Bretts D&D Next
Back to Cleric
EVIL DOMAIN SPELLS
1st – detect evil and good, inflict wounds
3rd – branding smite, crown of madness
5th – bestow curse, crusader’s mantle
7th – guardian of faith, phantasmal killer
9th – dispel evil and good, hallow.
At 1st level, you gain proficiency with martial weapons and heavy armor.
At 1st level, you are always under the effects of a protection from evil and good spell.
Channel Divinity: Tyrants Command
Starting at 2nd level, you can use your Channel Divinity to Turn celestials and fiends in the same manner as Turn Undead. However, you may choose to charm fiend and undead targets instead of turning them. Fiend and undead targets successfully turned are charmed for 1 minute or until the target takes any damage. However, a fiend or undead that would be destroyed by your turn attempt, can instead be charmed for 1 minute with no risk of the charm being broken by taking damage.
You have a telepathic link to charmed targets that you use to issue commands, which the targets obey to the best of their ability. If the target completes an order and does not receive further direction from you, it will defend and preserve itself to the best of its ability.
Additionally, you can use your action to take control of the target until the end of your next turn, allowing you to dictate the actions of the creature using actions available to that creature. As a reaction, you can cause the target to use a reaction.
Channel Divinity: Conjure Fiend
Starting at 6th level, you can use your Channel Divinity to conjure a minor fiend. As an action, you summon a fiend that appears in an unoccupied space that you can see within 30 feet. You can summon one fiend of challenge rating 2 or lower. The fiend disappears when they drop to 0 hit points or when 1 minute has passed.
The fiend is friendly to you and your companions for the duration. Roll Initiative for the fiend, which has its own turns. It obeys any verbal command that you issue it (no action required by you), as long as it doesn’t violate its alignment. If you don’t issue any commands to the fiend, it defends itself from hostile creatures but otherwise take no actions.
If your concentration is broken (as if concentrating on a spell), the fiend doesn’t disappear. Instead, you lose control of the fiend, it become hostile toward you and your companions, and it might attack. An uncontrolled fiend can’t be dismissed by you, and it disappear 1 hour after you summoned it.
The DM has the fiend’s stats.
When you use this feature at higher levels, you choose to summon greater fiends. At the designated levels after 6th (9, 12, 15 and 18), the maximum challenge rating of the fiend you can summon increases by 1 to a maximum of CR 5 at 18th level.
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
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 non-evil creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target or 2d8 necrotic damage if it’s good aligned. This extra damage ignores resistance and immunity versus good aligned creatures.
When you reach 14th level, the extra damage increases to 2d8 and 4d8 respectively.
At 17th level, you can assume the form of an angelic harbinger. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
• Wings sprout from your back and grant you a Fly speed equal to your current walking speed.
• You emanate an aura of menace in a 15 foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finished a long rest.
Read more: http://www.enworld.org/forum/5earchetypes/showentry.php?e=43&catid=1#ixzz3Zf25OPg4