Cleric Description filled with Flowery Text
Playing a Cleric
Deities, Elder Powers, and Strong ideals work their will upon the world in infinite ways. You serve as one of their most stalwart mortal servants, blessed with divine power. You live with the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield channel your domain as it's material vessel. Your spells might protect and heal your allies, or they might punish foes and enemies, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.
Roleplay
During Social Encounters; you might make diplomatic overtures or deliver impressive speeches. Because you’re wise, you also pick up on falsehoods others tell.
While Exploring; you detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.
In Downtime; you might perform services at a temple, travel to spread the word of your deity or domain, research scripture, celebrate holy days, or even found a new temple.
You Might...
- Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers or parsons of your divine ideals.
- Know the teachings of your religion’s holy texts and how they apply to a dilemma.
- Cooperate with your allies, provided they don’t ask you to go against divine will.
Others Probably...
- Find your devotion impressive, even if they don’t understand it.
- Expect you to heal their wounds or cure their ails.
- Rely on you to interact with other religious figures.
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
- Wisdom and Charisma. Traditionally, Wisdom is the main power source of a Cleric, but Charisma and it's ability to represent one's strength of personality allows a Cleric much of the utiltiy posssesed by those of a divine soul. To this end, one or the other serves as a Cleric's primary casting stat (as a choice for the player).
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty dice are important to all characters. For the Cleric, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Cleric, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
WIP
Class Level |
Class Features |
1 |
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
Class Features Here
|
2 |
X (Subclass), |
3 |
Class Feature, Subclass Feature |
4 |
+Y: Y, 1st Class Mastery Choices |
5 |
Token Class Feature (PS, AA, etc), Class Features |
6 |
Subclass Feature |
7 |
+Y: Y, 2nd Class Mastery Choices |
8 |
Class Feature |
9 |
Subclass Feature |
10 |
+Y:Y, 3rd Class Mastery Choices |
11 |
Class Feature/td]
|
12 |
Subclass Feature |
13 |
+Y: Y, 4th Class Mastery Choices |
14 |
Build on Class Feature |
15 |
Subclass Feature |
16 |
+Y: Y, 5th ClassMastery Choices |
17 |
Named Class Feature |
18 |
Subclass Feature |
19 |
+Y: Y, Last Class Mastery Choices |
20 |
Class Capstone |
Initial Character Additions
If the Cleric is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
You gain two Attribute Boosts. One of which must be used on Wisdom, and the other must be used on Charisma.
Starting / Leveled Health: 8 (5 or 1d8 )
Gear Profs
Armor: Light and Medium Armors, All shields except Tower Shields
Weapons: All Simple Weapons
Saving Throws: Will (Int/Wis)
Skill Profs
Choice of 2 primary skills from the following list:
Choice of 1 secondary skill from the following list:
Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.
Starting Gear
You gain either 3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Cleric Class, Explorer's Pack, Parson's Packl,
Minimum Requirements: WIS or CHA +3 or more
If you are multiclassing into the Cleric, you gain the following proficiencies:
Proficiencies
Armor Proficiency increases by 1 step (up to Medium)
Class Hit Die: D8
Class Group(s): Specialist
Favorite Class Bonus: WIP.
As a Cleric, you gain Class Features associated with your class at certain class levels.
At class levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
(1st) Initiate of Virtues |
Your magic is divinely driven, whether it be via deity, an ideal, or the belief therein. No matter what, you ascribe to a Divine Domain, which grants you powers, features, and spells.
Pick a Domain, from the Full List of Domains. You gain all the 1st level features that Domain has, including the Domain Initiate Feature.
The list of domains will be below, instead of being where a classes' subclasses would be.
(1st) Spellcasting, Cleric |
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 features pertaining to your ability to cast spells.
- The Cleric is a Full Caster, whose Cleric level equates and builds into their Spellcaster Level Table and uses Spell Slots.
- The Spell Library / Prepared Spells and the Spell List Understanding common features. The spell lists available to the Cleric are the Divine Spell list and the Cleric's Class Spell List, with others becoming available through their Domains. As Full Casters, the tier of spell ranks they can learn will increase at class levels 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th.
- The Cantrips, Prepared common feature.
- You gain the Spell Complexity: Simple common feature. meaning you can only ⤴/Augment Up spells.
The Cleric's spellcasting Attribute is Wisdom or Charisma (your choice. You make this choice once you gain this class feature, and cannot change it unless otherwise stated). You may add your proficiency bonus to your spell's attacks or Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
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).
(2nd) Domain Attunement (Subclass Continuation) |
At class lvl 2, all Cleric Domains gain a bump in divine power, with their Domains becoming a full on subclass.. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
(2nd) Channel Divinity, Cleric |
At 2nd class level, you gain the ability to channel divine energy into power. This power takes the form of a pool of points, called Power Points. You gain the Power Point Pool common feature.
Additionally, you gain the Rebuke Undead and the Turn Undead unique abilities with more coming from your Cleric Doctrine.
Even among followers of the same domain, approaches vary. For the cleric that is the most explicit in how the Cleric chooses to practice the tenets of their Domains. This comes in the form of a Cleric's Doctrine.
Pick one of the choices from below. You gain the following features and benefits. Any unique abilities you gain can be used with your Power Points
Inquisitor's Doctrine
You are a Cleric of secrecy and skill, using your mind and faith to outsmart and outmaneuver your foes. You gain proficiency in 1 primary skills of your choice. Additionally, you gain the Expert Talent Gain feature and the Mark Weakness unique ability.
Hierophant's Doctrine
You are a cleric of the cloth, focusing on divine magic and traditional spellcraft. You gain the Spell Complexity: Complex and the Spell Recovery common features. Additionally, you gain the Replenishment unique ability.
War Priest's Doctrine
You have trained in a more militant doctrine, focusing on both battle and martial prowess. You gain the Additional Protection common feature, increasing your up to the heaviest kind of armor (Heavy Armor and Tower Shields). Additionally, you gain proficiency in all Martial Weapons. Additionally, pick a Weapon Group (often one associated with clergy or a deity's favored weapon). Whenever you make an attack roll with that weapon, you add a Bonus Dice (base d4) to the result.
(3rd) Domain Harmonization |
Your attunement to your domain grows stronger, granting you the Channel Power option(s) of your Domain. Every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your Domain.
(4th) MF: Channel Divinity, Channel Mastery |
Your Channel Divinity feature improves with your mastery. You learn the Channel Burst ability. WIP
You also gain your choice of the following below.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Cleric Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
At this class level 5, you gain one of the following common features and benefits, depending on your Doctrine.
Inquisitor: Judgement Strikes and Double Expertise. Additionally, your Mark Weakness gains the Smite trait, allowing it to be triggered with Judgement Strikes.
Hierophant: Potent Spellcasting, and your Replenishment now costs 1▣ per spell level.
War Priest: Additional Attack, and a Stance-based Fighting Style of your choice.
Your Domain Inititate feature improves with your mastery and strength.
Rather, by honing your connection of the powers you channel, you've dabbled into a second Domain, from the List of Domains. The second Divine Domain cannot be one you already have. It may be one your diety(s) or ideals subscribe to, or it may be one you’ve gained after having a new perspective after adventuring. The perspective, and choice, is yours.
From it, you gain,
- The 2nd and 3rd Divine Domain features.
- Their Domain Spells, abilities, and features gained at those levels, if any.
WIP
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclasses grants at this level. (If your class has Talents from another feature, you pick one of those instead).
You’ve further understood what it’s like to be a beacon for your divine powers, granting you the powers you lacked before.
You gain:
- The 1st Domain features from your Second Domain
-
The 5th Domain feature(s) from your Second Domain
-
(10th) Cross Harmonization |
Your Cross Divinity feature improves from your ever increasing power, acting as a free Mastery Feature that cannot be swapped.
This lays the groundwork for how you will progress from now on. You gain 9th level feature from your Second Domain, and you gain features from both domains each time you the corresponding class level. For instance, if you have both the Aegis Domain and the Sacred Domain, you would gain both their subclass features at 12th class level, and you would gain your choice from both their Mastery Talents.
WIP
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
- D: 2nd Domain: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(11th) Divine Intervention |
Beginning at 11th level, you can call on your domain granting entity's aid to intervene on your behalf when your need is great.
You use ◈◈ and and open a channel to the entity. Describe the assistance you seek, and roll percentile dice (a 1d100 ). If you roll a number equal to or lower than your Cleric level, your entity intervenes. The DM chooses the nature of the intervention; the effect of any Cleric spell or domain spell would be appropriate.
If the entity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
(13th) MF: Channel Divinity, Channel Efficiency |
Your Channel Divinity feature improves further. All abilities that use Power Points cost 1 less (to a minimum to 1).
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
- D: 2nd Domain: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
At this level, your will becomes so sturdy it cannot be broken.
You do not lose concentration while you are unconcious, and you never have to make Concentration checks after taking damage for your Domain, Divine, and Cleric spell list spells.
Once per round, as a free action, or when you you would be forced to make a concentration check; your next spell is intensified. Roll the Concentration check. If it has the ability to be ↗/Augmented by Level or ⤴/Augment Up or (your choice), you may increase that value by 1 for every every +5 you rolled above 10.
E.G, if you were to cast Blazing Bolt after rolling a 25 on the Concentration check, you would add an extra 3d10 to the spell's damage.
(16th) MF: Unwavering Faith, Unstoppable Soul |
Your Unwavering Faith feature improves with your mastery.
Once per Long Rest, if you would be killed, either from death saves or instant death abilities, you survive with 1 HP and let loose a burst of radiant power.
This burst is a free action that happens automatically, and damages nothing. Instead, it encases you in a bubble of protective energy equal to your current size. This bubble negates (as in blocks, but does not destroy) any conditions and any effects that would kill you again, including damage. The bubble ends at the end of your next turn, allowing you take that turn freely.
E.g, if you were to be crushed by a ceiling trap, the radiant bubble would hold the trap in place while you move out of the way. If you do not when the bubble ends, you are crushed to death as normal.
Your deeds are legendary, becoming a walking avatar of your ideals and domains. While you are still mortal, others think you are a demigod, while the truth is only as accurate as you allow. As a result, you gain the following features.
- Divine Clarity Allies under the effects of your targeted spells or in a 30 ft radius of you have advantage on all their saves, or gain a bonus dice (base 1d4) if they already have advantage.
- Aura of the Unwavering. Your Unwavering Faith applies to all allies in a 30 ft radius of you, applying to their spells and spell lists, and their weapon attacks. They roll their own skill checks checks if their Concentration skill value is higher, otherwise, they use yours.
- Weaver of Miracles. Rather than Prepare Spells from your library, you treat your Spell Library as a Spell Repertoire.
(19th) MF: Y, Last Class Enhancements |
WIP
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
- D: 2nd Domain: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
Cleric Capstone: Improved Divine Intervention
Your call for intervention succeeds automatically, no matter what.
Class Group Capstone: Channeler's Pinnacle
You're a living conduit of energy, holding onto many universes' greater mysteries ever so casually.
All your Point-based resource pools (even Luck) are doubled. Additionally, they recover fully on a Swift Rest.
Class Level |
Feature Enhanced |
Choice A |
Choice B |
Choice C |
4th |
+4: 4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
7th |
+4:4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
10th |
+10: 10 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
13th |
+13: 13 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
16th |
+16: 16 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
19th |
+19: 19 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclasses
Archetypes