Cleric: Difference between revisions

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'''Channel Divinity.''' At 2nd level, you gain the ability to harness the power of Bahumat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain some options if you choose to multiclass into Paladin. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.
'''Channel Divinity.''' At 2nd level, you gain the ability to harness the power of Bahumat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain some options if you choose to multiclass into Paladin. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.
:'''Channel Divinity Option: Turn Undead and Aberrations.''' 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 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
:'''Channel Divinity Option: Turn Undead and Aberrations.''' 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 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, 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 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
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 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
:'''Channel Divinity Option: Harness Divine Power.''' As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
:'''Channel Divinity Option: Harness Divine Power.''' As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).