Cleric: Celestial domain

by Lucifer1389

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Cleric:

Celestial Domain

Celestial clerics are heralds of the gods of good, and often ascend as angels to serve the hosts of mount celestia. Celestial gods include Amaterasu, Bahamut, Moradin, Torm and Tyr. These clerics serve and protect their god's domains, rather than handling mere mortal affairs.

Cleric Level Spells
1st Healing word, Heroism
3rd Detect thoughts, Dragon's breath
5th Haste, Spirit guardians
7th Death ward, Polymorph
9th Holy weapon, raise dead

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Legions of good

At 1st level, you are strengthened by the presence of your allies. At the beginning of your turns, you gain temporary hit point equal to your Proficiency bonus + number of allies within 15ft of you.

Channel Divinity: Shard of the divine

At 2nd level, you learn to channel your spells through your own innate magic. When you cast a cleric spell targeting yourself, you can use your channel divinity to sharpen your focus. You cannot lose concentration on this spell as a result of taking damage.

Radiant Arc

At 6th level, you manifest angelic wings which grant you a flying speed equal to your movement speed, but you fall if you end your turn in the air. You no longer fall at the end of your turns when you reach 14th level in this class.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Angelic Ascension

At 17th level, you gain resistance to fire and radiant damage and your creature type changes to celestial.


You can attack twice, instead of once, whenever you take the Attack action on your turn.


 

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