Bretts D&D Next
Back to Cleric
HEROISM DOMAIN SPELLS
Cleric Level – Spells
1st – heroism, shield of faith
3rd – aid, lesser restoration
5th – aura of vitality, crusader’s mantle
7th – aura of life, guardian of faith
9th – mass cure wounds, raise dead
Emergency Responder: At 1st level, you gain proficiency in Medicine. If you are already proficient, you gain Expertise in it instead, applying double your Proficiency bonus to Medicine skill checks.
Rush to Aid: At 1st level, you may use your reaction to Dash toward an ally who has just taken damage or who is within 5 feet of an enemy creature.
Channel Divinity: Shield Other.
Starting at 2nd level, you can use your Channel Divinity to shield a friendly creature from harm. When a friendly creature that you can see within 30 feet of you takes damage you can use your reaction to trigger your Channel Divinity to target that creature. When you do, the creature gains resistance to that attack and additionally, the remaining damage is transferred to you rather than the target.
Heroic Resilience: Starting at 6th level, you must fail five death saving throws before dying, rather than the usual 3.
Channel Divinity: Shielding Aura
Beginning at 8th level, you can use your Channel Divinity to shield others in an aura heroic shielding. As an action, you can activate this aura, granting a +2 bonus to AC to all friendly creatures within 30 feet of you for a duration of 1 minute or until you lose concentration (as if concentrating on a spell).
Divine Protection: At 17th level, while you are unconscious but not dead, your devotion to ideals of heroism still allows you to use you ‘Channel Divinity: Shield Other’ feature as if you were conscious. Additionally, if the damage dealt to the original target would have killed them, a use of Channel Divinity is not expended. You also do not receive any death saving throw failures when you take damage in this way.
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