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Pravda Domain - Cleric

Shepherds of Faith
The Pravda Domain represents the divine power granted by Gospod and his Archangels. Clerics of this domain are the embodiment of mercy and protection, wielding holy power to shield the innocent and banish the forces of evil from the world. They are defenders of the faith, using their divine gifts to ward off evil and heal the wounded.
  Domain Miracles: You gain cleric miracles, instead of spells, at the Cleric levels listed.
1st: Protection from Evil and Good, Sanctuary
3rd: Lesser Restoration, Zone of Truth
5th: Dispel Magic, Spirit Guardians
7th: Banishment, Guardian of Faith
9th: Greater Restoration, Hallow
  Armor of Gospod:
When you choose this domain at 1st level, you gain proficiency in unarmored defense (instead of heavy armor), reflecting your reliance on faith rather than physical armor. When you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  Divine Providence:
Starting at 1st level, you can channel divine energy to heal and protect your allies. As an action, you can touch a creature to restore hit points equal to 1d8 + your cleric level. If the creature is afflicted by a curse, disease, or other similar conditions, you can also choose to end one of these effects. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  Channel Divinity: Divine Shield:
Starting at 2nd level, you can use your Channel Divinity to invoke Gospod's divine protection. As an action, you present your holy symbol and create a 30-foot radius aura around you that lasts for 1 minute. While within this aura, you and your allies gain resistance to all damage except psychic damage and have advantage on saving throws against spells and effects cast by undead, fiends, and aberrations.
  Aura of Sanctity:
Starting at 6th level, your presence becomes a beacon of hope and protection. Whenever an ally within 10 feet of you is the target of a spell or attack by an undead, fiend, or aberration, they gain temporary hit points equal to your cleric level.
  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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. This extra damage can only be used against undead, fiends, and aberrations.
  Archangel's Radiance:
Starting at 17th level, you can call upon the divine radiance of Gospod and his Archangels to banish darkness and evil. As an action, you can present your holy symbol and emanate an aura of holy light for 1 minute. All undead, fiends, and aberrations within 60 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 4d10 radiant damage and is frightened of you for the duration. On a successful save, a creature takes half as much damage and is not frightened. While this aura is active, you and your allies are immune to fear and charm effects, and you can use your Divine Providence feature as a bonus action.

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