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Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an Altmer begins to glow with an inner light that spills out to heal his battle-worn companions. Chanting a song of glory, a Nord 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 Dunmer lifts her holy symbol of Azura as light pours from it to drive back the draugr 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. Most clerics are worshipers of the Aedra, however some clerics recieve their blessings from a select few Deadric Princes worshiped as gods in Tamriel. Such as Azura, Nocturnal or Meridia. All the races of Tamriel have pantheons of gods assocatied with thier peoples, however the Cyrodlic Pantheon of the Nine/Eight Divines has become the most popular through the influence of the Empire.
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
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: All simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting 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 armor, 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
spellcasting:
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 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 cleric spells that appear on the cleric column of the Ritual Spell List and that you have prepared.   Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

class features:
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. 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.   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.   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.   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.   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   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 can’t 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.
subclass options:
Knowledge Domain: The gods of knowledge, Julianos of the Nine, Jhunal in Nordic mythology, Xarxes of the Altmeri and Bosmeri pantheons, Azura of the Dunmer, value learning and understanding above all.   Knowledge Domain Spells 1st: Command, Identify 3rd: Augury, Suggestion 5th: Nondetection, Speak with Dead 7th: Arcane Eye, Confusion 9th: Legend Lore, Scrying   Blessings of Knowledge At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.   Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.   Channel Divinity: Read Thoughts At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.   Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Visions of the Past Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as you meditate, you can see visions of the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the m ost recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Life Domain: The gods of life and death, Arkay of the Nine, Shor of the Nords, Tu'whacca of the Redguards, the deadric prince Meridia and gods of compassion and love, chiefly Mara of the Nine, promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.   Life Domain Spells 1st: Bless, Close Wounds 3rd: Lesser Restoration, Spiritual Weapon 5th: Beacon of Hope, Revivify 7th: Death Ward, Guardian of Faith 9th: Mass Close Wounds, Hallow   Bonus Proficency When you choose this domain at 1st level, you gain proficiency with heavy armor.   Disciple of Life Also 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.   Channel Divinity: Preserve Life 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 five 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.   Blessed Healer 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.   Divine Strike 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 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Supreme Healing 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.
Light Domain: Gods of light and fire, chiefly the dragon god Akatosh of the Nine and Nordic pantheons, called Auri-El in the eleven pantheons or Alkosh by the Kahjiit. And gods of the sun, such as Magnus of the Elven and Bretony pantheons, promote the ideals of rebirth and renewal, truth and vigilance. The god of righteousness, Stendarr of the Nine, is also commonly asscoiated with this domain.   Light Domain Spells 1st: Guiding Bolt, Mark Light 3rd: Branding Smite, Moonbeam 5th: Daylight, Bain of the Undead 7th: Guardian of Faith, Sickening Radiance 9th: Wall of Light, Holy Weapon   Bonus Cantrip When you choose this dom ain at 1st level, you gain the Mage Light cantrip if you don’t already know it.   Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. 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.   Channel Divinty: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d 10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.   Improved Flare Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.   Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Nature Domain: Gods of nature, Kynareth of the Nine or Kyne in the Nordic pantheon, Y'free or Ius of the Bosmeri pantheon and gods of agriculture like Zenithar of the Nine or Zeht of the Redguards, are varied as the natural world itself. These gods guard against the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger them.   Nature Domain Spells 1st: Animal Friendship, Speak with Animals 3rd: Oakflesh, Spike Growth 5th: Plant Growth, Wind Wall 7th: Dominate Beast, Grasping Vine 9th: Insect Plague, Tree Stride   Acolyte of Nature At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.   Bonus Proficency Also at 1st level, you gain proficiency with heavy armor.   Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.   Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.   Divine Strike 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 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.   Master of Nature At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Tempest Domain: Gods of the elements, chiefly Kynareth of the Nine, Kyne in the Nordic pantheon or Tava of the Redguards govern storms, sea, and sky. Inspire fear and awe in the common folk, commanding respect in the power of the natural world, known for swift justice delivered by thunderbolts.   Tempest Domain Spells 1st: Fog Cloud, Thunderwave 3rd: Gust of Wind, Shatter 5th: Lightning Storm, Sleet Storm 7th: Control Water, Ice Storm 9th: Destructive Wave, Maelstrom   Bonus Proficencies At 1st level, you gain proficiency with martial weapons and heavy armour.   Wrath of the Storm 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 Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom m odifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Destructive Wrath Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.   Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.   Divine Strike 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 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Stormborn At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Trickery Domain: Gods of trickery, chiefly the dead god Lorkhan of the elves, Leki in the Redguard pantheon, Baan Dar in the Khajiiti pantheon or Stuhn of the Nordic pantheon are are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. Gods of beauty and seduction such as Dibella of the Nine are also commonly accosiated with this domain.   Trickery Domain Spells 1st: Calm, Disguise Self 3rd: Mirror Image, Pass Without Trace 5th: Blink, Dispel Magic 7th: Oblivion Door, Polymorph 9th: Dominate Person, Modify Memory   Blessing of the Trickster Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.   Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.   Channel Divinity: Cloak of Shadows Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you becom e invisible until the end of your next turn. You becom e visible if you attack or cast a spell.   Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Improved Duplicity At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
War Domain: Gods of war, such as Talos of the Nine, Ysmir of the Nordic pantheon, HoonDing of the Redguards, Trinimac of the elves or Malacath of the Orcs, watch over warriors and reward them for their great deeds. Inspiring others to fight the good fight or offering acts of violence as prayers.   War Domain Spells 1st: Divine Favour, Shield of Faith 3rd: Magic Weapon, Spiritual Weapon 5th: Bain of the Undead, Spirit Guardians 7th: Freedom of Movement, Stoneflesh 9th: Flame Strike, Hold Monster   Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armour.   War Priest From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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.   Channel Divinty: Guided Strike Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.   Channel Divinty: War God's Blessing At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.   Divine Strike 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 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.   Avatar of Battle At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

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