Unity Cleric

Unity Clerics are eloquent orators and the face of their party, dedicated to fostering peace and harmony. They use their diplomatic skills to mediate conflicts and bring allies together, healing wounds both physical and emotional with their calming presence. In the heat of battle, Unity Clerics stand as beacons of hope, using their divine powers to protect and support their comrades.


Players who enjoy leading through diplomacy and compassion will find the Unity Cleric compelling. Their unique abilities to maintain peace and unite their team provide a rich and rewarding playstyle. Whether negotiating with adversaries or shielding allies from harm, Unity Clerics excel in roles that require both strength and empathy.

Unity Cleric Features By Level

Ambassador

At 1st level, You gain 2 levels of proficiency in all Charisma skill checks. As a reaction, you can assist an ally with a failed Charisma skill check granting them advantage on the roll.


This feature overrides Jack of All Trades.

Orator

At 3rd level, When you succeed on a Charisma skill check, or deal damage to a fallen enemy. You gain an inspiration die. You can use your inspiration die to reroll damage, healing, or any 1d6.

Inspiring Presence

At 7th Level, When you roll initiative all allies within 30ft of you are blessed with inspiration. Each creature gain one inspiration die. When an ally within 120 feet of you has an unexpended inspiration die, you grant them 1 level of resistance to all damage.


In addition, creatures with inspiration can choose to expend their inspiration die at any time to roll 1d12 + SM and gain temporary hit points equal to the amount rolled.

United Protection

At 9th level, When a creature within 120 feet of you with inspiration makes an attack roll they can expend the inspiration die as additional damage and gain a bonus to their Armor Class equal to the number rolled until the start of their next turn.

Aura of Serenity

At 12th level, you emit a calming aura within a 20-foot radius. Allies within this range gain advantage on saving throws against being frightened or charmed.


Enemies within the aura must make a Cognitive saving throw against your Spellcasting DC or have disadvantage on attack rolls against any target other than you.

Fellowship

At 14th level, Allies within 120 feet of you gain a bonus to Cognitive saving throws equal to your Spellcasting Modifier.

Paragon of Peace

At 17th level, (Recharge 4-6) When a non hostile creature becomes hostile, you can use your action to make them non hostile again. The creature will remain non hostile until they are attacked or effected by a spell.

Revivify

At 19th level, Once per long rest, you can immediately bring an ally back from the dead removing 4 levels of exhaustion from them and healing them for half of their maximum hit points.

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