,As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened.
,When you hit a creature with a weapon attack you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll and the target must make a Wisdom saving throw. On a failed save it is frightened of you until the end of your next turn. At 10th level your superiority dice turn into d10s. At 18th level they turn into d12s.
,When you hit a creature with a weapon attack you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll and if the target is Large or smaller it must make a Strength saving throw. On a failed save you push the target up to 15 feet away from you. At 10th level your superiority dice turn into d10s. At 18th level they turn into d12s.
,When you hit a creature with a weapon attack you can expend one superiority die to attempt to disarm the target forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll and the target must make a Strength saving throw. On a failed save it drops the object you choose. The object lands at its feet. At 10th level your superiority dice turn into d10s. At 18th level they turn into d12s.
,As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened.