Base Class: Cleric
Still, this Domain is cool, I swear
Bonus Proficiency
At level 1, you gain proficiency in Heavy Armour.
Bulwark of the Soul
The aim of the Dying Light clergy is to preserve the souls of those under their care so as they may burn out in blazes of glory in the future. Your spells enshrine this mantra completely.
Whenever a creature receives healing from one of your spells of 1st level or higher, they gain Resistance Charges equal to the level of the spell. When that creature is attacked, they count as having Resistance to the damage, and one of the Charges is expended. All Charges last for 1 minute.
If a creature with Charges is healed again by one of your spells, new Charges do not stack with previous ones. It is the decision of the recipient to discard or keep the current Charges they have.
In addition, the total number of Charges you have active cannot exceed your Cleric level.
Channel Divinity: Light's Armour
Starting at 2nd level, you can use your Channel Divinity to wreathe your allies in divine armour, dampening the sting of the most relentless assaults.
When a creature within 60ft. of you takes damage from any source, you can present your holy symbol and, as a reaction, reduce the damage of the attack by an amount equal to double your Cleric level + your Wisdom modifier.
Reinforce the Bulwark
Starting at 6th level, your divine magics stir the soul, encouraging your companions to stand firm against all onslaught.
Whenever a creature that has 2 or more Resistance Charges fails a Strength, Dexterity or Constitution saving throw, it loses 2 Charges and counts as having succeeded.
Wrath of the Dying Light
At 8th level, you gain the ability to infuse your weapon strikes with the fury of the Dying Light.
Once on each of your turns when you hit a creature with a weapon attack, while also wielding a shield, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Dying Light's Fortress
Starting at 17th level, all but the most indefatigable opponents are repelled from the walls of the fortress of your faith.
Whenever a creature attempts to use their movement to enter within 15ft. of you, you can choose to resist or allow them. If you choose to resist them, they must make a Strength check against your Spellcasting DC. If the creature fails, you deny them to move any closer and they forfeit any remaining movement. If the creature succeeds they may move within the zone as normal. If a creature was previously within 15ft. of you, and attempts to re-enter, they must make the Strength check each time they attempt to cross the boundary from the outside.
Additionally, when an ally is within 15ft. of you, they benefit from half cover until they are hit with an attack.
Comments