powerful boon.  This boon may take one of the following properties described below or of equal power not limited by your DM.

* +3 to hit with all weapon attacks while within 30 ft of your holy symbol.
* +5 Temporary Hit points per the casters wisdom ability modifier score
* Advantage to all Charisma checks for the duration while within 30 foot of your holy symbol

1/Long Rest

Wavering Doubt

At 6th level, your presence on the battlefield strikes at all manner of creatures, the goodness you exude disarming them.

Any enemy within a 10-foot radius of you must succeed on a STR saving throw against your spell save DC or one of two things can occur: either the target forfeits their attack or incapacitates the target as it is overcome by the weight of its shame. 

Undead, Constructs and any devil/demon are immune to this incapacitated state, they simply miss their attack.

Divine Strike

At 8th level, when you strike a creature you imbue your attack with the weight of your target's anger. The creature must succeed on a STR save against your Spell Save DC or be knocked prone, as the only pittance for fighting such a pure soul is forgiveness.

Devils/demons, undead and constructs have advantage on this save.

Unfaltering Resolve

At 17th level, you have become an avatar of hope for those around you.  Whenever a creature within 60ft of you hits 0 hit points, you may use your reaction to draw upon your own life force to force the creature to remain at 1 hit point.  This action reduces your maximum hit points by 10. A long rest or greater restoration can return your hit points back to normal.

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