Your talent is boundless, your capabilities endless, your potential unbridled by the constraints others must follow. You gain the following benefits:
+1 WIS
You ignore the Ability Score Minimum prerequisites for all classes for the purposes of multiclassing.
Whenever you multiclass, you gain your choice of one skill proficiency from the class’ skill list, in addition to what you would normally gain for multiclassing. This is retroactive.
-----
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 14). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
-----
1st - Charm Person, Animal Friendship
3rd - Enthrall, Calm Emotions
5th - Mass Healing Word, Spirit Guardians
7th - Charm Monster, Guardian of Faith
-----
Bonus Proficiency
You gain proficiency in Insight, an instrument of your choice and an artisan tool of your choice. As long as you are a follower of Viderick, and gain the god's lip service, you gain expertise in Insight.
No! Stop!
Whenever an ally within 5ft of you would be attacked by an enemy, you may use your reaction to add a bonus to that ally's AC equal to your proficiency bonus, for that attack. If this causes the attack to miss, you and your ally targeted are healed for 1d6 Hit Points.
Divine Domain Feature
At 2nd level, you gain the following feature from your Divine Domain.
Channel Divinity: Embrace!
At second level, you may present your holy symbol as an action to cause all enemies within 30ft to have disadvantage on attack rolls for one minute. At the start of each of its turns, affected creatures may attempt a charisma saving throw to end the effect. The cleric can end this effect on one creature of their choosing at the start of their turn.
Divine Domain Feature
At 6th level, you gain the following feature from your Divine Domain.
Endearment
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. You may use this ability a number of times equal to your wisdom modifier. You regain the uses of this ability after a long rest.
Class/Racial Features & Traits