The Cleric Class

 
 

undefinedProficiency ModifierCantrips Known1st Level Spell Slots2nd Level Spell Slots3rd Level Spell Slots4th Level Spell Slots5th Level Spell Slots6th Level Spell SlotsFeatures
1+23300000Spellcasting, Subclass I
2+23300000Subclass II
3+23320000Harness Divine Energy
4+23430000Ability Score Improvement
5+34432000None
6+34433000Subclass III
7+34433100Divine Strikes
8+34433200Ability Score Improvement
9+44433310Subclass IV
10+45533320Divine Intervention
11+45533321None
12+45543321Ability Score Improvement

Basic Stats:

Level 1 HP = 6 + your Constitution Modifier; Gaining an additional [1d6 (or 4) + your Constitution Modifier] HP with every additional Cleric Level

Proficiencies

  • Armor: Light Armor, Bucklers

  • Weapons: Club, Light Spear, Quarterstaff

  • Tools: None

  • Saves: Expertise with Wisdom Saving Throws

  • Skills: Proficiency with Religion and Choose 2 from History, Insight, Medicine, Nature, or Persuasion

Equipment:

  • Simple Armor of any type and a Buckler

  • a Holy Symbol and a Simple Weapon you’re Proficient with

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Spellcasting:

    • Spellcasting

      • As a conduit for divine power, you can cast Divine Spells.

    • Cantrips

      • At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table, at 5th and 10th Levels.

    • Spell Slots

      • The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Cleric Spells that are available for you to cast, choosing from the Divine Spell List. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your Cleric Level (minimum of one spell). The spells must be of a level for which you have spell slots.

          • For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

        • You can change your list of prepared spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

    • Spellcasting Ability

      • Wisdom is your Spellcasting Ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

        • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

        • Spell attack modifier = your proficiency bonus + your Wisdom modifier

      • Ritual Casting

        • You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

      • Spellcasting Focus

        • You use a holy symbol as a spellcasting focus for your cleric spells instead of a wand or staff

  • Channel Divinity (x1):

    • At 1st level, you gain the ability to channel divine energy directly from your Divine, using that energy to fuel magical effects. You start with a single effect, listed below. When you use your Channel Divinity and have multiple options, you choose which effect to create. You must then finish a Short or Long Rest to use your Channel Divinity again. Some Channel Divinity effects require Saves, the DC of which is your Spell Save DC. Beginning at 5th level, you can use your Channel Divinity twice between Rests, and at 9th level you can utilize it thrice. When you select at Subclass you gain an additional way to use this feature

      • Channel Divinity: Burn Undead - As an Action, you present your holy symbol and speak a prayer striking out divine fire to all Undead within 20m of you. Each Undead in that range must make a Charisma Saving Throw, taking 2d10 Radiant Damage on a Failure or half as much on a Success. This Damage increases by 1d10 at 5th, 8th, and 11th Levels. In addition, all Creatures that Fail the Saving Throw are Frightened of you for 1 Minute or until they take Damage from you or an ally

  • Harness Divine Energy:

    • Once per Long Rest you can use your Divine’s power to fuel Spells. You can expend a use of your Channel Divinity as a Bonus Action, touching your holy symbol, uttering a prayer, and regaining 1 Spell Slot of your choice up to a Level equal to your Proficiency Bonus

  • Ability Score Improvement: 

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Divine Strikes

    • Your Melee Attacks deal an additional 1d6 Radiant Damage when using a Weapon you’re Proficient with

  • Divine Intervention:

    • When you truly need help you can call upon your Deity themselves to assist you. You implore its assistance and must roll a d20. On an 18 or higher your deity intervenes in the situation. The GM chooses the nature of this assistance; but commonly a higher level Divine Spell could be used at the opportune time. Upon a Success you cannot utilize this ability again for the next week while on a Failure you can retry upon completing a Long Rest. The DC for this is decreased to 17 when you reach Level 12 in this Class

Subclass: You can choose the type of Divine follower that you are at 1st Level, represented by a Domain that comes an assortment of Proficiencies learned by your training in the ways of your chosen place. There are ways to make any of these Domains work for any of the Divines but discuss with your GM how that would affect their world. You gain your Domain’s Features at 2nd Level, Improvements at 6th, and Advancements at 9th.

  • Death Domain - While commonly this Domain is seen as only subject to the purview of the Death Divine there are many divines which seek to keep the balance of life and death. They don’t seek to kill as many people fear but instead are focused on allowing people to move on through death. They are commonly insightful and tend to the remains of those who have passed on with conviction. 

    • I

      • Death Proficiencies

        • You gain Proficiency with all Simple Weapons

        • You gain Proficiency with Insight or Perception (your choice)

        • You gain the Cantrip “Spare the Dying”, this doesn’t count against your Cantrips Known 

      • Death Spells - upon reaching the Cleric Level Specified below you can pick from these Death Spells to Prepare

        • 1st - Bane, False Life

        • 3rd - Gentle Repose, Ray of Enfeeblement

        • 5th - Revivify, Vampiric Touch

        • 7th - Blight, Feign Death

        • 9th - Cloudkill, Death Ward

        • 11th - Guardian of Faith, Mass Cure Wounds

    • II

      • Channel Divinity - Path to the Grave

        • Target a Creature you can see within 30m as your Action. Your deathly magic infects its physicality and the next time it takes Damage from you or an ally the Creature becomes Vulnerable to that Damage, which also ends this effect

      • Death Feature: Living in Death

        • You can choose any Necromancy Cantrip (regardless of Spell List) and add it your prepared magics, this does not count against your Cantrips Known and you can change your selection any time you gain another Level in this Class

    • III

      • Circle of Mortality

        • When you would utilize a Healing Spell on a Creature with 0HP you double the healing rolled

        • Your Cantrip (Spare the Dying) is upgraded to form “Revive the Dying”

          • It now has a Range of 40m, restores HP equal to your Spellcasting Modifier (or double that if cast on a Dying Creature), and has a Bonus Action Casting Time

      • Sentinel of Death

        • When an ally within 10m of you takes a Critical Hit you can choose to use your Reaction to nullify that Critical Hit into a normal Hit. You can use this a number of times per Long Rest equal to your Wisdom Modifier

    • IV

      • Blackened Magic

        • When you deal Damage with any Cantrip or a Spell does Necrotic Damage you can add your Wisdom Modifier to the total

  • Knowledge Domain - Only some Clerics spend their time actually focused on the study of divines and how they impact the world at large. They gain access to large libraries of books and history tomes, sometimes secluding themselves under the Divines of Knowledge or Magic. It is common for these Clerics to be learned but not very powerful, even though some of the most powerful clerics come from this origin.

    • I

      • Knowledge Proficiencies - Only some Clerics spend their time actually focused on the study of divines and how they impact the world at large. They gain access to large libraries of books and history tomes, sometimes secluding themselves under the Divines of Knowledge or Magic. It is common for these Clerics to be learned but not very powerful, even though some of the most powerful clerics come from this origin.

        • Select two of the following to gain Proficiency with: Arcana, History, Nature or Religion

      • Knowledge Spells - upon reaching the Cleric Level Specified below you can pick from these Knowledge Spells to Prepare

        • 1st - Command, Identify 

        • 3rd - Augury, Suggestion

        • 5th - Non-detection, Speak with Dead

        • 7th - Arcane Eye, Locate Creature

        • 9th - Divination, Scrying

        • 11th - Commune, Legend Lore

    • II

      • Enhance Knowledge

        • Whenever you complete a Long Rest select one of your Knowledge Proficiencies, you have Expertise with it 

      • Channel Divinity - Knowledge of the Ages

        • You can utilize this feature to make a small prayer while channeling your source of magic and focusing on any Toll or Skill, you gain Expertise with the selection for the next Hour

    • III

      • Internal Knowledge - At this level, you can use your magic to read a creature's thoughts. You can then use your access to the creature's mind to command it. 

        • As an Action, choose one creature that you can see within 30m of you. That creature must make a Wisdom Save vs your Spell Save DC. If the creature Fails, you can begin to read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) while it remains within 30m of you for up to 1 minute. 

          • You can utilize this ability a number of times per long Rest equal to your Proficiency Bonus 

        • During the 1 minute duration you can choose to use your Action to end this effect early and cast the Suggestion spell on the creature without expending a spell slot and without it requiring any Components. 

          • The target automatically Fails its Save against this Spell when utilized in this way. You can utilize this once before you must take a Long Rest to recharge this ability, however if the target succeeds on its Save then you regain the use of this ability after completing a Short Rest instead

    • IV

      • Seize Knowledge

        • You have gained powers over other magics as your Divine connects you with other ways of handling it. You can select any Spell of 4th Level or lower from a Spell List other than the Cleric’s that doesn’t have a Material Component with a Gold Cost. You treat this as a Cleric Spell, but the first time you cast it after completing a Long Rest you do so without expending a Spell Slot

        • You can change your chosen Spell every time you complete a Long Rest

  • Life Domain - The members of this Domain will obviously fall commonly under the Divines of goodness, light, medicine, or any kind of helpful goal. They are the most common and also the most sought after type of Cleric as many people cannot brew the potions required to heal illnesses or poisons that require a magical touch and so must seek out a healing cleric to do so. 

    • I

      • Life Proficiencies 

        • You gain Proficiency with Medicine Checks (or Expertise if you are already Proficient)

        • You gain Proficiency with Simple Weapons and Medium Armor

      • Life Spells - upon reaching the Cleric Level Specified below you can pick from these Life Spells to Prepare

        • 1st - Bless, Cure Wounds

        • 3rd - Lesser Restoration, Spiritual Weapon

        • 5th - Beacon of Hope, Revivify

        • 7th - Aura of Life, Guardian of Faith

        • 9th - Aura of Purity, Mass Cure Wounds 

        • 11th - Insect Plague, Raise Dead

    • II

      • Disciple of Life

        • Whenever you use a Spell that restores HP to a Creature other than yourself it regains additional HP equal to the Spell Slot used + your Proficiency Bonus

      • Channel Divinity - Preserve Life

        • You can utilize your Channel Divinity to heal the badly injured. Using your Action you evoke healing energy from your holy symbol and gain a sphere of magic in your hand that contains an amount of HP equal to 5 * your Cleric Level. As a part of this Action you can pull from this pool of HP and give them to any Creatures within 10m that have less than half their maximum HP. If you do not utilize all this pool of HP you can use a Bonus Action for up to 1 minute to continue to distribute this pool of HP

    • III

      • Armor of the Healer

        • You gain the Mage Armor Spell which you can cast on yourself once per Long Rest without expending a Spell Slot. When this Armor is active and you heal an ally with a Spell for an amount of HP that goes over their Maximum they gain that amount in Shielding 

        • When you utilize the Disciple of Life feature for this Domain you also regain HP equal to the bonus HP from this feature. If this would put you above your Maximum HP you can treat those points as Shielding instead

    • IV

      • Supreme Healer

        • Once per Short Rest you can focus your energy into a healing spell. Instead of rolling treat it as if the maximum amount possible was rolled

  • Trickery Domain - Divines don’t always give their powers to the best recipients and though the Divine of Trickery does enjoy granting these abilities out many notable clerics of this Domain came from those who tricked even the Divines into lending them their strength before deciding to just go completely crazy and throw caution to the wind afterwards. Not inherently violent however, clerics of Domain have an avoidant nature to combat a lot of the time. 

    • I

      • Trickery Proficiencies

        • You gain Proficiency with Stealth or Sleight of Hand (your choice)

        • You gain Proficiency with the Disguise Kit

      • Trickery Spells - upon reaching the Cleric Level Specified below you can pick from these Trickery Spells to Prepare

        • 1st - Charm Person, Disguise Self

        • 3rd - Mirror Image, Pass without Trace

        • 5th - Blink, Dispel Magic

        • 7th - Dimension Door, Polymorph

        • 9th - Dominate Person, Modify Memory

        • 11th - Dream, Planar Binding

    • II

      • Blessing of the Trickster

        • You can select a number of Creatures within 8m, up to your Wisdom Modifier, these Creatures have Advantage on Stealth Checks for up to 1 Hour. You can use this once ability once per Short Rest

      • Channel Divinity - Invoke Duplicity

        • You can utilize your Action to create a perfect illusion of yourself at a point you can see within 8m that lasts for up to 1 minute. As a Bonus Action on your turn, you can move the illusion up to 10m to a space you can see, but it must remain within 40m of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when your illusion is adjacent to a creature you gain Advantage on Attack Rolls against that creature, given how distracting the illusion is

    • III

      • Cloak of Shadows I

        • You can cloak yourself as a Bonus Action a number of times per day equal to 2* your Proficiency Bonus. This cloak turns you invisible until the start of your next turn

      • Duplicitous Switch

        • Whenever you have your Duplicate out you can utilize a Bonus Action to swap places with it instead of moving it

    • IV

      • Cloak of Shadows II

        • This Cloak of Shadows lasts until the end of your next turn now

        • When you take the Cast of Spell Action and utilize a Trickery Spell you do not lose the Invisible Condition

      • Vicious Strike

        • Whenever your Duplicate is adjacent to a Creature and you or an ally you can see deals Damage with a Melee Attack they deal an additional 1d10 Poison Damage. This Damage ignores Resistance to Poison and treats Immunity as just Poison Resistance 

    War Domain - The War Divine doesn’t pull punches and neither does their Clerics, only seen in theirs or the Divine of Punishment; these Clerics are determined to inflict their Divine’s will, finding themselves halfway between a Cleric and a Paladin. 

    • I

      • War-Priest Proficiencies

        • You gain Proficiency with Medium Armor, Heavy Armor, and Shields

        • You gain Proficiency with all Simple Weapons 

        • You gain Proficiency with Smith’s Tools

      • War-Priest Spells - upon reaching the Cleric Level Specified below you can pick from these War-Priest Spells to Prepare

        • 1st - Divine Favor, Shield of Faith

        • 3rd - Magical Weapon, Spiritual Weapon

        • 5th - Crusader’s Mantle, Spirit Guardians

        • 7th - Freedom of Movement, Stoneskin

        • 9th - Flamestrike, Guardian of Faith

        • 11th - Holy Weapon, Hold Monster

    • II

      • War Priest 

        • Your Divine provides inspiration in combat, allowing you to take the Attack Action as a Bonus Action. You can do so a number of times per Short Rest equal to your Wisdom Modifier

        • When you utilize this ability you can expend a Spell Slot after Hitting to deal additional Radiant Damage, you roll a number of d6 equal to the Spell Slot Level used and add your Wisdom Modifier to the total

      • Channel Divinity - Guided Strike

        • When you make an Attack Roll and hit you can expend a use of this ability as a part of this Action and it becomes a Critical Hit

    • III

      • Divine Warrior

        • You can utilize your Reaction to grant the Guided Strike Channel Divinity to an Ally’s Attack. If they hit you can make a Weapon Attack as a part of this Reaction

      • War Priest  Shield

        • When you cast any of the War Priest  Spells that you have Prepared you can provide this same benefit to an ally adjacent to you. If you do so and lose concentration on the Spell your ally loses it as well 

    • IV

      • Divine Strikes II

        • Your Divine Strike ability improves to 1d12 bonus Damage

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