Class- Cleric in Aertrea | World Anvil
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Class- Cleric

Cleric

The cleric is the most common form of priest. They exist in every culture that is not entirely Druidic.
HD d8,
Requirements: none,
Class Skills (4+Int): concentration, craft, diplomacy, heal, arcana, history, planes, religion, profession, spellcraft.
Level BA FRT RFL WIL Class Feature 1 2 3 4 5 6 7 8 9
1 0 2 0 2 Channel Energy 1d6, Aura, Spontaneous Casting 1
2 1 3 0 3 Divine Feat 2
3 2 3 1 3 Channel Energy 2d6 2 1
4 3 4 1 4 3 2
5 3 4 1 4 Channel Energy 3d6 3 2 1
6 4 5 2 5 3 3 2
7 5 5 2 5 Channel Energy 4d6 4 3 2 1
8 6 6 2 6 4 3 3 2
9 6 6 3 6 Channel Energy 5d6 4 4 3 2 1
10 7 7 3 7 Divine Feat 4 4 3 3 2
11 8 7 3 7 Channel Energy 6d6 5 4 4 3 2 1
12 9 8 4 8 5 5 4 4 3 2
13 9 8 4 8 Channel Energy 7d6 5 5 4 4 3 2 1
14 10 9 4 9 5 5 4 4 3 3 2
15 11 9 5 9 Channel Energy 8d6 5 5 5 4 4 3 2 1
16 12 10 5 10 5 5 5 4 4 3 3 2
17 12 10 5 10 Channel Energy 9d6 5 5 5 5 4 4 3 2 1
18 13 11 6 11 Divine Feat 5 5 5 5 4 4 3 3 2
19 14 11 6 11 Channel Energy 10d6 5 5 5 5 5 4 4 3 3
20 15 12 6 12 5 5 5 5 5 4 4 4 4
  Weapons and Armor: simple weapons of region, all armor and shields (not tower) of your region plus your deity’s favored weapon.
Spontaneous Casting: a good or neutral cleric may lose a prepared spell to cast any spell with the word CURE in it of the level or lower. An evil or neutral cleric may lose a prepared to cast an INFLICT spell.
Aura: Cleric possesses a strong aura related to their alignment.   Chaotic, evil, good, and lawful spells: clerics can’t cast spells of alignment opposite of their own.
Domains: A cleric gains access to their deity’s two domains, if they have more than 2, they may choose 2 at 1st level and may not switch. They gain those domain powers and access to the domain spell lists for domain spell slots.
Spells: divine caster, based on WIS, for each spell level you can cast from, prepare one extra spell from any domains you have, domain spells can’t be used to spontaneously cast cure spells.
Channel Energy: gain 3 +CHA per day to use. As a standard action that does not provoke an attack of opportunity, present a holy symbol and emit a 30’ radius spread burst of either positive or negative energy. If you worship a good deity, you emit positive energy, evil emit negative and clerics of neutral goods decide on positive or negative when they take their 1st cleric level and the decision can’t be changed. When you emit positive energy you heal all the living (including yourself if you wish) and damage undead creatures within the radius. At 1st level you heal or deal 1d6 damage, this increases 1d6 every 2 levels to a maximum of 10d6 at 19th level. If you are damaging undead (or other creatures dependant on domain) creatures they receive a will save DC 10 + ½ effective channel energy level + CHA for half damage. If you emit negative energy you harm all living creatures (including yourself if you wish) in the radius (allowing the same will save for half) and heal all undead in the area the same amount.
Bonus Languages: Cleric bonus languages include Abyssal, Infernal, Arborial and Celestial.
Divine Feat: at levels 2, 10, and 18.

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