Channel Divinities
Channel Divinity: Turn Undead and Aberrations
Channel Divinity Option
As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
Channel Divinity: Spellfire
Channel Divinity Option
You present your Holy Symbol to a creature imbued with arcane effects. For every Spell currently affecting the target, it gains one stack of Burning (Force) that can only be recovered from over time or removed via Dispel Magic and similar effects.
Chanel Divinity: Draconic Authority
Channel Divinity Option
You can use an action to present your Holy Symbol to invoke the authority of dragons. All creatures of your choice within 15ft of you must make a Charisma Saving Throw, on a failed Save, you choose one of the following for each creature:
- The creature becomes Frightened of you and all Dragons friendly to you until the end of your next turn.
- The creature falls Prone.
- The creature must use its Reaction to drop one of the items its holding.
Channel Divinity: Create Healing Draft
Channel Divinity Option
You can use your Action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a Bonus Action to drink this potion regains a number of Hit Points equal to 2d6 + your Cleric Level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a Long Rest.
Channel Divinity: Artisan’s Blessing
Channel Divinity Option
You can create simple items. You conduct an hour-long ritual that crafts a non-magical item that must include some metal: a Simple or Martial Weapon, a suit of Armor, a set of Tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5ft of you.
The object you create can be something that is worth no more than 100GP. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.
Channel Divinity: Path to the Grave
Channel Divinity Option
You can use your Channel Divinity to mark another creature’s life force for termination.
As an Action, you choose one creature you can see within 30ft of you, cursing it until the end of your next turn. The next time you or a creature of your choice hits the cursed creature with an Attack, the creature has Vulnerability to all of that Attack’s Damage, and then the curse ends.
Channel Divinity: Knowledge of the Ages
Channel Divinity Option
You can tap into a divine well of knowledge. As an Action, you choose one Skill or Tool. For 10 minutes, you have Proficiency with the chosen Skill or Tool.
Channel Divinity: Read Thoughts
Channel Divinity Option
You can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an Action, choose one creature that you can see within 60ft of you. That creature must make a Wisdom Saving Throw against your Spell Save DC. If the creature succeeds on the Save, you can’t use this feature on it again until you finish a Long Rest.
If the creature fails the Save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60ft of you. This effect lasts for 1 minute.
During that time, you can use your Action to end this effect and cast the Suggestion Spell on the creature without expending a Spell Slot. The target automatically fails its Saving Throw against the Spell.
Channel Divinity: Preserve Life
Channel Divinity Option
You can heal the badly injured. As an Action, you present your Holy Symbol and evoke healing energy that restores up to a number of Hit Points equal to five times your Cleric Level. Choose any creatures within 30ft of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its Hit Point Maximum. You can’t use this feature on an Undead or a Construct.
Channel Divinity: Radiance of the Dawn
Channel Divinity Option
As an Action, you present your Holy Symbol, and any magical Darkness within 30ft of you is dispelled. Additionally, each creature of your choice within 30ft of you must make a Constitution Saving Throw, on a failed Save a creature takes Radiant Damage equal to 2d10 + your Cleric Level, and half as much Damage on a successful Save. A creature that has Total Cover from you is unaffected.
Channel Divinity: Charm Animals and Plants
Channel Divinity Option
As an Action, you present your Holy Symbol. Each Beast or Plant that can see you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is Charmed by you for 1 minute or until it takes Damage. While Charmed in this way, it is friendly to you and other creatures you designate.
Channel Divinity: Order’s Demand
Channel Divinity Option
As an Action, you present your Holy Symbol, and force each creature of your choice that can see or hear you within 30ft of you to make a a Wisdom Saving Throw, on a failed Save a creature is Charmed by you until the end of your next turn or until the Charmed creature takes any Damage. You can also cause any of the Charmed creatures to drop what they are holding when they fail the Save.
Channel Divinity: Balm of Peace
Channel Divinity Option
As an Action, you can move up to your Speed, without provoking Opportunity Attacks, and when you move within 5ft of any other creature during this Action, you can restore a number of Hit Points to that creature equal to 2d6 + your Wisdom Modifier. A creature can receive this healing only once whenever you take this Action.
Channel Divinity: Destructive Wrath
Channel Divinity Option
When you roll Lightning or Thunder Damage, you can use your Reaction to deal the maximum result of the dice instead of rolling.
Channel Divinity: Pathfinder
Channel Divinity Option
When you are at a location, you can spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your Action to cast the Find The Path Spell targeting that location without expending a Spell Slot or Material Components.
You can have a number of locations fixed in your mind in this way equal to your Wisdom Modifier. If you attempt to fix a location in your mind after you already have your maximum locations fixed in your mind, you must choose one to forget in order to gain the new one.
Channel Divinity: Divine Stride
Channel Divinity Option
You can grant a burst of speed to yourself and your traveling companions. As an Action, each creature of your choice within 30ft of you doubles its Speed until the start of your next turn. The chosen creatures also has Advantage on any Ability Check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.
Channel Divinity: Invoke Duplicity
Channel Divinity Option
You can create an illusory duplicate of yourself. As an Action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your Concentration on this effect. The illusion appears in an unoccupied space that you can see within 30ft of you. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you can see, but it must remain within 120ft of you.
For the duration, you can cast Spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5ft of a creature that can see the illusion, you have Advantage on Attack Rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Channel Divinity Option
As a Bonus Action, you become Invisible until the end of your next turn. You become visible if you Attack or cast a Spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Channel Divinity: Twilight Sanctuary
Channel Divinity Option
As an Action, you present your Holy Symbol, and a sphere of twilight emanates from you. You create a 30ft Moving Emanation, that is filled with Dim Light. The Emanation lasts for 1 minute or until you are Incapacitated or Die. Whenever you or another creature ends its turn in the Emanation, you can grant that creature one of these benefits of your choice:
- You grant it Temporary Hit Points equal to 1d6 + your Level in this class.
- You end one effect on it causing it to be Charmed or Frightened.
Channel Divinity: Guided Strike
Channel Divinity Option
You can use your Channel Divinity to strike with supernatural accuracy. When you or a creature within 30ft of you misses an Attack Roll, you can use your Reaction to grant a +10 bonus to the Attack Roll.