Fellowship Domain Cleric

The Gods do not stand alone.  From the earliest writings of the Holy Church, it has been clear that the Gods forged the Great Disc together and ever since have been united in their cause.  In fact, the only God to deviate from this togetherness was the one branded with the title 'Betrayer' for their transgressions.   Some clerics have taken the lessons of the Gods to heart and do not worship and serve a single God but the united pantheon of the Holy Church.  These clerics have embraced the lessons of brotherhood, family and fellowship. Working with their allies to ensure victory and attain their goals.   The Fellowship Cleric is both a beacon and a shield to their friends, partners and party. Leading from the front lines and using powerful magic to strengthen their allies.  

Fellowship Domain Spells

Cleric Level Spells
1st Goodberry, Gift of Alacrity
3rd Healing Spirit, Pass Without Trace
5th Crusader's Mantle, Haste
7th Death Ward, Stoneskin
9th Circle of Power, Telepathic Bond
 

Bonus Proficiencies

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

Aura of Fellowship

From 1st level, when you cast a spell of the 1st level or higher, one ally you can see can move up to half their speed without provoking opportunity attacks and either make a weapon attack or cast a cantrip on an enemy.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Channel Divinity: Renewed Vigor

At the 2nd Level, You can use your Channel Divinity to grant a renewing wave of divine power to energize your allies.   As an action, you raise your holy symbol and grant all allies within 30 ft of you one of the following:
  • Temporary Hit Points equal to 1d6 + your cleric level.
  • Advantage on their next attack or ability check.

Improved Aura of Fellowship

At the 6th level, When you grant an ally an attack using your Aura of Fellowship feature, you can choose whether to grant them extra damage to their attack or temporary hit points equal to your Wisdom modifier.  

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.    This ability cannot be used on an attack benefiting from Divine Touch.

Divine Touch

At the 8th level, you gain the ability to channel your touch spells through your weapon.  Once on each of your turns, You can choose to make a melee weapon attack roll in place of the spell attack roll on a spell with the range of touch. When you do the spell's damage in increased by your weapon's attack damage.    This ability cannot be used on a spell that requires the target to make a spell saving throw and cannot be used on an attack benefiting from Divine Strike.   This ability can only be used a number of times per day equal to your Wisdom modifier (minimum 1). You regain all uses of this ability after finishing a long rest.

Divine Aura of Fellowship

At 17th level, when you inflict damage with your Divine Strike feature, you can trigger your Aura of Fellowship and expend a use.  If you do, your ally's attack also gains the 2d8 extra damage from Divine Strike against their target in addition to the benefits granted by Improved Aura of Fellowship.   You also now regain 1 use of your Aura of Fellowship when you finish a long short rest.