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Cleric (The Titan's Forge v2.0)

Of all the inhabitants of Maldan, there are few more devout than clerics. Said to be members of an ancient and secret order founded deep within the Spikeback mountains long before the reign of man, clerics are spiritual leaders, who find ways to meld modern technology with the ancient magics of their order. Wielding enough power to rival even the most advanced of combat automata, the cleric is a defender of the people. They are most often found defending caravans and in the undercity, where they provide aid to people in need.
hit dice: 1d8 per cleric level
hit points at 1st level: 8 + your constitution modifier
hit points at higher levels: 1d8 (or 5) + your constitution modifier per cleric level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons, martial swords and spears
tools: Alchemist's Supplies
saving throws: Wisdom, Constitution
skills: Choose two from History, Insight, Medicine, Arcana, 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 holy symbol

  • spellcasting:
    As a condiut 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 section of the Cleric table.  

    Spell Slots

    The Cleric table shows how many spell slots you have to cast your spells of lst 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, and regain one spell slot of a level up to 5th upon finishing a short rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric 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.   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 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.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

    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.  

    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.  

    Channeling Versatility

    At 20th level, your body has become a reservoir for divine magic. You can have a number of Holy Force points, which may not exceed 1,000. Dealing radiant damage gives you Holy Force equal to the damage dealt, but abilities that consume Holy Force may not also generate it, regardless of the damage dealt. Regaining hit points or using spells and abilities to heal others gives you holy force equal to the hit points regained.
    subclass options:
    D&D 5e Domains: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, War Amonkhet Domains: Solidarity, Strength, Ambition, Zeal The Titan's Forge v1.0 Domains: Steel, Shadow, Greed The Titan's Forge v2.0 Domains: Purity
    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting, Divine Domain32--------
    2nd+2Channel Divinity (x1), Divine Domain feature, Harness Divine Power33--------
    3rd+2-342-------
    4th+2Ability Score Improvement, Cantrip Versatility443-------
    5th+3Destroy Undead (CR 1/2)4432------
    6th+3Channel Divinity (x2), Divine Domain feature4433------
    7th+3-44331-----
    8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility44332-----
    9th+4-443331----
    10th+4Divine Intervention543332----
    11th+4Destroy Undead (CR 2)5433321---
    12th+4Ability Score Improvment, Cantrip Versatility5433321---
    13th+5-54333211--
    14th+5Destroy Undead (CR 3)54333211--
    15th+5-543332111-
    16th+5Ability Score Improvement, Cantrip Versatility543332111-
    17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
    18th+6Channel Divinity (x3)5433321111
    19th+6Ability Score Improvement, Cantrip Versatility5433322111
    20th+6Divine Intervention improvement5433322211

    Created by

    ajpichner.

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