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 Grave 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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==== Circle of Mortality ====
==== Circle of Mortality ====
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.<br>
''1st Level Grave Domain Feature''<br>
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Hit Points with a Spell to a creature at 0 Hit Points, you instead use the maximum result for each die.<br>
In addition, you learn the Spare The Dying Cantrip, which doesn’t count against the number of Cleric Cantrips you Know. For you, it has a range of 30ft, and you can cast it as a Bonus Action.
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==== Eyes of the Grave ====
==== Eyes of the Grave ====
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.<br>
''1st Level Grave Domain Feature''<br>
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
You gain the ability to occasionally sense the presence of the Undead, whose existence is an insult to the natural cycle of life. As an Action, you can open your awareness to magically detect Undead. Until the end of your next turn, you know the location of any Undead within 60ft of you that aren't behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.<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: Path to the Grave ====
==== Channel Divinity: Path to the Grave ====
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.<br>
''2nd Level Grave Domain Channel Divinity Option''<br>
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
You can use your Channel Divinity to mark another creature’s life force for termination.<br>
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.
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==== Sentinel at Death’s Door ====
==== Sentinel at Death’s Door ====
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.<br>
''6th Level Grave Domain Feature''<br>
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
You gain the ability to impede death’s progress. As a Reaction when you or a creature you can see within 30ft of you suffers a Critical Hit, you can turn that hit into a normal hit. Any effects triggered by the Critical Hit are canceled.<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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==== Graveborne Strikes ====
''8th Level Grave 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 Necrotic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
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==== Keeper of Lost Souls ====
==== Keeper of Lost Souls ====
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
''17th Level Grave Domain Feature''<br>
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60ft of you, you or a creature of your choice that is within 60ft of you regains Hit Points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t Incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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