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.
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.
Subclasses
Cleric Subdomains
Arcana
- Pick any one novice or adept level ritual and one damage-dealing spell you do not know off of the Wizard base class spell list. Spell choices must also be in-line with your deity.
Note: Spell levels are listed on their spell pages and are not chosen according to the level at which they are given to Wizards. - You gain +6 SP
- You gain access to the following Fluff Spells: Control Flames, Dancing Lights, Gust, Mage Hand, Minor Illusion, Mold Earth, Prestidigitation, Shape Water, Minor Conjuration.
- +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.).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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. - You gain +3 SP.
- You gain +3 HP.
- You gain access to the Fluff Spells Gust, Mold Earth, & Shape Water.
- You gain access to the ritual Befriend Bugs.
- You gain resistance to poison damage
- You gain a fighting style and +1 on all Wis and Cha saves.
- +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.
- You gain the Chain Lightning and Ice Storm Spells.
- You gain resistance to Lightning damage.
- You gain Disguise Self and Charm Creature as spells.
- You gain +2 on deception and insight checks.
- You gain access to the Fluff Spell Minor Illusion.
- 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.
- 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
False Life
Ray of Sickness
Toll the Dead
Adept
Blight
Ray of Enfeeblement
Wither and Bloom
Expert
Circle of Death
Insect Plague
Dolorous Decay
Mental Prison
Master
Cloudkill
Rituals
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
Channel Divinity: Touch of Death
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
Animate Dead
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:
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
This may be done twice per long rest, and does not consume a charge on a failed cast.
Master
Trinity of Death
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
Mass Healing Word
Faerie Fire
Adept
Mass Cure Wounds
Greater Restoration
Heal
Expert
Power Word: Heal
Greater Vigor
Master
Mass Heal
Novice
Disciple of Life
You can’t use this feature on an undead. This affects all healing spells & feats.
Channel Divinity: Preserve Life
Adept
Divine Radiance
Blessed Healer
This ability is not effected by Disciple of Life.
Expert
Supreme Healing
Master
Exalted Healer
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
Shillelagh
Thorn Whip
Barkskin
Entangle
Adept
Grasping Vine
Insect Plague
Expert
Greater Vigor
Greater Heal
Flesh to Stone
Master
Mass Heal
Fluff Spells
Rituals
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
Channel Divinity
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
Wildsoul's Blessings
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
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
Gust of Wind
Ice Knife
Shatter
Shocking Grasp
Thunderclap
Thunderwave
Adept
Ice Storm
Sleet Storm
Witch Bolt
Expert
Chain Lightning
Maelstrom
Thunderous Smite
Master
Destructive Wave
Fly
Rituals
Novice
Stormborn
Channel Divinity: Destructive Wrath
Adept
Deep Water Focus
Divine Strike
Expert
Tempestuous Wrath
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
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
Charm Creature
Blink
Mirror Image
Adept
Ray of Sickness
Expert
Dimension Door
Dominate Creature
Master
Cloudkill
Power Word: Stun
Fluff Spells
Minor Illusion
Rituals
Novice
Blessing of the Trickster
Channel Divinity: Invoke Duplicity
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.
Adept
Biting Strikes
Venomous Casting
Cloak of Shadows
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
Master
Improved Duplicity
Potent Venom
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
Sleep
Moonbeam
Faerie Fire
Adept
Eyebite
Heal
Expert
Circle of Power
Greater Vigor
Master
Fly
Novice
Divine Defender
Channel Divinity: Twilight Sanctuary
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.
Adept
Twilight Sight
Vigilant Blessing
Expert
Steps of Night
This ability may only be used once per short rest.
Master
Master of Twilight
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
Flame Weapon
Magic Weapon
Searing Smite
Wrathful Smite
Adept
Heroism
Thunderous Smite
Expert
Stoneskin
Hold Creature
Master
Mordenkainen's Sword
Destructive Wave
Novice
Divine Defender
Channel Divinity: Guided Strike
Ordained Assault
Adept
Prepared Channel Divinity
Crusader's Mantle
Expert
Bulwark of Faith
This ability can be used twice per long rest.
Master
Exalted Divine Warrior
Combative Perks
Spellcasting
Channel Divinity
Hit Dice
Devotion
Spell Points I
Channel Divinity II
Subdomain
Spell Points II
Channel Divinity III
Extra Spell Power
Reverence
Upcasting
Spell Points III
Blessed Strikes
Non-Combative Perks
Armor Proficiency
Magical Healing
Divine Knowledge
Spell List
Novice
Adept
Expert
Master
Cantrips
Fluff
Rituals
Detect Magic
Detect Poison and Disease
Gentle Repose
Continual Flame
Adept
Bestow Curse
Divination
Remove Curse
Locate Object
Magic Circle
Revivify
Speak With Dead
Unleashed Weave
Expert
Regenerate
Commune
Forbiddance
Scrying
Planar Binding
Legend Lore
Zone of Truth
Geas
Guardian of Faith
Glyph of Warding
Master
Control Weather
Hallow
Resurrection
True Resurrection
Master’s Domain

