Path of Harmony

Those on the Path of Harmony serve the ideals of Harmony, seeking to protect the natural order. They focus on preventing the untimely death of allies and enemies alike, especially because they are often sworn against resurrection magics.

Path of Harmony Spells

Priest Level

Spells

1st

Bless, False Life

3rd

Aid, Calm Emotions

5th

Aura of Vitality, Remove Curse

7th

Aura of Life, Death Ward

9th

Commune with Nature, Mass Cure Wounds

Channel Divinity: Preserve Nature

Priest Level

Spell Level

Creature CR

1

-

1/2

2

-

1

5

1

2

8

2

3

11

3

4

14

4

5

17

5

6

As a bonus action you utter a prayer to restore a creature to its natural self. Choose a creature within 30 feet of you. You can remove all Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, and Stunned conditions and one level of Exhaustion afflicting that creature so long as your priestly power is greater than the force which inflicted the condition, as determined by the table below. Alternatively, you can end a curse on the creature as if you had cast Remove Curse at a level determined by the Spell Level column. If the condition was not inflicted by a spell and is not the effect of a creature, the DM determines if your priestly power is strong enough to end the condition.

Shield Life

Starting at 1st level, you have learned to shield your allies from harm. Once per your turn when you use a spell of 1st level or higher and choose a creature as the target of the spell, you can choose to also grant that creature a number of temporary hit points equal to your Priest level.

Restore Life

At 6th level, once per turn when you use a spell of 1st level or higher and choose a creature as the target of the spell, you can choose to also restore 1d4 hit points and grant that creature resistance to necrotic damage.

Preservation

At 11th level, you can always choose to knock a creature out instead of killing them even when using ranged attacks and spell attacks.

When you or an ally within 30 feet of you knocks a creature unconscious you can instead choose to spare them. Instead of the creature being knocked out and reduced to zero hit points the creature is instead left conscious at one hit point and is automatically charmed similar to the Charm Person spell. For a duration of one hour the creature regards you as a benevolent friend who has spared them. They are willing to aid you so long as it does not bring them harm. Once you use this feature you cannot use it again until after you complete a long rest.

Protective Shroud

At 18th level, you can use your divine powers to provide a protective barrier around a creature you can see other than yourself within 60 feet of you. As an action you create a barrier which provides a creature with either a +2 to AC or a +2 to all saving throws. This shroud disappears after 10 minutes, whenever the creature travels more than 60 feet away from you or you are killed or knocked unconscious. You can as a bonus action switch the shroud to another creature in range or swap the shroud's effects. Once you use this feature you cannot do so again until you complete a long rest.