Base Class: Cleric
Pain, grief, loss. To live is to suffer. But we need not suffer alone. Recover what strength you can today, for tomorrow will bring its own troubles.
There is no glory in a corpse.
Domain Spells
Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
(DNDB won't let me actually add Catnap or Aura of Life, but it's on the list. Give yourself a feat for it or something.)
| Cleric Level | Spells |
|---|---|
| 1st | false life, sleep |
| 3rd | calm emotions, warding bond |
| 5th | c*tnap, tiny hut |
| 7th | aura of l*fe, stoneskin |
| 9th | dream, hallow |
Plush Protection
When you choose this domain at 1st level, you gain proficiency in heavy armor. In addition, armor you wear feels soft, warm, and comfortable. If armor you wear normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, it doesn't impose these restrictions for you.
Dull the Edge
Also starting at 1st level, your assistance helps your allies better endure the hardships of life. When you finish a long rest, you can choose up to 5 creatures within 30 feet. You increase the chosen creatures' hit point maximum and current hit points by your Wisdom modifier (minimum of 1) for the next 8 hours.
Channel Divinity: Resilient Psyche
Starting at 2nd level, you can hone the mental defenses of your allies, sharpening them to cut through mind-dulling effects. As an action, you can use your Channel Divinity to grant temporary Hit Points equal to 1d6 plus your Cleric level to creatures you choose within 30 feet of you. While they have these temporary Hit Points, creatures are immune to effects that inflict the charmed and frightened conditions.
Embrace Pain
At 6th level, you are prepared to help your allies confront, endure, and accept their own pain. When an creature within 60 feet of you takes damage, you can expend a spell slot and your reaction to give them resistance to the triggering damage and temporary Hit Points equal to twice the level of the spell slot expended.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Awakening
At 17th level, you can touch the minds of others to restore and reinvigorate, calling upon their own memories of restfulness. As an action, you can touch a willing creature, granting the target the benefits of a short rest.
Once you use this feature, you can't use it again until you finish a long rest.







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Posted Aug 19, 2021This subclass is also available on GMBinder here: https://www.gmbinder.com/share/-MbcMKNDA1MBcHFVnCl1