,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.,
,As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier.,
,You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and cant increase, you have disadvantage on Dexterity saving throws, you cant take reactions, and the only action you can take is a bonus action to emerge from your shell.,
,You can now add up to +2 to your natural AC depending on your Dexterity modifier.
When you are hit by an attack, you can use your reaction to activate your Shell Defence trait, potentially causing the attack to miss. You may use your Shell Defence trait as a bonus action. While withdrawn, melee attackers don't gain advantage on you due to you being prone, and you may use reactions, but doing so causes you to emerge from your shell.,
,You learn the druidcraft cantrip and one other druid cantrip of your choice.
You learn the entangle spell and one other 1st level druid spell of your choice. You can cast each of these spells cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a short or long rest. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
When you are using your Shell Defence trait, you gain advantage on Constitution saving throws made to maintain concentration on your spells. Additionally, while using your Shell Defence trait you can use your bonus action or action to altar or maintain a spell your are casting. For example you can use your bonus action to move a flaming sphere spell.,