Cleric in Cynkard | World Anvil
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Cleric

Restricted races: none

Clerics are armored warrior-priests (or -priestesses) who serve Law or Chaos. You are a champion of your faith and moral alignment. You might be a shining knight of the faith, an exorcist of demons, or a sinister witch-hunter. Because most of a Cleric’s abilities are oriented toward healing and protecting, Clerics tend to play a support role during combat: backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if the need arises – at least for a while. As your Cleric grows in power and reputation, the character might establish a stronghold for the faith: a fortified monastery, a soaring cathedral in the wilderness, or whatever strikes the Cleric as the best way to protect and serve a growing flock of acolytes and loyal peasant followers.

Cleric Spells

You cast divine spells. The spells available are listed on the cleric spell list in chapter 11. The table below shows the number of spells you may prepare and cast after a long rest. You prepare spells through prayer to your deity or deities, followed by contemplation and study. This process is covered in greater detail in chapter 10.

Spell Slots
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 2
2 3 3
3 4 3 2
4 4 3 2
5 4 3 2 2
6 4 4 3 2
7 4 4 3 2 1
8 4 4 3 3 2
9 4 4 3 3 2 1
10 4 4 4 3 2 1
11 4 4 4 3 3 2 1
12 4 4 4 3 3 2 1
13 4 4 4 3 3 2 1 1
14 4 4 4 3 3 2 2 1
15 4 4 4 4 3 3 2 1 1
16 4 4 4 4 3 3 2 1 1
17 4 4 4 4 3 3 2 2 1 1
18 4 4 4 4 3 3 2 2 1 1
19 4 4 4 4 3 3 3 2 1 1
20 4 4 4 4 3 3 3 2 2 1
Wisdom is your spellcasting ability for casting cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 10 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Cantrips: Clerics know all of the 0-level spells, also known as cantrips, listed for their class but can only prepare a limited number of them, after a long rest, as noted on the table above. These spells are treated like any other spell, but are not expended when cast and may be used again.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your cleric spells.

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw, with a DC of 10 + your spell attack bonus (see chapter 10). Those that fail their save are turned for 10 rounds (1 minute). Turned undead flee from you by the best and fastest means available to them. If they cannot flee, they cower, unable to attack but able to defend themselves. You cannot attack turned creatures without breaking the turning effect. Other characters can attack them, in any fashion, without breaking the turning effect.
Undead with a Challenge Rating (CR) equal to or less than your cleric level divided by 4 may be destroyed rather than turned (rounding all fractions down).
 
Example: At level 4 you may destroy up to CR 1 undead, at level 8 you may destroy up to CR 2 undead, and so on.
Evil clerics may, instead of destroying undead, control them. Evil clerics may control undead with a CR equal to their caster level divided by 4. They may control a number of undead creatures equal to their twice their proficiency bonus. See the Animate Dead spell more details on controlling undead creatures. Evil clerics can also turn, but not destroy or control, paladins.
This ability may be used 2 times per long rest. At levels 5, 10, 15, and 20 you gain an additional use of this ability.

Domain

Choose one of the following domains that is associated with your deity. Each domain grants domain features. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is a cleric spell for you and may be prepared normally. If the spell is reversible, you have access to both versions of the spell unless other noted. Each domain is detailed below:
  • Agriculture: You gain Profession (Farmer) as a bonus skill. You may cast Goodberry once per long rest in addition to your prepared spells.
    Domain spells (spell level): Goodberry (1), Plant Growth (3), and Move Earth (6).
  • Air: You may either turn earth creatures as a good cleric turns undead or command air creatures as an evil cleric controls undead. This ability may be used 2 times per long rest. At levels 5, 10, 15, and 20 you gain an additional use of this ability. You may only summon air elementals.
    Domain Spells (spell level): Feather Fall (1), Gust of Wind (2), Wall of Wind (3), Fly (3), Control Winds (5), Whirlwind (8), and Elemental Swarm (9).
  • Animals: You gain Animal Handling as a bonus skill and may cast Speak with Animals once per long rest in addition to your prepared spells. You add the following spells to your spell list:
    Domain Spells (spell level): Calm Animals (1), Speak with Animals (1), Magic Fang (3), Animal Summoning I (4), Reincarnate (4), Animal Summoning II (5), and Animal Summoning III (6).
  • The Arts: You gain a single type of Performance as a bonus skill and may cast Charm Person once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Prestidigitation , Charm Person (1), Phantasmal Force (2), Suggestion (3), Charm Monster (4), Mass Suggestion (6), and Mass Charm (8).
  • Chaos: You gain Ciphers as a bonus skill and have immunity to all confusion effects.
    Domain Spells (spell level): Tasha’s Hideous Laughter (2), Confusion (4), Chaos (5), Insanity (7), and Otto’s Irresistible Dance (8).
  • Cold: You gain Survival as a bonus skill and may cast Endure Elements once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Chill Touch , Fog Cloud (2), Heat Metal (2*), Ice Storm (4), Wall of Ice (4), Cone of Cold (5), Otiluke’s Freezing Sphere (6), and Crystalbrittle (9).
    * Chill Metal only
  • Crafting: You gain a Craft skill of your choice as a bonus skill and may cast Unseen Servant once per long rest in addition to your prepared spells. In addition, any Unseen Servant that you cast has a Strength score of 10.
    Domain Spells (spell level): Mending , Unseen Servant (1), Shape Wood (3), Minor Creation (4), Fabricate (5), Major Creation (5), and Permanency (6).
  • Darkness: You gain Stealth as a bonus skill. At 5th level you gain the darkvision racial trait. If you already have darkvision as a racial trait, you gain superior darkvision.
    Domain Spells (spell level): Obscurement (1), Blur (2), Darkvision (2), Phantasmal Killer (4), Power Word Blind (7), and Weird (9).
  • Death: You may command undead rather than turn them, regardless of alignment. You may cast Speak with Dead once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Fear (4), Death Fog (6), Symbol of Death (8), and Finger of Death (8).
  • Deceit: At 5th level you may cast Undetectable Lie (the reverse of Detect Lie) once per long rest, in addition to your prepared spells.
    Domain Spells (spell level): Change Self (1), Charm Person (1), Forget (2), Suggestion (3), Charm Monster (4), Mind Fog (5), Veil (6), Mass Charm (7), Telepathy (8), and Mind Blank (9).
  • Destruction: You have advantage on all Strength (Athletics) checks made to break items and may cast Shatter once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Shatter (1), Strength (2), Shout (4), Disintegrate (6), and Crystalbrittle (9)
  • Dreams: You gain Insight as a bonus skill and may cast Sleep once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Sleep (1), Detect Thoughts (2), Deep Slumber (3), Phantasmal Killer (4), Dream (5), Eyebite (7), Symbol of Sleep (5), and Telepathy (8).
  • Earth: You may either turn air creatures as a good cleric turns undead or command earth creatures as an evil cleric controls undead. This ability may be used 2 times per long rest. At levels 5, 10, 15, and 20 you gain an additional use of this ability. You may only summon earth elementals.
    Domain Spells (spell level): Soften Earth and Stone (2), Stone Shape (3), Transmute Rock to Mud (5), Wall of Stone (5), Move Earth (6), Animate Rock (8), and Elemental Swarm (9).
  • Fire: You may either turn water creatures as a good cleric turns undead or command fire creatures as an evil cleric controls undead. This ability may be used 2 times per long rest. At levels 5, 10, 15, and 20 you gain an additional use of this ability. You may only summon fire elementals.
    Domain Spells (spell level): Burning Hands (1), Flame Blade (2), Flaming Sphere (2), Fireball (3), Fire Shield (4*), Wall of Fire (5), Delayed Blast Fireball (7), Incendiary Cloud (8), and Elemental Swarm (9).
    *Warm Shield only
  • Home: You start play with a bonus Craft or Profession skill related to domestic life and may cast Sanctuary once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Alarm (1), Wizard Lock (2), Leomund’s Tiny Hut (3), Leomund’s Secure Shelter (4), Mordenkainen’s Faithful Hound (5), Guards and Wards (6), and Mordenkainen’s Magnificent Mansion.
  • Knowledge: You have the bardic Lore class feature and gain Ciphers as a bonus skill.
    Domain Spells (spell level): Identify (1), Detect Thoughts (2), Arcane Sight (3), Analyze Dweomer (6), Improved Arcane Sight (7), and Foresight (9).
  • Law: You gain History as a bonus skill and may cast Zone of Truth once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Zone of Truth (1), Calm Emotions (2), Detect Thoughts (2), Hold Monster (5), and Mind Blank (8).
  • Life: You gain Medicine as a bonus skill and may cast Cure Light Wounds once per long rest in addition to your other prepared spells. You may expend any prepared spell in order to cure 2d4+2 hit points of damage per spell level of the expended spell.
  • Light: Undead make Wisdom saving throws against your Turn Undead checks with disadvantage. You may dispel any Darkness spell by expending a prepared spell of an equal or greater spell level.
    Domain Spells (spell level): Faerie Fire (1), Hypnotic Pattern (2), Sunray (7), Sunburst (8), and Scintillating Pattern (8).
  • Love: Once per long rest you may cast Friends in addition to your prepared spells.
    Domain Spells (spell level): Charm Person (1), Friends (1), Calm Emotions (2), Suggestion (3), Charm Monster (4), and Mass Suggestion (6).
  • Luck: You gain Profession (gambler or fortune teller) as a bonus skill. Once per long rest you may reroll a d20 when you make an attack roll, ability check, or a saving throw. You choose which of the d20 die rolls is used for the attack roll, ability check, or saving throw.
    Domain Spells (spell level): Shield (1), Blur (2), Confusion (3), Chaos (5), and Foresight (9).
  • Magic: You gain Arcana as a bonus skill. At 1st level you may cast Identify once per pay in addition to your prepared spells. At 5th level you may cast either Identify or Arcane Sight once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Prestidigitation , Wizard Mark , Erase (1), Identify (1), Illusory Script (2), Arcane Sight (3), Detect Scrying (4), Permanency (5), Antimagic Shell (6), Improved Arcane Sight (7), and Mordenkainen’s Disjunction (9).
  • Mischief: You gain Sleight of Hand as a bonus skill. You may cast Ventriloquism in addition to your prepared spells once per long rest.
    Domain Spells (spell level): Prestidigitation , Grease (1), Ventriloquism (1), Tasha’s Hideous Laughter (2), Stinking Cloud (3), Confusion (4), Feeblemind (5), Mislead (6), and Otto’s Irresistible Dance (8).
  • Peace: You may cast Sanctuary once per long rest in addition to your prepared spells.
    Domain Spells: Calm Animals (1), Calm Emotions (2), Forget (2), Suggestion (3), Tongues (3), and Mass Suggestion (6).
  • Plague: You gain Nature as a bonus skill and have immunity to the ill-effects of diseases, regardless of origin.
    Domain Spells (spell level): Ray of Enfeeblement (2), Stinking Cloud (3), Repel Vermin (4), Cloudkill (5), Insect Plague (5), Death Fog (6), Creeping Doom (7), Symbol of Weakness (8) and Finger of Death (8).
  • Plants: You gain Nature as a bonus skill and may cast Shillelagh once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Pass without Trace (1), Barkskin (2), Tree (2), Plant Growth (3), Speak with Plants (3), Antiplant Shell 10’ Radius (4), Command Plants (4), Hold Plant (4), Plant Door (5), Transport via Plant (6), Control Plants (8), and Shambler (9).
  • Protection: You gain Perception as a bonus skill and may cast Shield of Faith once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Shield (1), Protection from Normal Missile (2), Protection from Energy (3), Minor Globe of Invulnerability (4), Globe of Invulnerability (6), Mind Blank (8), and Freedom (9).
  • Revelry: You gain Performance as a bonus skill and have advantage on Performance checks made while carousing. You may cast Friends once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Dancing Lights , Friends (1), Tasha’s Hideous Laughter (2), Confusion (4), Mind Fog (5), Otto’s Irresistible Dance (8), and Freedom (9).
  • Strength: You gain Athletics as a bonus skill and may cast Strength once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Strength (1), Enlarge (2), Stoneskin (4), Bigby’s Interposing Hand (5), Bigby’s Forceful Hand (6), Tenser’s Transformation (6), Bigby’s Grasping Hand (7), Bigby’s Clenched Fist (8), and Bigby’s Crushing Hand (9)
  • Time: You may use Wisdom, rather than Dexterity, to determine your Initiative modifier. At 5th level you may cast Haste once per long rest, in addition to your prepared spells.
    Domain Spells (spell level): Know Direction , Run (1), Blur (2), Haste (3), Teleport (5), Teleport without Error (7), Temporal Stasis (8), and Time Stop (9).
  • Travel: You gain a Profession of your choice as a bonus skill. At 5th you may cast Freedom of Movement once per long rest, in addition to your prepared spells.
    Domain Spells (spell level): Know Direction , Pass without Trace (1), Gust of Wind (2), Phantom Steed (3), Teleport (5), Shadow Walk (6), Teleport without Error (7), and Freedom (9).
  • War: You are proficient with all weapons and may cast Spiritual Weapon once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Magic Missile (1), Protection from Normal Missiles (2), Improved Enchanted Weapon (3), Stoneskin (4), Wall of Force (5), Tenser’s Transformation (6), Mordenkainen’s Sword (7), Iron Body (7), and Meteor Swarm (9).
  • Water: You may either turn fire creatures as a good cleric turns undead or command water creatures as an evil cleric controls undead. This ability may be used 2 times per long rest. At levels 5, 10, 15, and 20 you gain an additional use of this ability. You may only summon water elementals.
    Domain Spells (spell level): Obscurement (1), Fog Cloud (2), Control Water (6), and Elemental Swarm (9).
  • Weather: You gain Nature as a bonus skill and may cast Endure Elements once per long rest in addition to your prepared spells.
    Domain Spells (spell level): Obscurement (1), Fog Cloud (2), Call Lightning (3), Solid Fog (4), Chain Lightning (6), Control Winds (6), Sunburst (8), Whirlwind (8), and Storm of Vengeance (9).
  • Wilderness: You gain Survival as a bonus skill and may cast Pass without Trace once per long rest, in addition to your prepared spells.
    Domain Spells (spell level): Know Direction , Detect Animals or Plants (1), Pass without Trace (1), Entangle (2), Dominate Animal (3), Call Woodland Beings (4), Commune with Nature (5), and Transport via Plant (6).
Credit: Rubengramos
Ability Requirements: Wisdom 13
Hit Die Type: d8
Alignment: Any
Weapon Proficiencies: Club, dagger, flail, great club, heavy flail, heavy mace, hammer, mace, morningstar, quarterstaff, sling, and warhammer.
Armor Proficiencies: All armor and shield
Skill Proficiencies: Religion and any 1 of the following: Arcana, Craft (any), History, Insight, Intimidation, Medicine, Nature, Performance (any), Profession (any), or Survival
Level Proficiency Bonus Class Features
1 +2 Cleric Spells, Domain, Turn Undead (2/long rest)
2 +2
3 +2
4 +2
5 +3 Turn Undead (3/long rest)
6 +3
7 +3
8 +3
9 +4
10 +4 Turn Undead (4/long rest)
11 +4
12 +4
13 +5
14 +5
15 +5 Turn Undead (5/long rest)
16 +5
17 +6
18 +6
19 +6
20 +6 Turn Undead (6/long rest)

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