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|+ Quick Info | |+ Quick Info | ||
|- | |- | ||
| Class: [[Cleric]] || Subclass: Life Domain | | Class: [[Cleric]], Level 2 || Subclass: Life Domain | ||
|- | |- | ||
| Race: Aasimar || Alignment: Neutral Good | | Race: Aasimar || Alignment: Neutral Good | ||
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| Armor Class (AC): 13 || Initiative Bonus: +0 | | Armor Class (AC): 13 || Initiative Bonus: +0 | ||
|- | |- | ||
| Max HP: | | Max HP: 15 || Speed: 30ft | ||
|} | |} | ||
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== Features == | == Features == | ||
=== Cleric Features === | |||
'''Channel Divinity.''' At 2nd level, you gain the ability to harness the power of Bahumat, twice per long rest. When you use Channel Divinity, you choose which effect to use out of the options below. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC (14). | |||
:'''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. | |||
:'''Harness Divine Power.''' As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st level spell slot. | |||
:'''Preserve Life.''' As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level (10). Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct. | |||
=== Life Domain Features === | === Life Domain Features === | ||
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'''Celestial Resistance.''' You have resistance to Necrotic Damage and Radiant damage. | '''Celestial Resistance.''' You have resistance to Necrotic Damage and Radiant damage. | ||
'''Healing Hands.''' As an action, you can touch a creature and cause it to regain a number of hit points equal to your level ( | '''Healing Hands.''' As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (2). Once you use this trait, you can’t use it again until you finish a long rest. | ||
=== Acolyte Features === | === Acolyte Features === | ||
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== Spells == | == Spells == | ||
3 Level 1 Spell Slots | |||
=== Cantrips === | === Cantrips === | ||
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|} | |} | ||
Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. | Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. | ||
{| class="wikitable" | |||
|+ Protection From Evil and Good | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes) | |||
|} | |||
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, highlings, and undead. | |||
Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. | |||