Class Features
Hit Points
Hit Dice: 1D8 per Gothi Level
Hit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1d8 (or 5) + your Constitution modifier per gothi level after 1st
Proficiencies
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
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Seax or (b) a Warhammer (if proficient)
(a) Medium Hide armor, (b) Leather armor, or (c) Chain Hauberk (if proficient)
(a) a short bow and a quiver with 20 arrows or (b) any simple weapon
(a) a gothi's pack
A Shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast gothi spells.
Cantrips
At 1st level, you know three cantrips of your choice from the gothi spell list. You learn additional gothi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the gothi table.
Spell Slots
The gothi 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 short rest.
You prepare the list of gothi spells that are available for you to cast, choosing from the gothi spell list. When you do so, choose a number of gothi spells equal to your Wisdom modifier + your gothi 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 gothi, 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 short rest. Preparing a new list of gothi 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 gothi spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a gothi spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a gothi 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 gothi 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 gothi spells.
Divine Domain
Arcana Domain
Death Domain
Forge Domain
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Peace Domain
Sacrifice Domain
Sea Domain
Tempest Domain
Traust Domain
Trickery Domain
Domain Spells
Each domain has a list of spells-its domain spells that you gain at the gothi 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 gothi spell list, the spell is nonetheless a gothi 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.
Harness Divine Power
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
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.
Cantrip Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the gothi spell list.
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 Gothi table above.
Blessed Strikes
Replaces the Divine Strike or Potent Spellcasting feature
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
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 gothi level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any gothi spell or gothi 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 short rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Gothi Spells
Cantrips
Decompose
Guidance
Hand of Radiance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Toll the Dead
Virtue
Word of Radiance
1st-Level Spells
Bane
Bless
Ceremony
Command
Create Food and 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-Level Spell
Aid
Augury
Blindness/Deafness
Borrowed Knowledge
Calm Emotions
Circle of Truth
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
3rd-Level Spell
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
Sending
Speak with Dead
Spirit Guardian
Spirit Shroud
Tongues
Water Walk
4th-Level Spell
Aura of Life
Aura of Purity
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th-Level Spell
Commune
Contagion
Dawn
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Holy Weapon
Insect Plague
Legend Lore
Mass Cure Wounds
Realm Binding
Revivify
Scrying
Summon Asgardian
6th-Level Spells
Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Otherworldly Form
Planar Ally
Sunbeam
True Seeing
Word of Recall
7th-Level Spells
Conjure Åsgårdian
Divine Word
Etherealness
Fire Storm
Raise Dead
Regenerate
Symbol
Temple of the Gods
8th-Level Spells
Antimagic Field
Control Weather
Earthquake
Holy Aura
Sunburst
9th-Level Spells
Astral Projection
Bifröst
Gate
Mass Heal
Power Word Heal
Resurrection
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