Divine Aspects

Good

Your deity is aligned with the aspect of Good, associated with divine planes such as Elysium or Bytopia in the Great Wheel cosmology.

 

Good Aspect

You learn one of the following cantrips: clarity, influence, light, read intent.

Aspect Spells

The following spells are cleric spells for you:

  • 1st level charm person, comprehend languages, shield

  • 2nd level detect poison and disease, healing spirit, locate object

  • 3rd level call aerie, protection from energy, tongues

  • 4th level summon celestial ally, charm monster, locate creature

  • 5th level seeming, skill empowerment, wall of force

  • 6th level globe of invulnerability, sun beam

  • 7th level regenerate, sequester

  • 8th level mind blank, sunburst

  • 9th level power word heal, spring of longevity

Channel Divinity: Channel Aspect

At 2nd level, you learn one of the following Channel Aspect options (see below):

Destroy Undead, Masking Veil, Soothing Balm

Channel Aspect Options

At 2nd level, you can choose one of the following channel divinity options based on your chosen divine aspect:

Channel Divinity: Destroy Undead

Required aspect: Good, Order, Peace, Unaligned

Starting at 2nd level, when you use your channel divinity to channel your divine aspect to destroy undead creatures. Roll a number of d8s equal to your Wisdom modifier. Undead creatures within 30 feet of you take radiant damage equal to the roll total.

In addition, if taking this damage leaves the undead creatures at or below a certain hit point threshold, as shown in the destroy undead table, it must make a Charisma saving throw or be instantly destroyed. 

Cleric Level

Hit point threshold

2nd

10 or lower

5th

15 or lower

8th

20 or lower

11th

25 or lower

14th

30 or lower

17th

40 or lower

20th

50 or lower

 

Channel Divinity: Masking Veil

Required aspect: Chaos, Freedom, Good, Unaligned

Starting at 2nd level, you can use your channel divinity to mask yourself and your allies. As an action, each creature of your choice within 30 feet becomes invisible until the beginning of your next turn and is teleported up to 10 feet to a point you can see. Affected creatures are also immune to the grappled and restrained condition while invisible in this way.

This effect ends early for a creature if it attacks or casts a spell.

Channel Divinity: Soothing Balm

Required aspect: Freedom, Good, Peace

Starting at 2nd level, you can use your channel divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to your Wisdom modifier + twice your cleric level. A creature can receive this healing only once whenever you take this action. Alternatively, if the target is suffering from one of the following conditions, you can end the condition for that target instead of healing it: burning, confused, diseased, frightened, poisoned, shocked.