"Clerics are wildcards, and tend to live on their own paths. Their sacred pledges to their God of choice allow them to enter a specific domain."
The |
Cleric |
|
|
Spell |
Slots |
Per |
Level |
|
|
|
|
|
level |
Proficiency Bonus |
Features |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
+2 |
Spellcasting, Divine Domain |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
+2 |
Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) |
3 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
+2 |
- |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
+2 |
Ability Score Improvement, Cantrip Versatility (Optional) |
4 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
+3 |
Destroy Undead (CR 1/2) |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
+3 |
Channel Divinity (x2), Divine Domain feature |
4 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
+3 |
- |
4 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
+3 |
Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
+4 |
- |
4 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
+4 |
Divine Intervention |
5 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
+4 |
Destroy Undead (CR 2) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
+4 |
Ability Score Improvement, Cantrip Versatility (Optional) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13 |
+5 |
- |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14 |
+5 |
Destroy Undead (CR 3) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15 |
+5 |
- |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16 |
+5 |
Ability Score Improvement, Cantrip Versatility (Optional) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
17 |
+6 |
Destroy Undead (CR 4), Divine Domain feature |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
+6 |
Channel Divinity (x3) |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
+6 |
Ability Score Improvement, Cantrip Versatility (Optional) |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
+6 |
Divine Intervention improvement |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
hit dice:
1d8 per level
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 (or 5) + Constitution Modifier per level
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
All simple weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from History, Insight, Medicine, Persuasion, and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
spellcasting:
As a conduit for divine power, you can cast cleric 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.
Spell Slots
The Cleric table shows how many spell slots you have. 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, 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. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells.
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 can use a holy symbol as a spellcasting focus for your cleric spells.
class features:
Divine Domain
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, 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 saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Divine Power (Optional)
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.
Blessed Strikes (Optional)
Replaces the Divine Strike or Potent Spellcasting feature
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:
Divine Domains
Elemental Domain
Elemental Domain
let clover write this this is all placeholder for now
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level |
Spells |
3rd |
Protection from Evil and Good, Sanctuary |
5th |
Lesser Restoration, Zone of Truth |
9th |
Beacon of Hope, Dispel Magic |
13th |
Freedom of Movement, Guardian of Faith |
17th |
Commune, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For I minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feel beyond that. 1fthe weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. 1fyou are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. 1fthe creature fails its saving throw, it is turned for I minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For I minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.
Celestial Domain
Divine Domain
let clover write this this is all placeholder for now
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level |
Spells |
3rd |
Protection from Evil and Good, Sanctuary |
5th |
Lesser Restoration, Zone of Truth |
9th |
Beacon of Hope, Dispel Magic |
13th |
Freedom of Movement, Guardian of Faith |
17th |
Commune, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For I minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feel beyond that. 1fthe weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. 1fyou are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. 1fthe creature fails its saving throw, it is turned for I minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For I minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.