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72hr Jam 2023 D&D - Domain of Postive Energy

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72hr Jam 2023 D&D - Domain of Postive Energy

A medic inspired subclass for cleric

Positive Energy Overflow​

At 1st level, when you restore Hit Points to a target using a feature or spell, and doing so would bring them to maximum health, the remaining points are applied as Temporary Hit Points, up to a maximum of 10 Temporary Hit Points.

Healing Beam​

At 1st level, you can conjure a beam of healing.

As an Action, you choose a willing creature other than yourself within 60 feet of you that you can see. For 1 minute, an intangible magical beam of pure positive energy emerges from you and tethers to them. This ends early if the target ever gets more than 120 feet away from you, there is Total Cover between you and the target, you are incapacitated or until you use this feature again.

When you use this feature the target regains 1d6 Hit Points, and then at the start of each of your turns while the beam is active, the target regains 2 Hit Points. While the beam is active, you can use your life energy to empower the beam. As a Bonus Action, you can expend a Hit Die and roll it. The target regains a number of Hit Points equal to the number rolled.

You can use this feature twice. You regain 1 expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.

Channel Divinity: ÜberCharge​

Starting at 2nd level, You can use your Channel Divinity to flood your target with positive energy, making them temporarily invulnerable to normal attacks. As an Action, both you and the target of your Healing Beam become Immune to nonmagical Bludgeoning, Piercing, and Slashing damage and Resistant to all other types of damage until the start of your next turn. This effect ends early if the Healing Beam ends.

This Channel Divinity option cannot be used if you do not have a Healing Beam active.

Empowered Healing​

Starting at 6th level, your Healing Beam is empowered in the following ways:
  • Additional Uses. You can use your Healing Beam feature a number of times equal to your Proficiency Bonus. You regain 1 expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
  • Improved Healing. When heal a target with your Healing Beam feature and roll a die to do so, the roll gains a bonus equal to half your cleric level (rounded down).

Potent Spellcasting​

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Fully Charged​

At 17th level, when you use your Channel Divinity option ÜberCharge, you and your target now become Immune to all damage types instead of only nonmagical Bludgeoning, Piercing, and Slashing damage.

In addition, you can use your Channel Divinity option ÜberCharge as a Reaction when you or the target of your Healing Beam would take damage. The effect still only lasts until the start of your next turn and still requires for your Healing Beam to be active.
Author
Hazard
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