Cleric

Class Group: Priest
Primary Ability: Wisdom

Channel Divinity

1st-Level Cleric Feature
You gain the ability to channel divine energy directly from the Outer Forces. When you activate Channel Divinity you choose which effect of you want to use. You gain more of these options later and can currently use Divine Spark and Turn Undead.
You can use Channel Divinity a number of times equal to your Skill Bonus, and you regain all expended uses when you finish a Long Rest.
If a Channel Divinity effect uses a Save you use your Spell Save DC from your Cleric Spellcasting Ability.

Divine Spark

1st-Level Channel Divinity Effect
As a Magic Action, you point your Holy Symbol at another creature you can see within 30 feet, focusing divine energy at them. Roll a number of d8s equal to your Skill Bonus. You either restore that number of Hit Points or force the creature to make a Constitution Save. On a failed Save, the creature takes radiant damage equal to the total, and on a successful save, the creature takes half as much damage.

Turn Undead

1st-Level Channel Divinity Effect
As a Magic Action, you present your Holy Symbol and speak a prayer against Undead creatures. Each Undead within 30 feet of you must make a Wisdom Save. If the creature fails its Save, it is Dazed for 1 minute, or until it takes damage, or you are Incapacitated or die. While Dazed in this way, the creature can only take the Dash Action, and if it Moves, it must end that Move farther from you than where it started.

Spellcasting

1st-Level Cleric Feature
You have learned to cast Spells through prayer, meditation, and devotion. You have the following Spellcasting features.
Prepared Spells. You have Divine Spells prepared which you can cast. The amount of Spells you can have prepared for each Difficulty is listed in the Cleric Features table. For example, at 1st-level, you can have 3 Cantrips and 2 1st-Difficulty Spells prepared.
You can change the Spells you have prepared that are of 1st-Difficulty or higher whenever you take a Long Rest.
Spell Slots. The number of Spells you can prepare for each Difficulty determines how many slots you have for that Difficulty. Spell Slots determine the number of times you can cast a Difficulty of Spells. You regain all your expended Spell Slots when you take a Long Rest.
Spellcasting Ability. Wisdom is your Spellcasting Ability for your Cleric Spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for the Spells you prepare for this Class.

Holy Order

2nd-Level Cleric Feature
You have dedicated yourself to 1 of the following sacred roles. Choose 1 of the following options:
Protector. Trained for battle, you become Skilled at Martial Weapons and Heavy Armor.
Scholar. Through studying and teaching lore of the Outer Forces, you gain 2 of the following skills of your choice: Arcana, History, Nature, Persuasion, and Religion. You gain a bonus to the check equal to your Wisdom modifier.
Thaumaturge. Delving deeper into your divine magical abilities, you can prepare 1 extra cantrip from the Divine Spell list. In addition, you regain 1 expended use of your Channel Divinity feature when you take a Short Rest.

Divine Domain

3rd-Level Cleric Feature
You choose a Divine Domain, a Subclass, that represents your Cleric specialization. This gives you unique features at 3rd, 6th, 10th, and 14th level. You can pick from the list of options in the Divine Domain table.

Hit Points

Rest Dice: 1d8 per Cleric Level
Hit Points at 1st Level: 8 + twice your Constitution modifier
Hit Points per Extra Level: 1d8 (5) + your Constitution modifier

Skilled At

Tools: None
Weapons: Simple Weapons
Armor: Light Armor, Medium Armor, Shields Ability & Skill Checks Saves: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, Religion

Starting Equipment

  • Mace
  • Simple Weapon (any)
  • Leather Armor or Scale Mail
  • Shield
  • Priest's Pack (Backpack, Blanket, Lamp, Holy Water, 7 Rations, Rope, Tinderbox)
  • Holy Symbol


Cover image: by 74Quincecat` ft. David McEown's Art

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