Cleric

Description

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose from 5 domains.
  • A cleric can come from anywhere, some chosen unwillingly to serve a divine purpose.
  • Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.
  • When a cleric takes up an adventuring life, it is usually because his or her god demands it, to protect the masses, smiting evil, or seeking holy relics in ancient tombs.

 
Please take careful consideration when choosing the deity of your cleric. If unsure which god suits the character you intend to whitelist please open a lore-inquiry ticket within the DM section or the staff handling your whitelist.
  This is a divinely empowered class and requires a deity active as of 5E.
  To change deity as a cleric requires a minimum of 3x 1 hour sessions of RP. To maximize the mastery retained please open a lore-inquiry ticket about long term story progression exploring these changes.
 
All subclasses are alignment locked to within one step of their chosen deity.
 

Subclasses


 
 
 
Cleric Subdomains
At Adept, Clerics may open a ticket to select one subdomain. That subdomain must be in line with the domains of your deity.
  Arcana
Death
  • +4 hitpoints
  • Necrotic resistance
  • Ray of Enfeeblement
  • You gain access to the Expert ritual Antilife Shell, Raise Undead and the Master ritual Raise Undead Golem (Remember some deities will not allow usage of this ritual.).
Forge
  • You gain resistance to fire damage
  • You gain +1 AC from armor, and +1 hit with weapons.
  • You gain access to the Fluff Spell Touch of Gond.
Grave
  • You gain +6 Hit Points.
  • You gain a circle of mortality. At the start of your first turn following a friendly target being reduced to 0 hp within 5 tile range of you, you may choose to heal them 2d6 + your casting modifier hit points as an Action, curing the Downed status. The target takes their turn right away following the caster for this one round. This may be done once per Short Rest and may not be used if the target has already been the target of a similar ability in the same combat.
  • You gain access to the Expert ritual Antilife Shell.
Knowledge
  • You gain a choice of either the Genius or Linguist Feats.
  • Gain access to Comprehend Languages and Identify.
  • Gain +6 spell points.
  • You gain +1 to INT and WIS saves.
Life Subdomain
  • Radiant Resistance
  • Blessed Healer - After casting a spell that restores hitpoints to a target, the caster may use their bonus action to restore 1d8+Mastery hitpoints to themselves. This ability can be used twice per short rest.
Light
  • You learn the Fireball and Scorching Ray spells.
  • Gain +2 damage on Radiant and Fire spells leveled expert or below. This also includes the damage over time from relevant spells.
Nature
  • Druidic Mastery: Pick any one novice or adept ritual and damage-dealing level spell that you don’t know off the Druid base class spell list.
    Note: Spell levels are listed on their spell pages and are not chosen according to the level at which they are given to Druids.
Order
  • You gain resistance to poison damage
  • You gain a fighting style and +1 on all Wis and Cha saves.
Peace
  • +1 on all Wis and Cha skills.
  • You gain Protective Bond. Select 1 target within 10 tiles. Move 2 tiles towards them and heal them for 1d4+Mastery hitpoints. This ability can be used while grappled, frees the caster from grapples, and can be used twice per rest.
Tempest Trickery Twilight Subdomain
  • Access to Darkvision
  • +1 WIS saving throws
  • Vigilant Blessing - Select 1 target within 1 tile. They gain +3 Initiative until their next rest. This ability can be used on yourself and does not stack with Gift of Alacrity.
War Subdomain
  • Heavy Armor proficiency
  • +1 Attack
  • Thunderous Smite

 

 

Death Domain

The Death Domain focuses on using the forces of the afterlife in order to fuel their powers. A Death Cleric is concerned with the forces that cause the negative energy that gives rise to undead creatures. Gods of the Death domain also embody murder, pain, disease or poison, and the Underworld.
 

Perks


 
Spells
Rituals
Expert
Antilife Shell
Raise Undead Steed
Raise Undead (Remember some deities will not allow usage of this ritual.)

Master
Raise Undead Golem Remember some deities will not allow usage of this ritual.)

  Novice
Deathly Fortitude
Your hit dice are now D8 per level.
Channel Divinity: Touch of Death
When you land a melee attack or AC targeting spell from the necromancy school, and any of the bonus action abilities of its Animate Dead Runes. This Divinity is a Free Action.
  • Ray of Sickness
  • Ray of Enfeeblement
  • Inflict Wounds
  • Champion’s Strike
  • Wail

  •   Touch of Death uses a free action; and deals 1d8+Mastery Necrotic damage to the target provided they are within 2 tiles. This ability can be used after successfully casting Toll the Dead. Limited to usual Channel Divinity Uses, once per turn.

      Adept
    Necrotic Resistance
    You gain resistance to Necrotic Damage.
    Animate Dead
    You may create runes to summon various champions of undeath; which act as guard runes. These runes have to be crafted and are only usable by Death Domain Clerics.
      Note: While they are visually represented by a text status, these guardians are present in-character and can be seen by other player characters.
      To use this feature, the runes must be crafted at an Alchemy Bench crafting station, found under the Knowledge tab for building purposes, alongside their respective crafting requirements. Additionally, spell components crafted into their "prepared" versions under the Crafting tab of your inventory page (right-most side of the screen) will be necessary for any of these.
      All required material per craft must be placed into the Alchemy Bench inventory tab and crafted afterwards.
      Players may claim one of the following to represent the runes in-game:
  • Unstable Skeleton
  • Skeleton
  • Skeleton Warrior
  • Wight
  • Legion Warrior

  •   This should be done via an item request ticket after whitelisting.
      Skeletal Champion
    Guard Bonus: +6 Temp Hitpoints, +2 to Hit
    Champion's Strike: As a bonus action; command the golem to attack a target within 2 tiles of you. This is an AC targeting attack taken at a fixed +9. On a successful hit; the attack deals 1d8+7 Slashing/Bludgeoning damage. This can be used twice per short rest.
      Spirit Guardian
    Guard Bonus: +6 Temp Hitpoints; +2 DT; +1 to Wisdom saves.
    Wail: Select up to 3 Targets within 8 tiles; each target must make a DC 15 Wis Save; on a failed save they take 2d6+5 psychic damage and suffer -1 on all saves for 2 turns. On a successful save; targets are unaffected. This may be used once per short rest.

      Expert
    Inescapable Death
    Your ability to channel negative energy becomes more potent, piercing the veils of life & death. As a bonus action, select 1 target within 4 tiles. Force them to make a CON saving throw. On a failed save, they receive the Blighted status effect until the end of their next turn.
      This may be done twice per long rest, and does not consume a charge on a failed cast.

      Master
    Trinity of Death
    - Touch of Death and Inescapable Death each gains one additional use and the DCs of Animate Dead abilities is increased to DC16.



     

    Life Domain

    The White Mage of Clerics. Entirely focused on keeping their allies alive, their healing spells heal for more than your average Domain. The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
     

    Perks


     
    Spells

      Novice
    Disciple of Life
    The restorative and healing powers as in your faith, carry into the power of your spells and prayers. Your healing spells are more effective. Each healing spell casted gains 1 + Mastery Level HP restored.
      You can’t use this feature on an undead. This affects all healing spells & feats.
    Channel Divinity: Preserve Life
    As a reaction, you present your holy symbol and amplify your healing with an evocation of life. Your healing spells are increased by 25% until the end of your turn. This costs 3 Spell Points.

      Adept
    Divine Radiance
    You are resistant to Radiant Damage.
    Blessed Healer
    When you cast a spell that restores hit points to a creature, you may use your bonus action to restore 1d8+Mastery hit points to yourself as well. May be used twice per short rest.
      This ability is not effected by Disciple of Life.

      Expert
    Supreme Healing
    Whenever you cast a spell that restores hit points to a creature other than yourself, you may use a Free Action to restore an additional 1d10+Mastery hit points. This costs 3 Spell Points. May be used once per short rest.

      Master
    Exalted Healer
    Blessed Healer and Supreme Healing each gain an additional use per short rest.



     

    Nature Domain

    Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
     

    Perks


     
    Spells
    Fluff Spells
    Rituals
    Novice
    Animal Friendship

    Adept
    Air Pocket
    Animal Messenger
    Speak with Animals - Passive
    Speak with Plants - Passive

    Expert
    Befriend Bugs

    Master
    Commune with Nature

      Novice
    Acolyte of Nature
    You gain +2 Knowledge: Nature and Heavy Armor proficiency.
    Channel Divinity
    Nature’s Ward
    As a Reaction select 2 targets within 6 tiles. They each gain +1 AC, +1 DT and +1 to all saving throws for 3 turns. They also gain a heal over time effect for 3 turns, equal to your Mastery. This heal benefits from Devotion of Healing and can stack with other heal over time effects.
      Fury of the Wilds
    As a Reaction, when you or an ally are damaged by an enemy within 6 tiles, you may use this ability as a Reaction outside your turn to make a ranged spell attack against their AC with +4 to hit. If successful, the target suffers -1 AC, -1 DT and -1 to all saving throws for 3 turns. They also suffer a damage over time effect equal to your Mastery Level for 3 turns.

      Adept
    Druidic Traditions
    You gain an additional +2 Knowledge: Nature.
    Wildsoul's Blessings
    Blessing of Bark
    As a Bonus Action, 2 SP: Select 1 target within 4 tiles. They gain resistance to Acid, Cold and Poison damage for 3 turns. These resistances do not stack with existing resistances. Casting this ability on a target with an existing Blessing will overwrite the effect. This ability can be used a number of times equal to Mastery, sharing charges with Blessing of Stone.
      Blessing of Stone
    As a Bonus Action, 2 SP: Select 1 target within 4 tiles. They gain resistance to Fire, Lightning and Thunder damage for 3 turns. These resistances do not stack with existing resistances. Casting this ability on a target with an existing Blessing will overwrite the effect. This ability can be used a number of times equal to Mastery, sharing charges with Blessing of Bark.
     

      Expert
    Blooming Renewal
    As an Action, spend 4 SP and select 1 target within 8 tiles. They heal for an amount equal to the single-turn total of heal over time effects active on them, plus your Mastery Level. If they have a Blessing effect active on them, they heal for an additional 1d4+Spellcasting Modifier hitpoints. Additionally, the target is cleansed of all Dazed, Charmed, Frightened, Paralyzed, Poisoned and Slow effects. This ability can be used twice per rest.

      Master
    One with the Wilds
    • Nature’s Ward grants an additional +1 for a total of +2 AC, DT, and Saves.
    • Fury of the Wilds inflicts an additional -1 for a total of -2 AC, DT, and Saves.
    • Blooming Renewal gains an additional use.


    Tempest Domain

    Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
     

    Perks


     
    Spells
    Rituals

      Novice
    Stormborn
    You gain proficiency with Heavy Armor and 25% resistance to each Thunder & Lightning damage.
    Channel Divinity: Destructive Wrath
    Bonus Action: You gain +2 damage on all Lighting and Thunder spells for the remainder of your turn. Additionally, these spells will ignore the resistance of your target for the duration of the effect. This ability can be used twice per short rest.

      Adept
    Deep Water Focus
    You gain the Aquatic perk and +1 to Attack and AC targeting spells.
    Divine Strike
    Free Action: After hitting a target within 2 tiles of you with a weapon attack or AC Spell Attack, you cause them to take an additional 1d8 Thunder damage. This ability is usable a number of times equal to your Mastery per long rest.

      Expert
    Tempestuous Wrath
    Wrath of the Sky
    Reaction: After being struck by a weapon or unarmed attack or an AC targeting spell by a target within 2 tiles, spend your reaction to force them to make a DEX saving throw. On a failed save, they take 2d6+Mastery Lightning damage. Half damage taken on a successful save.
      This ability can be used a number of times equal to 2+your Mastery Level per long rest and shares charges with Wrath of the Sea.
      Wrath of the Sea
    Reaction: After being struck by a weapon or unarmed attack or an AC targeting spell by a target within 2 tiles, spend your reaction to force them to make a CON saving throw. On a failed save, they take 2d6+Mastery Cold damage. Half damage taken on a successful save.
      This ability can be used a number of times equal to 2+your Mastery Level per long rest and shares charges with Wrath of the Sky.

      Master
    Blessed Fury
    Your Divine Strike increases to 2d8 Thunder Damage and you gain an extra charge of Channel Divinity.

     
     

    Trickery Domain

    Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
     

    Perks


     
    Spells
    Fluff Spells
    Rituals

      Novice
    Blessing of the Trickster
    Gain +1 to DEX saves, +2 to Stealth, +2 to Deception, and also, gain access to the Thieves' Cant language.
    Channel Divinity: Invoke Duplicity
    Create a perfect illusion of yourself that lasts for the duration of combat, granting +1 AC as well as access to the Clone Confusion and Sneak Attack abilities.
      This Channel Divinity can be activated during the pre-buff round of combat. It can also be dispelled by Dispel Magic.
      Clone Confusion
    For one Channel Divinity charge, spend a Bonus Action and select 1 target within 5 tiles. Force them to make a WIS saving throw. On a failed save, they suffer -2 WIS saving throws for 2 turns and take 1d8+Casting Modifier Psychic damage. Half damage and no negative saves taken on a successful save.
      Creatures with Witch Sight active can see through the illusion, making them immune to Clone Confusion.
      Sneak Attack
    While your Channel Divinity is active, you gain access to sneak attack. In addition to the normal sneak attack conditions, you may sneak attack a target you have successfully confused using Clone Confusion or after using an AC targeting spell.
      Following a successful weapon attack, as a free action you deal an extra 3d4 true damage to the target when another ally is within 1 tile of it or when they are affected by the below statuses. Sneak attack may be initiated any time during your turn so long as the above conditions are met before using the Sneak Attack ability. This may be done once per round.
  • Prone
  • Entangled
  • Paralyzed
  • Sleep
  • Dazed
  • Grappled
  • Bleeding
  • Slowed

  •   Adept
    Biting Strikes
    All weapon attacks gain +2 Poison damage and you also gain a +1 hit bonus on all AC targeting spells.
    Venomous Casting
    All Poison spells gain an additional +2 damage that ignores resistances.
    Cloak of Shadows
    As a reaction, select 1 target within 5 tiles. They are rendered out of line of sight until the end of their next turn, gaining immunity to attacks of opportunity and an additional 1d4 damage on their Sneak Attack.
      When attacking out of this cloaking effect, they must immediately use the End Cloaked ability to cancel the effect. You may target yourself with this ability.
      This ability is not true invisibility, and the target may be followed while shrouded.
      This ability has a 1 turn cooldown between uses and it can be used a number of times equal to your Mastery per long rest. This ability may not be used as a pre-buff.
     

      Expert
    Venomous Smite
    As a bonus action, select 1 target within 2 tiles. Force them to make a CON saving throw. On a failed save, they become vulnerable to Poison damage for 2 turns and subsequently take 2d6+Mastery Poison damage. This ability can be used twice per short rest and does not consume charges on a failed cast. This elemental smite has a 1 turn cooldown.

      Master
    Improved Duplicity
    You are now able to create two clones with your Channel Divinity. Select up to two targets within 5 tiles, and damage on a failed save is increased to 2d8+Casting Modifier. You gain an additional +1 Deception, and +2 Insight.
    Potent Venom
    Gain an additional +1 damage to all Poison spells, ignoring resistance.



     

    Twilight Domain

    Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
     

    Perks


     
    Spells

      Novice
    Divine Defender
    You may wear heavy armor and a +1 to your hit with weapons.
    Channel Divinity: Twilight Sanctuary
    You gain the following use of your channel divinity, which still follows the rules of channel divinity. You choose only one to use at a time.
      You can use your Channel Divinity to refresh your allies with soothing twilight. As a bonus action, you present your holy symbol, and create an orb of twilight. You select up to 10 creatures within a 4 tiles radius of yourself as targets. You can grant that creature the following benefits:
    • You heal it by 6 hit points.
    • You remove the Charmed and Frightened status effects from that creature.
    Your Twilight Sanctuary lasts for 6 rounds

      Adept
    Twilight Sight
    You gain Darkvision if you did not have it already and +1 on Wisdom Saves.
    Vigilant Blessing
    You can see through the deepest gloom. The night has taught you to be vigilant. As an action, you give one creature you touch (and possibly yourself) +3 to initiative rolls until their next rest.

      Expert
    Steps of Night
    As a Reaction, you can draw on the mystical power of night to rise into the air. During twilight hours, your very steps are guided by an unseen force. Once activated, you do not incur attacks of opportunity and can move 1 additional tile for 3 turns.
      This ability may only be used once per short rest.

      Master
    Master of Twilight
    The healing of your Twilight Sanctuary is increased by +2 and you may use Steps of Night twice per short rest.



     

    War Domain

    War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers, promoting war in all its manifestations and supporting warriors in any circumstance.
     

    Perks


     
    Spells

      Novice
    Divine Defender
    You may wear heavy armor and gain a +1 to hit with weapons.
    Channel Divinity: Guided Strike
    Select 1 target within 6 tiles and expend a charge of Channel Divinity. They gain +2 to Attack and +2 to AC targeting spells until the end of their turn. This ability can be used on yourself, granting the Ordained Assault ability if done so.
    Ordained Assault
    Bonus Action: After using Guided Strike on yourself, you gain a bonus action attack if your main action is a weapon attack. This effect lasts until the end of your turn.

      Adept
    Prepared Channel Divinity
    You may activate any Channel Divinity as part of your precombat phase, in addition to one other buff.
    Crusader's Mantle
    As an action, you may target three creatures; including yourself, and grant them +2 radiant damage on all attacks until their next short rest. Usable once per short rest.

      Expert
    Bulwark of Faith
    Action, 3 Spell Points: Select up to 3 targets within 6 tiles. They each gain the Shield of Faith buff, providing +1 AC and +1 DT for 3 turns, and heal for 1d4+Spellcasting Modifier. This healing will be increased by Devotion of Healing and Beacon of Hope.
      This ability can be used twice per long rest.

      Master
    Exalted Divine Warrior
    Crusader’s Mantle's Radiant Damage bonus is increased to +3. Guided Strikes hit bonus is increased to +3. .


    Combative Perks

      Novice
    Spellcasting
    Clerics use Wisdom for their Spellcasting Modifier.   Spell save DC = 10 + your Wisdom modifier
    Channel Divinity
    You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. This ability can be used twice every short rest.   Some Channel Divinity effects require saving throws, which the DC equals your cleric spell save DC.
    Hit Dice
    You gain +6 HP when you first become a Cleric. On each new mastery level, you gain an additional +6 to your Hit Points.
    Devotion
    You gain a single pick from the available Devotion list, located on the Feats page.
      Adept
    Spell Points I
    Gain +4 Spell Points
    Channel Divinity II
    Your Channel Divinity may now be used three times per short rest.
    Subdomain
    Pick one Subdomain from the Subdomain Table; the choice must be in line with your god.
      Expert
    Spell Points II
    Gain +4 Spell Points
    Channel Divinity III
    Your Channel Divinity may now be used four times per short rest.
    Extra Spell Power
    You gain an extra +1 to your Spell DC.
    Reverence
    Armor Training or a Devotion.
    Upcasting
    As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
      Master
    Spell Points III
    Gain +4 Spell Points
    Blessed Strikes
    When a creature takes damage from one of your weapon attacks they take 2 bonus radiant damage.

    Non-Combative Perks


    Armor Proficiency
    You are proficient with any light armor, or medium armor, and shields.
    Magical Healing
    Once every 20 hours, you can heal a wounded creature of 20d2 wound levels.
    Divine Knowledge
    Your connection to the divine or profane has been a journey for you. Some study hard, while others are imparted knowledge by their gods. What ever the case, matter of the divine are more readily recognizable to you. You gain +4 to Knowledge: Religion.

    Spell List


    Novice
    Adept
    Expert
    Master
    Cantrips
    Fluff
    Rituals