Cleric

Description

Divine magic, as the name suggests, is the power of the gods, flowing from them 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. 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.
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose from 4 subclasses, perhaps the most versatile of the classes.
  • A cleric can come from anywhere, some chosen unwillingly to serve a divine purpose.
  • 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.
  • When a cleric takes up an adventuring life, it is usually because his or her god demands it, to protect the masses, smiting evil, or seeking holy relics in ancient tombs.
 
Please take careful consideration when choosing the deity of your cleric. If unsure which god suits the character you intend to whitelist please open a lore-inquiry ticket within the DM section or the staff handling your whitelist.   To change deity as a cleric requires a minimum of 3x 1 hour sessions of RP. To maximize the mastery retained please open a lore-inquiry ticket about long term story progression exploring these changes.
 

Subclasses

     
Cleric Subdomains
At Adept, Clerics may open a ticket to select one subdomain. That subdomain must be in line with the domains of your deity.   Arcana
  • Pick any one novice or adept level ritual and one damage-dealing spell you do not know off of the Wizard spell lists. Spell choices must also be in-line with your deity. Ritual choice must be off of the base class list.
    Note: Spell levels are listed on their spell pages and are not chosen according to the level at which they are given to Wizards.
  • You gain +6 SP
  • You gain access to the following Fluff Spells: Control Flames, Dancing Lights, Gust, Mage Hand, Minor Illusion, Mold Earth, Prestidigitation, Shape Water.
Forge
  • You gain resistance to fire damage
  • You gain +1 AC from armor, and +1 hit with weapons.
  • You gain access to the Fluff Spell Touch of Gond.
Grave
  • You gain +6 Hit Points.
  • You gain a circle of mortality. When a creature you can see is reduced to 0 hit points within 5 tile range of you, you may choose to immediately heal them 2d6 + your Wisdom modifier hit points as a Reaction, preventing the Downed status. This may be done once per Short Rest.
Knowledge
  • You gain a choice of either the Genius or Linguist Feats.
  • You gain +1 to INT and WIS saves.
Light
  • You learn the Fireball and Scorching Ray spells.
  • Gain +2 damage on Radiant and Fire spells leveled expert or below.
Nature
  • Druidic Mastery: Pick any one novice or adept ritual and damage-dealing level spell that you don’t know off the Druid spell lists. Ritual choice must be off of the base class list.
    Note: Spell levels are listed on their spell pages and are not chosen according to the level at which they are given to Druids.
  • You gain +3 SP.
  • You gain +3 HP.
  • You gain access to the Fluff Spells Gust, Mold Earth, & Shape Water.
Order
  • You gain resistance to poison damage
  • You gain a fighting style and +1 on all Wis and Cha saves.
Peace
  • +1 on all Wis and Cha skills.
  • You gain Protective Bond. Once per short rest you may, as a free action, move 2 tiles towards an ally and heal them for 1d4+mastery
Tempest Trickery
 

Death Domain

The Death Domain focuses on using the forces of the afterlife in order to fuel their powers. A Death Cleric is concerned with the forces that cause the negative energy that gives rise to undead creatures. Gods of the Death domain also embody murder, pain, disease or poison, and the Underworld.  

Perks

 
Death Domain Spells
  Novice
Deathly Fortitude
Your hit dice are now D8 per level.
Channel Divinity: Touch of Death
When you land a melee attack or AC targeting spell from the necromancy school, and any of the bonus action abilities of its Animate Dead Runes. This Divinity is a Free Action.
  • Ray of Sickness
  • Ray of Enfeeblement
  • Inflict Wounds
  • Champion’s Strike
  • Wail
  • Touch of Death uses a free action; and deals 1d8+Mastery Necrotic damage to the target provided they are within 2 tiles. Limited to usual Channel Divinity Uses, once per turn.
      Adept
    Necrotic Resistance
    You gain resistance to Necrotic Damage.
    Animate Dead
    You may create runes to summon various champions of undeath; which act as guard runes. These runes have to be crafted and are only usable by Death Domain Clerics.   Note: While they are visually represented by a text status, these guardians are present in-character and can be seen by other player characters.   Skeletal Champion
    Guard Bonus: +6 Temp Hitpoints, +2 to Hit
    Champion's Strike: As a bonus action; command the golem to attack a target within 2 tiles of you. This is an AC targeting attack taken at a fixed +9. On a successful hit; the attack deals 1d8+7 Slashing/Bludgeoning damage. This can be used twice per short rest.   Spirit Guardian
    Guard Bonus: +6 Temp Hitpoints; +2 DT; +1 to Wisdom saves.
    Wail: Select up to 3 Targets within 8 tiles; each target must make a DC 15 Wis Save; on a failed save they take 2d6+5 psychic damage and suffer -1 on all saves for 2 turns. On a successful save; targets are unaffected. This may be used once per short rest.
      Expert
    Inescapable Death
    Your ability to channel negative energy becomes more potent, piercing the veils of life & death. As a bonus action, target a creature within 6 tiles and they become Blighted for 2 rounds. This may be done twice per long rest.
      Master
    Trinity of Death
    - Touch of Death and Inescapable Death each gains one additional use and the DCs of Animate Dead abilities is increased to DC16.


     

    Life Domain

    The White Mage of Clerics. Entirely focused on keeping their allies alive, their healing spells heal for more than your average Domain. The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.  

    Perks

     
    Life Domain Spells
      Novice
    Disciple of Life
    The restorative and healing powers as in your faith, carry into the power of your spells and prayers. Your healing spells are more effective. Each healing spell casted gains 1 + Mastery Level HP restored.   You can’t use this feature on an undead. This affects all healing spells & feats.
    Channel Divinity: Preserve Life
    As a reaction, you present your holy symbol and amplify your healing with an evocation of life. Your healing spells are increased by 25% until the end of your turn. This costs 3 Spell Points.
      Adept
    Divine Radiance
    You are resistant to Radiant Damage.
    Blessed Healer
    When you cast a spell that restores hit points to a creature, you may use your bonus action to restore 1d8+Mastery hit points to yourself as well. May be used twice per short rest.   This ability is not effected by Disciple of Life.
      Expert
    Supreme Healing
    Whenever you cast a spell that restores hit points to a creature other than yourself, you may use a Free Action to restore an additional 1d10+Mastery hit points. This costs 3 Spell Points. May be used once per short rest.
      Master
    Exalted Healer
    Blessed Healer and Supreme Healing each gain an additional use per short rest.


     

    Twilight Domain

    Clerics who serve these deities 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. 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 the gods of twilight guard against the horrors of the night.  

    Perks

     
    Twilight Domain Spells
      Novice
    Divine Defender
    You may wear heavy armor and a +1 to your hit with weapons.
    Channel Divinity: Twilight Sanctuary
    You gain the following use of your channel divinity, which still follows the rules of channel divinity. You choose only one to use at a time.   You can use your Channel Divinity to refresh your allies with soothing twilight. As a bonus action, you present your holy symbol, and create an orb of twilight. You select up to 10 creatures within a 4 tiles radius of yourself as targets. You can grant that creature the following benefits:
    • You heal it by 6 hit points.
    • You remove the Charmed and Frightened status effects from that creature.
    Your Twilight Sanctuary lasts for 6 rounds
      Adept
    Twilight Sight
    You gain Darkvision if you did not have it already and +1 on Wisdom Saves.
    Vigilant Blessing
    You can see through the deepest gloom. The night has taught you to be vigilant. As an action, you give one creature you touch (and possibly yourself) +3 to initiative rolls until their next rest. Additionally, you gain Superior Darkvision passively.
      Expert
    Steps of Night
    As a Bonus Action, you can draw on the mystical power of night to rise into the air. During twilight hours, your very steps are guided by an unseen force. Once activated, you do not incur attacks of opportunity and can move 1 additional tile for 3 turns.   This ability may only be used once per short rest.
      Master
    Master of Twilight
    The healing of your Twilight Sanctuary is increased by +2 and you may use Steps of Night twice per short rest.


     

    War Domain

    War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers, promoting war in all its manifestations and supporting warriors in any circumstance.  

    Perks

     
    War Domain Spells
      Novice
    Divine Defender
    You may wear heavy armor and gain a +1 to hit with weapons.
    Channel Divinity: Guided Strike
    When you make an attack roll, you can use your Channel Divinity as a reaction to gain a +4 bonus to the roll until the end of your turn. Alternatively, you may spend a reaction to credit somebody else with a guide until the end of their turn.
      Adept
    Prepared Smite
    You may activate any Smite spell as part of your precombat phase, in addition to one other buff.
    Crusader's Mantle
    You may target three creatures; including yourself, and grant them +2 radiant damage on all attacks until their next short rest. Usable once per short rest.
      Expert
    Bulwark of Faith
    You may target three creatures; including yourself, and grant them +2 DT until their next short rest. Usable once per short rest.
      Master
    Exalted Divine Warrior
    Crusader’s Mantle's Radiant Damage bonus is increased to +3. Guided Strikes hit bonus is increased to +5.


    Combative Perks

      Novice
    Spellcasting
    Clerics use Wisdom for their Spellcasting Modifier.   Spell save DC = 10 + your Wisdom modifier
    Channel Divinity
    You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. This ability can be used twice every short rest.   Some Channel Divinity effects require saving throws, which the DC equals your cleric spell save DC.
    Hit Dice
    You gain +6 HP when you first become a Cleric. On each new mastery level, you gain an additional +6 to your Hit Points.
    Devotion
    You gain a single pick from the available Devotion list, located on the Feats page.
      Adept
    Spell Points I
    Gain +4 Spell Points
    Channel Divinity II
    Your Channel Divinity may now be used three times per short rest.
    Subdomain
    Pick one Subdomain from the Subdomain Table; the choice must be in line with your god.
      Expert
    Spell Points II
    Gain +4 Spell Points
    Channel Divinity III
    Your Channel Divinity may now be used four times per short rest.
    Extra Spell Power
    You gain an extra +1 to your Spell DC.
    Reverence
    Armor Training or a Devotion.
    Upcasting
    As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
      Master
    Spell Points III
    Gain +4 Spell Points
    Blessed Strikes
    When a creature takes damage from one of your weapon attacks they take 2 bonus radiant damage.

    Non-Combative Perks


    Armor Proficiency
    You are proficient with any light armor, or medium armor, and shields.
    Magical Healing
    Once every 20 hours, you can heal a wounded creature of 20d2 wound levels.
    Divine Knowledge
    Your connection to the divine or profane has been a journey for you. Some study hard, while others are imparted knowledge by their gods. What ever the case, matter of the divine are more readily recognizable to you. You gain +4 to Knowledge: Religion.

    Spell List


    Novice
    Adept
    Expert
    Master
    Cantrips
    Fluff
    Rituals