Cleric Profession in Novence Eternal | World Anvil

Cleric

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Abilities

Ultimate Ability: Anastasis

Rarity: Legendary | UP: 60 | ZP: 1 | ZL: 0 | Cost: 5 TP
All KO'ed allies are revived with full HP. All non-KO'ed allies gain Auto-Revive (V) (1).

Spellcasting (Cleric)

Level 1 | Rarity: Uncommon | Cost: 10 TP
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. 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 cleric 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 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 (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Channel Divinity (Cleric)

Level 2 | CC: Cleric | Rarity: Uncommon | Cost: 0 TP
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. Any ability that has "(CD)" in the title is an effect that ties into your Channel Divinity uses.
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.

Turn Undead (CD)

Level 2 | REQ: Channel Divinity | Rarity: Uncommon | Cost: 1 TP
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.

Class Feat Slot I

Level 4 | CC: Cleric

Destroy Undead

Level 5 | Rarity: Rare | Cost: 4 TP
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, determined by the DM.

Class Feat Slot II

Level 8 | CC: Cleric

Divine Intervention I

Level 10 | Rarity: Legendary | Cost: 3 TP
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 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 can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Class Feat Slot III

Level 12 | CC: Cleric

Class Feat Slot IV

Level 16| CC: Cleric

Class Feat Slot V

Level 19 | CC: Cleric

Divine Intervention II

Level 20 | Rarity: Legendary | Cost: 5 TP
Your call for intervention succeeds automatically.


Subclasses

Divine Domain: Life Domain

Life Domain: Bonus Proficiency

Level 1 | CC: Cleric | Rarity: Basic | Cost: 0 TP
You gain proficiency with Heavy Armor.

Life Domain: Disciple of Life

Level 1 | CC: Cleric | Rarity: Basic | Cost: 1 TP
Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Life Domain: Preserve Life (CD)

Level 2 | REQ: Channel Divinity | Rarity: Uncommon | Cost: 3 TP
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to ten times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Life Domain: Blessed Healer

Level 6 | Rarity: Rare | Cost: 4 TP
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Life Domain: Divine Strike

Level 8 | Rarity: Uncommon | Cost: 2 TP
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2D radiant damage to the target. When you reach 14th level, the extra damage increases to 3D.

Life Domain: Supreme Healing

Level 17 | Rarity: Exotic | Cost: 8 TP
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


Divine Domain: Flesh Domain

Practiced by the members of the Eternal Meal, worshipers of Doravyssos, the Flesh Domain allows its wielders to manipulate blood and flesh spilt in combat to their own ends.

Flesh Domain: Blessings of the Devourer

Level 1 | CC: Flesh Domain | Rarity: Uncommon | Cost: 0 TP
As a priest of the Flesh Domain, you have been trained to wield gifts of the Devourer by flaying the flesh of mortals. At 1st level, you gain proficiency with martial weapons and heavy armor.

Flesh Domain: Thicker than Blood

Level 1 | CC: Flesh Domain | Rarity: Legendary | Cost: 5 TP
Starting at 1st level, you can utilize the blood spilt in battle to repurpose it for other needs. Whenever any creature takes HP damage from bleed damage, add it’s damage roll to a pool of Flesh Points (FP) up to a maximum of five times your Cleric level + Bishop level + Pope level. As a bonus action, you can touch a creature and draw power from the pool to give a number of Temporary HP to that creature, up to the current amount remaining in your pool.

Alternatively, you can expend 25 FP to curse an enemy with a chosen negative physical status effect (base 1 stack, 1 round duration). Applying Stun in this manner only works once per creature. You may spend 2x the FP to increase the stacks applied (II costs 50, III costs 100, IV costs 200). You must spend 20x(stack count) FP each round to maintain the negative status effect.

Flesh Domain: Starve for Salvation (CD)

Level 3 | CC: Flesh Domain | Rarity: Legendary | Cost: 4 TP
Starting at 2nd level, you can use your Channel Divinity to unleash a deluge of crimson upon all.

As an action, ALL creatures (including allies) within 50 feet of you must make a CON save (DC 20). Creatures that fail the saving throw take 4d10 Magical damage gain 2 stacks of 4d10 Bleed (1). Creatures that succeed the save take half damage and gain 1 stack of 4d10 Bleed (1). Until the end of your next turn, ally regular weapon attacks that damage enemies proc any Bleed stacks they have and heal all allies according to the bleed damage.

Flesh Domain: Crimson Eye (CD)

Level 6 | CC: Flesh Domain | Rarity: Legendary | Cost: 3 TP
In combat as an action, you can focus on the spilt blood of a creature to gain information about their ability and combat stats. You gain an innate psychic sense of their location and condition, unaffected by Blindness or Deafness, as long as this is in effect. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

Out of combat, you can focus on the spilt blood of a creature to gain information about their current circumstances by attempting to connect with that creature’s senses. They must make a WIS save (DC 14+ Prof + WIS) to resist the connection. On a failed save, you can see and hear through the eyes of the target, and must make CON saves (DC 10, ascending by 5 for each success) periodically in order to maintain this effect. During this time, you are blind and deaf in regard to your own senses.

Flesh Domain: Invoke Ichor

Level 8 | CC: Flesh Domain | Rarity: Legendary | Cost: 3 TP
At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots.

As an action, you recover spell slots that have a combined level equal to or less than half your Cleric level (rounded up), and those spell slots must be 5th level or lower. You immediately reduce 2% of your maximum HP per spell slot recovered. You can’t use this feature again until you finish a long rest. Your maximum HP reverts to normal after you finish a long rest.

When you become a Bishop, you can recover spell slots that are 6th level or lower. When you become a Pope, you can recover spell slots that are 7th level or lower.

Flesh Domain: Sanguine Saint

Level 17 | CC: Flesh Domain | Rarity: Legendary | Cost: 5 TP
At 17th level, your affinity with the Devourer reaches ungodly proportions.
-As a bonus action, if you are inflicted with Bleed, it can be converted and dispelled into a single use heal, equivalent to the stack count multiplied by the damage roll.
-The negative effects of Bleed are reversed on you.
-Critical hits now inflict a stack of Bleed each according to your weapon damage, and proc any Bleed stacks already on the enemy.


Divine Domain: Tempest Domain

Tempest Domain: Bonus Proficiencies

Level 1 | CC: Tempest Domain | Rarity: Basic | Cost: 0 TP
At 1st level, you gain proficiency with martial weapons and heavy armor.

Tempest Domain: Wrath of the Storm

Level 1 | CC: Tempest Domain | Rarity: Uncommon | Cost: 1 TP
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes (your WIS)d8 electric or sonic damage (your choice) on a failed saving throw, and half as much on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Tempest Domain: Destructive Wrath (CD)

Level 2 | CC: Tempest Domain | Rarity: Legendary | Cost: 3 TP
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll electric or sonic damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Tempest Domain: Thunderous Strike

Level 6 | Rarity: Uncommon | Cost: 2 TP
At 6th level, when you deal electric damage to a Large or smaller creature, you can also push it up to WIS*5 feet away from you.

Tempest Domain: Divine Strike

Level 8 | Rarity: Uncommon | Cost: 2 TP
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2D sonic damage to the target. When you reach 14th level, the extra damage increases to 3D.

Tempest Domain: Stormborn

Level 17 | CC: Tempest Domain | Rarity: Rare | Cost: 2 TP
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

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