CHANNEL DIVINITY: PRESERVE LIFE: as an action, restore 40hp divided among any creatures within 30ft of u. This feature can restore a creature to no more than half of its hit point maximum.
CHANNEL DIVINITY: TURN UNDEAD: as an action, you force each undead that can see or hear you within 30 feet of you to a Wisdom saving throw. on a failure, 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 can't willingly move to a 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. If the undead is CR 1 or lower, it is instead instantly destroyed.
★ DISCIPLE OF LIFE + BLESSED HEALER: whenever you cast a healing spell, both you and the target also regain 2 + the spell's lvl extra hp
★ DIVINE STRIKE: once on each of your turns when you hit a creature with a weapon attack, you can choose to deal an extra 1d8 radiant dmg
BARBARIAN
UNARMOURED DEFENCE: when not wearing armor, AC = 10 + CON + DEX. you can use a shield and still gain this benefit. AC: 13 (15 with shield)
ACTION
WARHAMMER: (+6) to hit, 1d8/1d10 +2 damage (+4 if raging). (+★1d8)
LIGHT CROSSBOW: (+6) to hit, 1d8 +2 damage. (+★1d8)
GREATER HEALING POTION (2): 4d4 +4 regain hp.
POTION OF NECROTIC RESISTANCE: 1hr resis. necrotic dmg.
POTION OF POISON: if consumed, take 3d6 poison damage, and DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
HEALER'S KITS (17 uses): When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action. spend one use of a healer's kit to restore 1d6 + 4 hit points to a target, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
BLESS: 30ft. 1min (Concentr.). choose three targets (+1 per higher spell slot). add 1d4 to all attacks and saving throws.
CURE WOUNDS: touch. the target regains 1d8 +4 hp. (+★ both you and target also regain 2 + spell lvl hp)
BANE: 30ft. 1min (Concentr.). CHA sv. choose three targets (+1 per higher spell slot). on a fail, they subtract 1d4 from all ability checks, attacks, and saving throws.
HEALING WORD:bonus act. 60ft. the target regains 1d4 +4 hp. (+★ both you and target also regain 2 + spell lvl hp)
COMMAND: 60ft. WIS sv. speak a one word command, on a fail, the target obeys on their next turn.
DETECT EVIL/GOOD: 10min (Concentr.) for the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
SHIELD OF FAITH: bonus act. 10min (Concentr.) 60ft. +2 AC to creature of choice within range
lvl 2
LESSER RESTORATION: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
SPIRITUAL WEAPON: bonus act. 1min. 60ft. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, target takes 1d8 +4 force dmg. (+1d8 per higher spell slot). As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
HOLD PERSON: 1min (Concentr.) 60ft. WIS sv. humanoid target must succeed or be paralyzed for the duration. At the end of each of its turns, the target can repeat the save. On a success, the spell ends on the target.
CALM EMOTIONS: 1min (Concentr.) 60ft. 20ft radius sphere. CHA sv for each humanoid in a 20-foot-radius sphere; a creature can choose to fail this saving throw. on a fail, choose an effect: 1) suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided its duration has not expired. 2) Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
lvl 3
BEACON OF HOPE: 1min (Concentr.) 30ft. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
REVIVIFY: Touch. Components (diamonds worth 300 gp, which the spell consumes). touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
DISPEL MAGIC: 120ft. Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. DC 10 + spell level.
CREATE FOOD + WATER: 30ft. create enough food and water for 15 humanoids or 5 steeds for 24hrs. after 24hrs the food spoils, but the water remains clean.
REMOVE CURSE: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
lvl 4
DEATH WARD: 8hrs. the first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
GUARDIAN OF FAITH: 30ft. 8hrs. a Large spectral guardian appears in an unoccupied space within range. any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
BANISHMENT: 1min (Concentr.) 60ft. CHA sv. on a failure, if the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
CONTROL WATER: 10min (Concentr.) 300ft range. 100ft cube. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
1) Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. 2) Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. 3) Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. 4) Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
RAGE: 2 uses. While raging, you gain the following benefits if you aren't wearing heavy armor: advantage on STR checks and saves; melee weapon atks using STR gain a +2 bonus to dmg; resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a Hostile creature or or taken damage since your last turn. You can also end your rage as a bonus action.
HEALING WORD:lvl 1. 60ft. the target regains 1d4 +4 hp. (+★ both you and target also regain 2 + spell lvl hp)
SHIELD OF FAITH:lvl 1. 10min (Concentr.) 60ft. +2 AC to creature of choice within range
SPIRITUAL WEAPON:lvl 2. 1min. 60ft. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, target takes 1d8 +4 force dmg. (+1d8 per higher spell slot). As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.