Cleric: Difference between revisions

319 bytes added ,  22:16, 30 October 2022
Line 210: Line 210:


=== Feast Domain ===
=== Feast Domain ===
Many Clerics take it upon themselves to help those in need, rather than adventuring for fortune or glory. Many of these clerics are of the Feast Domain, with the gifts of feeding the hungry who cannot feed themselves. Those who do go adventuring are often caring for their fellow party members, mostly by providing them food.


'''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.
Line 235: Line 236:
'''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.
'''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.<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.
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.
Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
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.


'''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.
'''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.