<noinclude>''This is a [[Cleric]] class feature.''</noinclude>
<noinclude>{{This|a [[Cleric]] class feature}}</noinclude>
* You gain the [[Channel Divinity]] options from the [[Domain|Divine Domains]] you have chosen for your divine spellcasting. Below is the list of corresponding domains and their options.
* You gain the [[Channel Divinity]] options from the [[Domain|Divine Domains]] you have chosen for your divine spellcasting. Below is the list of corresponding domains and their options.
You gain the Channel Divinity options from the Divine Domains you have chosen for your divine spellcasting. Below is the list of corresponding domains and their options.
As an action, you touch a creature or an object within reach. A creature must make a Reflex check, taking 5 × your level in acid damage on a failed check and half as much on a successful one. An object takes 5 × your level in acid damage.
Additionally, if the target carries or wears corrodable armor or weapons, it must make a Reflex check. On a failed save, one piece of armor or weapon of your choice takes a permanent and cumulative -1 penalty. Armor reduced to an AL of 10 or a shield that drops to a +0 bonus is destroyed. Weapons reduced to -5 to hit and to damage are destroyed.
As an action, a creature within 5 meters of you must make a Fortitude check, taking 3 × your level as bludgeoning damage and is pushed 5 × your level in meters on a failed save, or half as much on a successful one.
As a reaction, when you take damage from a spell or other magical effect from a creature within 3 meters of you, halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged you takes force damage equal to 2d10 + your level.
You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
When you cast a spell that deals damage to one or more creatures, you may add your divine spellcasting modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.
Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.
As an action, you can brandish your holy symbol, facing a creature you can see within 10 meters of you. It must make a Fortitude save or the ice forming around it will encase it for 1 minute. While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Fortitude save, breaking free of the ice on a success.
Your touch can increase entropy and wither the life from living things.
As an action, make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d4 necrotic damage. If one of these dice rolls a 3 or a 4, roll two additional dice of one size larger (d6, d8, d10, d12, d20), rolling again if these dice rolls their maximum value, and so on.
This attack's initial damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your character level. Choose any creatures within 10 meters of you, and divide those hit points among them.
This feature can restore a creature to no more than half of its hit point maximum.
You can't use this feature on an undead or a construct.
As an action, you present your holy symbol, and any magical darkness within 10 meters of you is dispelled.
Each hostile creature within 10 meters of you must make a Fortitude contest. A creature takes radiant damage equal to 1d10 + your divine spellcasting modifier, per point of proficiency bonus on a failed check, and half as much damage on a successful one.
A creature that has total cover from you is not affected.