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Cleric of Ruornil

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.   You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

-Spell Slots per Spell Levels

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1 +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2 +2 Channel Divinity 3 3 - - - - - - - -
3 +2 - 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 Destroy Undead 4 4 3 2 - - - - - -
6 +3 Channel Divinity x2, Domain Feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement, Destroy Undead (CR 1), Domain Feature 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Divine Intervention 5 4 3 3 3 2 - - - -
11 +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 +6 Destroy Undead (CR 4), Domain Feature 5 4 3 3 3 2 1 1 1 1
18 +6 Channel Divinity x3 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light armor, medium armor, 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:
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 list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst 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 as a spellcasting focus for your cleric spells.  

Cleric Spell List

Spell LevelAvailable Spells
Cantrips Decompose, Guidance, Hand of Radiance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, Virtue, Word of Radiance
1st Bane, Bless, Ceremony, Command, Concussive Blow, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Guiding Hand, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify food and drink, Sanctuary, Shield of Faith
2nd Aid, Amanuensis, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
3rd Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Fast Friends, Feign Death, Glyph of Warding, Incite Greed, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Motivational Speech, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues, Water Walk
4th Aura of Life, Aura of Purity, Banishment, Control Water, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape
5th Commune, Contagion, Dawn, Dispel Evil and Good, Flame Strike, Geas, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Summon Celestial
6th Blade Barrier, Create Undead, Find the Path, Forbiddance, Harm, Heal, Heroe's Feast, Otherworldly Form, Planar Ally, Sunbeam, True Seeing, Word of Recall
7th Conjure Celestial, Divine Word, Etherealness, Fire Storm, Plane Shift, Regenerate, Resurrection, Symbol, Temple of the Gods
8th Antimagic, Control Weather, Earthquake, Holy Aura, Sunburst
9th Astral Projection, Gate, Mass Heal, Power Word : Heal, True Resurrection
class features:

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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.  
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 in the Cleric table above.  

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:

Divine Domains

Magic Domain
As a Cleric of Ruornil with access to the Magic Domain, you do not gain any Domain Spells. Instead, you receive training in arcane magic magic and have the spellcasting capabilities of a Magician whose level is half as much as your Cleric level.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.  

School Focus

When you select this domain at 1st level, choose two of the eight schools of magic as the focus of your arcane studies. As your skill in the arcane arts grows, you will be able to cast 1st and 2nd level spells from any school of magic but you will only be able to cast spells from 3rd thru 5th level in the schools you have chosen to focus your studies on.  

Spellbook

Starting at 1st level, you have a spellbook that contains all of the arcane spells that you know. You may select six 1st Level spells to add to your spellbook and each time your pool of spell points increases, you may add two additional spells. You may only add spells that are the Wizard's Spell List and they must follow the restrictions outlined in your School Focus feature and cannot exceed the maximum spell level listed for your class level (see below).   Until you begin to accrue Spell Points (starting at 2nd level), you are only able to cast an arcane spell if it is a Cantrip or a Ritual.  

Spell Points

Starting at 2nd level, you have a pool of spell points that can be used to cast arcane spells that you have prepared from your spellbook. You gain additional Spell Points at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.   In order to cast a spell, you must spend a number of spell points. Also, like your cleric spells, you must first prepare a spell before it can be cast. After a long rest, you may prepare a number of spells from your spell book equal to your Cleric level + your Intelligence modifier. Casting a spell does not remove it from your list of prepared spells. You can select a new list of prepared spells after each a long rest.   You may cast a lower level spell by spending additional spell points. For example, a 14th level cleric could cast Phantasmal Force as a 4th level spell by spending 6 spell points. You may only use spell slots to cast cleric spells and may only use spell points to cast lesser arcane magic spells. Your pool of spell points can never be reduced to below zero. You regain all used spell points after a long rest.   The Spell Point Table (below) shows how many spell points you have at 2nd level and above and indicates the maximum spell level that you can cast.

Spell Point Table

Cleric LevelSpell PointsMax Level
2nd & 3rd 4 1
4th & 5th 6 1
6th & 7th 14 2
8th & 9th 17 2
10th & 11th 27 3
12th & 13th 32 3
14th & 15th 38 4
16th & 17th 44 4
18th & 19th 57 5
20th 64 5
  The Spell Point Cost table indicates how many spell points are required to cast spells from 1st thru 5th level. You are unable to cast spells of 6th level and above.

Spell Point Cost Table

Spell LevelSpell Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 

Channel Divinity: Arcane Recovery

Starting at 2nd level, after a short rest, you may use Channel Divinity to recover a number of spell points equal to your Cleric level. Your pool of spell points can never exceed the amount listed for your level on the Spell Point Table.  

Channel Divinity: Spell Interruption

Beginning at 6th Level, as a reaction, you may use your Channel Divinity ability to interrupt a spell that another creature is in the process of casting. If the creature is casting a spell of 3rd level or lower, or if it is one of the spells you currently have prepared (either arcane or divine), its spell fails and has no effect. If it is casting a spell that you do not have prepared and is of 4th level or higher, make a spellcasting ability check (d20 + your Wisdom modifier) with a DC equal to 10 + the spell's level. If successful, the creature's spell fails and has no effect.  

Spell Attack Savant

At 8th level, you gain the ability to infuse your spells with raw divine energy or arcane energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 radiant or force damage to the target (choose one at the time of casting). When you reach 14th level, the extra damage increases to 2d8.  

Craft Spell

Starting at 17th level, as an Action, you can spontaneously craft a magical effect that mimics the effects of any other spell that is 8th level or lower. You need not meet the requirements for the spell, including any costly spell components. Using this ability does not expend any spell slots -- the spell simply takes effect.   You cannot do so again until after finishing a long rest.
Knowledge Domain
Ruornil is said to know each and every arcane spell in existence. Clerics who select the Knowledge Domain venerate him for his knowledge and his wisdom.

Knowledge Domain Spells

Cleric Level 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 Age

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 most 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.
Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but Ruornil is the celestial beacon that guards against the horrors of the night.   Clerics of Ruornil who choose the Twilight Domain bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.  

Twilight Domain Spells

Cleric Level Domain Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead

Bonus Proficiencies.

At 1st level, you gain proficiency with martial weapons and heavy armor.  

Eyes of Night

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.   As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.  

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.  

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.   As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
 

Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.  

Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

Created by

Magnus Argent.

Statblock Type

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