Channel Divinity (5e Spell)

You become a conduit for divine power, allowing you to perform several miraculous effects. For the duration of the spell, you glow softly, shedding bright light within a 10-foot radius and dim light for another 10 feet. If this area of light overlaps with an area of darkness created by a spell of 6th level or lower, the spell that created the darkness is dispelled. Furthermore, you gain the following abilities for the duration of the spell:

  • Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you, and you also can't be charmed, frightened, or possessed by creatures of those types.
  • You have resistance to radiant and necrotic damage.
  • You can move across any liquid surface as if it were harmless solid ground.
  • You can use a bonus action to heal a creature you touch, restoring 3d6 hit points to it and, if you choose, ending one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Once you have used this feature of the spell ten times, you can't use it again until the spell ends.
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Channel Divinity
6th-level Transmutation
Casting time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 hour

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