Cleric
Base Class: Cleric

A shepherd in the dark. A ranger in the wilds. A calming voice over the clamour. This domain is for clerics who focus on guiding the lost, leading the many, and protecting the weak.

Domain Spells

You gain domain spells at the cleric levels listed in the Guidance Domain Spells table. See the Divine Domain class feature for how domain spells work.

Guidance Domain Spells
Cleric Level Spells
1st guiding bolt, shield of faith
3rd pass without trace, moonbeam
5th beacon of hope, haste
7th dimension door, freedom of movement
9th commune, teleportation circle

Bonus Proficiencies

At first level, you gain proficiency with martial weapons and heavy armor

Guiding voice

At first level, your deity gives you the ability to guide others with quiet whispers. You learn the message and guidance cantrips. Additionally, you may use your message spell to cast guidance on a creature, treating the creature you are messaging as being touched for the purpose of guidance.

Guiding Light

At first level, once per turn, when you hit an enemy with an attack, you may mark them with guiding light. The next attack against that creature by a creature other than you has advantage, and deals an extra 1d6 radiant damage. You may use this feature a number of times equal to your wisdom modifier, and regain spent uses on a long rest.

Channel Divinity: Rallying Flare

At second level, you expend a use of your channel divinity as an action and fire a flare to a point within 60 feet of you. Once at that point it bursts into a floating flare, casting 30 feet of bright light and a further 30 feet of dim light that lasts for 1 minute. At the end of your turn, you may give any number of creatures in the bright light 1d4+Your wisdom modifier of temporary HP.

Show the Path

Beginning at 6th level, as a reaction to another creature within 90 feet of you that you can see taking damage, you can allow that creature to move up to it's movement speed. This movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. Finally, this movement does not provoke attacks of opportunity.
You may use this feature a number of times equal to your wisdom modifier, and you regain all uses on a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Shepherd of the Lost

Beginning at 17th level, as an action, you can begin to emit a guiding aura up to 30 feet that leads others to follow you, perhaps even from the edge of death into life. Choose any number of creatures. While they are within the aura they may add a d4 to any attack roll or saving throw. Additionally, the first time each creature that you chose succeeds a death save in the area of your aura, it may roll a number of it's remaining hit dice equal to up to half your cleric level, and heal by that amount. The aura lasts for 1 minute and you may use this once per long rest.

Previous Versions

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8/13/2020 1:52:21 AM
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