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Path to the Grave

  • casting time Instant
  • range 30ft

  • components
  • duration End of next turn

As an action you choose one creature you can see within 30 ft of you, curing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage and then the curse ends.

Cleric Feature (Grave Domain)

Eyes of the Grave

  • casting time Instant
  • range 60 ft

  • components
  • duration End of next turn

You giant he ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 ft of you that sn’t behind total cover and that isn’t protected from divination magic. The sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier. Regain all uses when you finish a long rest.

Cleric Feature (Grave Domain)

Circle of Mortality

  • casting time Instant
  • range 30ft

  • components
  • duration Continuous

You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature with 0 hit points, you instead use the highest number possible for each die

“Spare the Dying” does not count against the number of cleric cantrips you know For you it has a range of 30ft and you can cast it as a bonus action.

Cleric Feature (Grave Domain)

Turn Undead

  • casting time Instant
  • range 30 ft

  • components V, M, S
  • duration 1 minute

Holy Symbol

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 3 feet of you must make a Wisdom saving throw. 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 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

Cleric Feature

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