Cleric: Difference between revisions

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==== Domain Spells ====
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.
''1st Level Feast Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
When you choose this domain at 1st level, you gain proficiency with Heavy Armor, Martial Weapons, Brewer’s Supplies, and Cook’s Utensils.
''1st Level Feast Domain Feature''<br>
You gain Proficiency with Heavy Armor, Martial Weapons, Brewer’s Supplies, and Cook’s Utensils.
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==== Table-Turner ====
==== Table-Turner ====
At 1st level, you can cause an attacker’s own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn’t poisoned.<br>
''1st Level Feast Domain Feature''<br>
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You can cause an attacker’s own body to turn against itself. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause that creature to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature takes 1d12 Poison Damage and is Poisoned until the end of its next turn. On a successful Save, the creature takes half Damage and isn’t Poisoned.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
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==== Channel Divinity: Create Healing Draft ====
==== Channel Divinity: Create Healing Draft ====
Starting at 2nd level, 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 short or long rest.
''2nd Level Feast Domain Channel Divinity Option''<br>
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.
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==== Strong Stomach ====
==== Strong Stomach ====
Starting at 6th level, your divinity and magically enhanced constitution have strengthened your natural defenses. You have advantage on saving throws against poison, and you have resistance to Acid and Poison damage.<br>
''6th Level Feast Domain Feature''<br>
In addition, whenever you cast the Create Food and Water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like.
Your divinity and magically enhanced constitution have strengthened your natural defenses. You have Advantage on Saving Throws against Poison, and you have Resistance to Acid and Poison Damage.<br>
Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you do so, you can’t use it again until you finish a long rest.
In addition, whenever you cast the Create Food and Water Spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the Spell with some type of delicious alcohol. You choose what the food and alcohol look and taste like.<br>
Finally, if you’re Drunk or Poisoned, you can use an Action to magically suppress the effect for 1 minute. Once you do so, you can’t use it again until you finish a Long Rest.
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==== Feasting Strikes ====
''8th Level Feast Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Divine Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Acid or Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
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==== Invigorating Feast ====
==== Invigorating Feast ====
At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a long rest.
''17th Level Feast Domain Feature''<br>
You can say a special prayer before eating a meal to enchant it and other food of your choice within 30ft of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 Temporary Hit Points, is Immune to being Charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a Long Rest.
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