Cleric: Difference between revisions

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=== Feast Domain ===
=== Feast Domain ===
'''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.


'''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.
'''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.
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| 9th || Cloudkill, Contagion
| 9th || Cloudkill, Contagion
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'''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.


'''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.
'''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.
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 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.


'''Channel Divinity: Create Healing Draft.''' Starting at 2nd level, you can use your Channel Divinity as an 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.
'''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.


'''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.
'''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.