Cleric

### Pantheons

\*Rarity only depicts how often a temple of the order can be found, NOT of the specific god.

### Guiding Hand

Whenever making a skill check related to your god roll a D6 and add it on top of proficiency bonus

### Repel Unholy Creatures

You have a number of charges equal to your proficiency bonus. Using 1 charge you may cause all Unholy Creatures within 30 ft of you to make a wisdom save equal to your spell save DC, upon a failure a creature must use its movement to get you out of its line of sight, and it cannot willingly move closer to you.

### Calm Undead

You can use 2 charges of your Repel Unholy Creatures to cause all Unholy Creatures to make a wisdom save equal to your spell save DC, upon a failure a creature is pacified for 2d100 minutes. Roll the dice once and apply it to all creatures affected.

### Divine Salvation

Whenever you go down you may call upon your god to spare your life. Pick 3 Numbers between 1 and 100, roll a d100 and if any of your numbers come up you are restored to full HP. You may only use this feature once per week

### Divine Guard

Using an action you may choose a number of creatures equal to your proficiency bonus and give them a plus 1 to their AC as well as half any magical damage done to your selected creatures. You may use this feature a number of times equal to your wisdom modifier.

### Improved Guiding Hand

Whenever making a skill check related to your god or your pantheon roll a D6 and add it after all other modifiers. You also gain a number of charges equal to half your proficiency bonus that can be used to give your bonus to an ally.

### Aura of Divinity

You radiate an Aura of Divinity out to a distance of 30ft which causes 1d4 radiant damage to all Unholy Creatures in your aura as well as giving them a -4 penalty to any skill check, save, or attack roll.

### Improved Divine Salvation

Whenever You or an ally dies, within 5 minutes of death you may call upon your god to spare the life of you or your ally. Pick 5 Numbers between 1 and 100, roll a d100 and if any of your numbers come up the creature is restored to full HP. A creature may only benefit from this bonus once a week.

### Improved Calm Undead

You can use 2 charges of your Repel Unholy Creatures to cause all Unholy Creatures to make a wisdom save equal to your wisdom score plus your proficiency bonus, upon a failure a creature is pacified for 2d100 minutes. Roll the dice once and apply it to all creatures affected.

### Holy Presence

Undead creatures with an HP of less than 100 cannot stand to be within your Aura of Divinity and any other unholy creature within your aura must make a wisdom save DC20 or take double damage from all your attacks.

### Banish Unholy Creature

You may use 3 charges of your Repel Unholy Creatures to attempt to banish an unholy creature to the 9 hells. The creature must make a DC25 Wisdom save or be banished.

### Superior Guiding Hand

Whenever making a skill check you may roll a D6 and add it after all other modifiers. You also gain a number of charges equal to your proficiency bonus that can be used to give your bonus to an ally.

### Superior Divine Salvation

Whenever You or an ally dies, within 2 weeks of death you may call upon your god to spare the life of you or your ally. Pick 8 Numbers between 1 and 100, roll a d100 and if any of your numbers come up the creature is restored to full HP. A creature can be attempted to revived by this ability twice for every time they die.

### Divine Favor

You may call upon your God to intervene on an ability check or saving throw to immediately turn the roll into a critical success.

### Divine Preservation

Your body no longer deteriorates from the aging process, although you can still die of old age. Any healing magic has double the effect on you, and all necrotic damage you take is halfed