BCF: Spellcasting, Cleric

 

You gain the ability to cast spells, as clerics tend to do.

The Cleric is a versatile spellcaster capable of accessing many different spells thanks to their Domain access. As such, their spellcasting is only limited by how far their faith takes them. You gain the following, pertaining to your ability to cast spells.

Because this feature is complex, each part of this feature, both unique to the class and from common features, will be reviewed point by point.

    Unique to the Cleric.
  • The Spellcasting Attribute for all your Cleric spells will be your class’s key attribute, unless you multiclassed into it. Then it will be Wisdom or Charisma (your choice).
  • You will gain and manage spells from the Divine Universal Spell List, as well as the Cleric's Class Spell List.
  • You can use generic casting focuses to cast spells. Depending on your Divine Domain, you will get access to more lists.
  • You can use generic casting focuses to cast spells. You can also use holy symbols as spellcasting focuses, or whatever your holy symbol is attached to (natural weapons, shields, etc).
  • Finally, the Clericis a Full-Caster, meaning your Caster Level from this class is equal to l your Class Level (rounded up), following the Spellcaster Level Table if you have Spell Slots. This also affects the tier of spell you can learn at certain ranks, gaining higher ones at Class Level 1, 3, 5, 7, 9, 11, 13, 15, and 17.
Common Features gained:
 
Class Save DC

Your class provides you with many tools that will ask for a Saving Throw. This common feature grants what you need.

When you gain this feature, your class’s Key Attribute (one that was chosen on character creation) will be used to govern the Save DC of your features and abilities. If the class was not gained during character creation (as with Multiclassing), a preset Attribute will be used (such as Intelligence for Wizards, Strength for Barbarians, etc).

To this end, your Class DC is 10 + your Proficiency Bonus + your Key Attribute.

 
Caster Spell Slots

You can use spell slots, or a huge magical pool of resources to use on abilities at your whim.

 

You gain a number of Spell Slots, as determined by your total Caster Levels and the Spellcaster Level Table.

Unlike other common features, you can only have one version of this. Instead, you add your classes' total caster levels, if they come from multiple sources/classes.

Unless otherwise stated, all spell slots recover fully on a Long Rest

  * You round up for your caster levels for half and quarter casters. (For Half Casters, 2 at class level 3, 3 at class level 5, so on. For Quarter casters, d 2 at class level 4, 3 at class level 8, so on, for  
Caster Level 1st rank spell slot lvl 2nd rank spell slot lvl 3rd rank spell slot lvl 4th rank spell slot lvl 5th rank spell slot lvl 6th rank spell slot lvl 7th rank spell slot lvl 8th rank spell slot lvl 9th rank spell slot lvl
1st 2
2nd 3
3rd 3 2
4th 3 3
5th 3 3 2
6th 3 3 3
7th 3 3 3 1
8th 3 3 3 2
9th 3 3 3 2 1
10th 3 3 4 3 2
11th 3 3 3 3 2 1
12th 3 3 3 3 3 2
13th 3 3 3 3 3 2 1
14th 3 3 3 3 3 3 2
15th 3 3 3 3 3 3 2 1
16th 3 3 3 3 3 4 3 2
17th 3 3 3 3 3 3 3 2 1
18th 3 3 3 3 3 3 3 3 2
19th 3 3 3 3 3 3 3 3 3
20th 4 4 4 4 4 4 4 4 4
21st+   (starts from the beginning) 5 4 4 4 4 4 4 4 4
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Class Cantrips

You've learned how to use some of the most accessible spells as part of your class or profession.

 

You learn a number of 0th rank spells equal to 2 + Half-Proficiency, coming from the Spell List(s) of the class that gave you this common feature.

 

Additionally, these spells are an intrinsic part of your class.

If you have a Spell Repertoire, these spells are kept within it, and once per Long Rest, you can switch out one 0th rank spell with another, provided they are part of the same class's spell list(s).

. If you have a Spell Library, those spells are kept within it, and you may add and prepare these spells as you would the others (via Managing your Library / … and Preparing Your Spells / …) with the amount of cantrips you prepare per day being the amount you learn from this feature.

 
Spell Complexity, Simple

You are a simple spellcaster, able to cast any spell that's not too heady.

  Simple Spellcasting

Simple Spellcasting gives you access to most spells, with only the more heady spells being out of your reach. Simple spells tend to specialize in straightforward, but effective means of magic. To this end, you gain the following effects:

 

You can learn and use spells and hybrid abilities from your class's spell lists, as long as they have "Simple" in their Ability Complexity stat. You can still use more complex spells if they are granted from other features, classes, and/or abilities.

  ⤴/Augmenting Up

When you gain access to higher rank spells, you can cast stronger versions of lower-rank spells using the same resources. This increases the spell's rank, heightening or "Augmenting up" it to match the Spell Slot or resources used. Many spells have specific improvements when they are augmented up to certain ranks, or even change into stronger versions of a spell. Such changes will always be listed on the spell's description.

As normal, you can only augment your spells up to the limit imposed by your Caster Levels.

 
Spell Library

You have a vast array of spells you can tap into, stored in an artifact or written in the pages of a book. These were classically referred to as "Prepared Spells", but for you this is called your Spell Library.

 

You cannot use all the spells in your library, needing to prepare them for use instead. To this end, you can memorize, or "Prepare" a number of spells equal to our Class Level, plus the Class Key Attribute of the class that gave this feature, with a minimum of 2. Each time this number increases, you're able to prepare more from the spell list(s) that assigned this common feature.

These preparations are done at the start of an adventuring day and/or after finishing a Long Rest. As an example, A Level 3 Wizard with 4 of their key attribute (commonly, INT or CHA) will be able to prepare have 7 spells (3+4) in their library.

  Managing your Library

You prepare spells by doing the Preparing Your Spells activity.

  Adding new Spells to your Library

Adding Spells to your Spell Library goes along with the Spell List Collection or the Spell List Understanding common features, which you will get along with this feature unless you prepare your spells in a way that is stated otherwise.

No matter what, adding spells to your library almost always incurs a cost or requires an investment of a feature or talent. The class that gives this feature will give over such, with each Library being different between classes and even individuals.

 

Additionally, certain features will use language like 'you learn x ability...' or 'you gain x ability...'). These spells are freely added to your Library and follow all the same rules as your other spells, but are not always prepared unless the feature specifically states such.


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