Divine Aspects
At 2nd level, your divine aspect grants you a cantrip as well as allows you to prepare additional spells that are not available on the divine spell list at certain levels. For you, these spells are cleric spells. Your choice of divine aspect also grants you another option to use with your channel divinity feature.
Chose from the following divine aspects:
Channel Aspect Options
At 2nd level, you can choose one of the following channel divinity options based on your chosen divine aspect.
Channel Divinity: Binding Yoke
Required aspect: Evil, Order, Tyranny, Unaligned
Starting at 2nd level, you can use your channel divinity to bind creatures in mental or spiritual binds. As an action, each creature of your choice within 10 feet of you must make a Charisma saving throw. On a failed saving throw, a creature becomes restrained until the end of your next turn. This effect ends early for a creature if you move more than 10 feet away from it.
Channel Divinity: Commanding Presence
Required aspect: Order, Peace, Tyranny
Starting at 2nd level, you can use your channel divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. When a creature fails a saving throw against this channel divinity, you can also cause it to drop whatever it is holding.
Channel Divinity: Corrupting Touch
Required aspect: Destruction, Evil, Tyranny
Starting at 2nd level, you can use your channel divinity to cause temporary corruption to take hold of a creature. As an action, a creature you touch must make a Wisdom saving throw. On a failed saving throw, the creature becomes charmed by you and confused until the end of your next turn. On its turn, if the creature rolls 9 or 10 when determining its behaviour for being confused, it must use its action on its turn to make an attack against a creature other than itself that you mentally choose. On a successful saving throw, the creature becomes frightened of you instead.
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: Destructive Wrath
Required aspect: Chaos, Destruction, Evil, Unaligned
Starting at 2nd level, you can use your channel Divinity to wield the power of untamed destruction.
When you cast a cleric spell that deals damage, you can use your channel divinity to maximize the damage roll of a number of dice equal to your Wisdom modifier before you roll. You then roll the remainder of the dice and add the roll to the maximized damage dice (e.g. a cleric with 16 Wisdom who hits a creature with Guiding Bolt can maximize three of the spell’s four damage dice and roll the last damage dice to calculate how much damage they deal with the spell).
Channel Divinity: Invoke Duplicity
Required aspect: Chaos, Destruction, Freedom
Starting at 2nd level, you can use your channel divinity to create an illusory duplicate of yourself. As an action, you can expend one use of your channel divinity to teleport up to 30 feet to an unoccupied space you can see, and you create a perfect visual illusion of yourself in the space you left. The duplicate lasts for 1 minute. For the duration, you gain the following benefits:
On your turn, you can move the duplicate up to 30 feet in any direction within 120 feet of yourself (though the duplicate only has the same type of movement that you have - e.g. if you have a fly speed, so does the duplicate).
You can see and hear as if you were in the duplicate’s space as well as your own.
You can cast spells as though you were in the duplicate’s space
When both you and your duplicate are within 5 feet of a creature that can see you both, you have advantage on attack rolls against that creature.
You can use a bonus action to teleport swapping places with the duplicate.
A dispel magic spell cast on the duplicate ends the effect early.
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.