Cleric in KELLDORIA (DRAGON REALMS) | World Anvil
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Cleric

The Cleric

 
Arms and eyes upraised toward the sun and a prayer on his lips, an Elf begins to glow with an inner light that spills out to heal his battle-worn companions.   Chanting a song of glory, a Dwarf swings his axe in wide swaths to cut through the ranks of Orcs arrayed against him, shouting praise to the gods with every foe’s fall.   Calling down a curse upon the forces of undeath, a Human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.   Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
 

Healers and Warriors

As the name suggests, Divine magic is the power of the gods, flowing 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.   Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.   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.  

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their god’s will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping-stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.   When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities worshipers, which can mean fighting rampaging Orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   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.  

Creating A Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Work with your Dm to choose a god, goddess, or pantheon to serve.   Once you have chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?  

The Cleric

Level Proficiency Bonus Features Cantrips Known
1st +2 Spellcasting, Divine Domain 3
2nd +2 Channel Divinity (1/Rest), Divine Domain Feature, Harness Divine Power 3
3rd +2   - 3
4th +2 Ability Score Improvement, Cantrip Versatility 4
5th +3 Destroy Undead (CR 1/2) 4
6th +3 Channel Divinity (2/Rest), Divine Domain Feature 4
7th +3   - 4
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature,  Blessed Strikes 4
9th +4   - 4
10th +4 Divine Intervention 5
11th +4 Destroy Undead (CR 2) 5
12th +4 Ability Score Improvement 5
13th +5   - 5
14th +5 Destroy Undead (CR 3) 5
15th +5   - 5
16th +5 Ability Score Improvement 5
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5
18th +6 Channel Divinity (3/Rest) 5
19th +6 Ability Score Improvement 5
20th +6 Divine Intervention Improvement 5
 

Cleric Spells Known Table

   
- Spell Slots per Spell Level -
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Spellcasting

As a conduit for divine power, you can cast cleric spells.  

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell. You learn additional cleric cantrips of your choice at higher levels, as shown in the cantrips known column of the Cleric table.  

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the last 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a Long Rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your 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

= 8+ your Proficiency Bonus + your Wisdom Modifier  

Spell Attack modifier

= Your Proficiency Bonus + your Wisdom Modifier  

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.  

Divine Domain

Choose one domain related to your deity: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, Twilight, or War. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

Each domain has a list of spells-its domain spells- that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a Short or Long Rest to use your Channel Divinity again.   Some Channel Divinity effects require Saving Throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between Rests, and beginning at 18th level, you can use it three times between Rests. When you finish a Short or Long Rest, you regain your expended uses.  

Harness Divine Power

2nd Level Cleric Feature   You can expend a use of your Channel Divinity to fuel your spells. As a Bonus Action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your Proficiency Bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level twice; and 18th level, thrice. You regain all expended uses when you finish a Long Rest.  

Channel Divinity: 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. If the creature fails its Saving Throw, it is turned for 1 minute or until it takes any damage.   A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its Action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge Action.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Cantrip Versatility

4th Level Cleric Feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.  

Destroy Undead

Starting at 5th level, when an undead fails its Saving Throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.  

Destroy Undead Table

Cleric Level Destroys Undead of CR
5th 1/2 or Lower
8th 1 or Lower
11th 2 or Lower
14th 3 or Lower
17th 4 or Lower
 

Blessed Strikes

8th Level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature   You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1D8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.    

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity’s aid requires you to use your Action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   If your deity intervenes, you cannot use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.   At 20th level, your call for intervention succeeds automatically, no roll required.  

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the God Pelor 'The Light Bringer' includes the domains of Knowledge, Life, Light, and Nature. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.   Your choice might correspond to a particular sect dedicated to your deity. Pelor, for example, could be worshiped in the region of Eastern Kelldoria as Anu ("Radiant" or "The Sun God") Pelor, emphasizing his influence over the Light domain.   Alternately, your choice of the domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.   Each domain’s description gives examples of deities who have influence over that domain.
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Quick Build

You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.  

Class Features

As a cleric, you gain the following class features:  

Hit Points

 

Hit Dice:

1D8 per cleric level  

Hit Points at 1st level:

8+ your Constitution modifier  

Hit Points at higher levels:

1D8 (or 5) + your Constitution modifier per cleric level after 1st.  

Proficiencies

 

Armour:

Light armour, medium armour & shields  

Weapons:

Simple weapons  

Tools:

None  

Saving Throws:

Wisdom & Charisma  

Skills:

Choose two from History, Insight, Medicine, Persuasion, and Religion  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) A Mace or (b) A Warhammer (if proficient)
  • (a) Scale Mail, (b) Leather Armour, or (c) Chain Mail (if proficient)
  • (a) A Light Crossbow and 20 Bolts or (b) Any Simple weapon
  • (a) A Priest's pack or (b) An Explorer's pack
  • A Shield and a Holy Symbol

Temple

Most clerics start their lives of service as priests in an order, then later realise that they have been blessed by their Deity with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their duty.   Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?  
 

Temples

Roll 1D6 or choose from the list below:  
  1. Your temple is said to be the oldest surviving structure built to honour your deity.
  2. Acolytes of several like minded deities all received instruction together in your temple.
  3. You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
  4. Your temple is a fortress and a proving ground that trains warrior-priests.
  5. Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
  6. You served in a temple in the Outer Planes.
 

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

Keepsakes

Roll 1D6 or choose a keepsake from below:  
  1. The finger bone of a saint.
  2. A metal-bound book that tells how to hunt and destroy infernal creatures.
  3. A pig's whistle that reminds you of your humble and beloved mentor.
  4. A braid of hair woven from the tail of a unicorn.
  5. A scroll that describes how best to rid the world of necromancers.
  6. A runestone said to be blessed by your God.
 

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.   If you haven't considered this aspect of your character yet. See below for some possibilities, or use for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.  
 

Secrets

Roll 1D6 or choose from the list below:  
  1. An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
  2. You believe that, in the final analysis, the gods are nothing than ultrapowerful mortal creatures.
  3. You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
  4. Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
  5. You are plagued by nightmares that you believe are sent by your deity as punishment for some unknown transgression.
  6. In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.

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Author's Notes

The Original Article is from D&D 5e Players Handbook (PHB) by Wizards of the Coast (WotC)   Original Article written for Xanathar’s Guide To Everything D&D 5e   Original Article for Tasha's Cauldron of Everything D&D 5e


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