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CLERIC |
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Cleric |
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Cleric: Divine Domain: Shelter |
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Gods of nature are as varied as the natural world itself. Clerics that
follow gods of this domain might hunt the evil monstrosities that despoil the
woodlands, bless the harvest of the faithful, or wither the crops of those
who anger their gods. |
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Shelter Domain Features |
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Domain Spells Once you reach a
level in this class that allows you to cast spells of the appropriate level,
you always have the shelter domain spells prepared, and they do not count
against the number of spells you can prepare each day. If you have a
domain spell that doesn’t appear on the divine spell list, the spell is
nonetheless a cleric spell for you. |
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Community’s Respite Beginning
at 3rd level, you can expend a spell slot of 1st level or higher when you
take a short rest. At the end of that short rest, you and all allies who
shared that rest with you regain 1d10 + your cleric level hit points. This
healing increases by 2d10 for each spell slot level above 1st you spend in
this way. You
can use this ability once between long rests. Channel Divinity: Divine Protection Starting
at 6th level, you can use your ‘channel divinity’ to protect your allies. As
a bonus action, all creature of your choice within 30 feet gain resistance to
all damage until the end of your next turn. Shelter of the Guardian Starting
at 10th level, you can shield others from harm at the cost of your own
health. When
a creature within 15 feet of you takes damage, you can use your reaction to
magically take that damage, instead of that creature taking it. This feature
doesn’t transfer any other effects that might accompany the damage, and this
damage can’t be reduced in any way. When you use this feature, you have
advantage on all attack rolls and saving throws until the end of your next
turn. You
can use this ability once between short or long rests. Emboldening Bond Beginning
at 14th level, you can forge an empowering bond among people who support one
another. As
a bonus action, you choose willing creatures within 30 feet of you (this can
include yourself). You create a magical bond among them for 1 minutes or
until you use this feature again. While any bonded creature is within 10 feet
of one other creature under the effect of the bond, the creature can roll
a d4 whenever it makes an attack roll, an ability check, or a
saving throw and add the result to the roll. You
can use emboldening bond once and you regain the use of it whenever you use
your ‘channel divinity’ or when you finish a long rest. |
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