The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this Solidarity in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach Solidarity is by demonstrating it.
You gain domain spells at the cleric levels listed in the Solidarity Domain Spells table. See the Divine Domain class feature for how domain spells work.
Solidarity Domain Spells
|1st||bless, guiding bolt|
|3rd||aid, warding bond|
|5th||beacon of hope, crusader’s mantle|
|7th||aura of life, guardian of faith|
|9th||circle of power, mass cure wounds|
When you choose this domain at 1st level, you gain proficiency with heavy armor.
At 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
CHANNEL DIVINITY: PRESERVE LIFE
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
CHANNEL DIVINITY: OKETRA’S BLESSING
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of the same damage type to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
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