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'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Cleric Level after 1st<br> | '''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Cleric Level after 1st<br> | ||
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | '''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | ||
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons<br> | '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br> | ||
'''Tool Proficiencies.''' One set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]]<br> | '''Tool Proficiencies.''' One set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]]<br> | ||
'''Saving Throw Proficiencies.''' Wisdom and Charisma.<br> | '''Saving Throw Proficiencies.''' Wisdom and Charisma.<br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| Divine Domain || 1st || You choose your subclass, and gain features at 1st, 2nd, 6th, 8th, and 17th Level | | [[Cleric#Divine Domain|Divine Domain]] || 1st || You choose your subclass, and gain features at 1st, 2nd, 6th, 8th, and 17th Level | ||
|- | |- | ||
| Spellcasting || 1st || You gain Spellcasting that uses Wisdom and Preparing Spells | | [[Cleric#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Wisdom and Preparing Spells | ||
|- | |- | ||
| Channel Divinity || 2nd || You gain a few divine abilities that you can use | | [[Cleric#Channel Divinity|Channel Divinity]] || 2nd || You gain a few divine abilities that you can use | ||
|- | |- | ||
| Channel Divinity Options || 2nd || You can use your Channel Divinity to make Aberrations and Undead run away or to regain Spell Slots | | [[Cleric#Channel Divinity Options|Channel Divinity Options]] || 2nd || You can use your Channel Divinity to make Aberrations and Undead run away or to regain Spell Slots | ||
|- | |- | ||
| [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level | | [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level | ||
|- | |- | ||
| Destroy Undead and Aberrations | | [[Cleric#Destroy Undead and Aberrations|Destroy Undead and Aberrations]] || 5th || When you use a Turn Undead and Aberrations you can destroy weak monsters, and more powerful monsters as you level up | ||
|- | |- | ||
| Diversified Divinity || 6th || You can Attack or cast a Cantrip when you use your Channel Divinity | | [[Cleric#Diversified Divinity|Diversified Divinity]] || 6th || You can Attack or cast a Cantrip when you use your Channel Divinity | ||
|- | |- | ||
| | | [[Cleric#Divine Intervention|Divine Intervention]] || 10th || You can make a god maybe help you | ||
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| | | [[Cleric#Frequent Channel Divinity|Frequent Channel Divinity]] || 18th || You can use Channel Divinity twice as much | ||
|- | |- | ||
| | | [[Cleric#Improved Channel Divinity|Improved Channel Divinity]] || 20th || You always make a god help you when you use Divine Intervention | ||
| Improved Channel Divinity || 20th || You always make a god help you when you use Divine Intervention | |||
|} | |} | ||
<br> | |||
==== Spellcasting ==== | ==== Spellcasting ==== | ||
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| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1 | | 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1 | ||
|} | |} | ||
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==== Divine Domain ==== | ==== Divine Domain ==== | ||
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! Divine Domain !! Complexity (1-5) !! Description | ! Divine Domain !! Complexity (1-5) !! Description | ||
|- | |- | ||
| Arcana Domain || 2 || You break and burn the spells affecting creatures while also embodying the might of an archmage. | | [[Cleric#Arcana Domain|Arcana Domain]] || 2 || You break and burn the spells affecting creatures while also embodying the might of an archmage. | ||
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| Dragon Domain || 3 || You embody the power and stewardship of dragons to protect your belongings and the belongings of others. | | [[Cleric#Dragon Domain|Dragon Domain]] || 3 || You embody the power and stewardship of dragons to protect your belongings and the belongings of others. | ||
|- | |- | ||
| Feast Domain || 2 || You use your power over sustenance to feed those around you and poison your foes. | | [[Cleric#Feast Domain|Feast Domain]] || 2 || You use your power over sustenance to feed those around you and poison your foes. | ||
|- | |- | ||
| Forge Domain || 2 || You embody the forge to empower the weapons of your allies and strike your foes with blazing fire. | | [[Cleric#Forge Domain|Forge Domain]] || 2 || You embody the forge to empower the weapons of your allies and strike your foes with blazing fire. | ||
|- | |- | ||
| Grave Domain || 2 || You channel the power of the grave to keep the living alive and the dead in the ground. | | [[Cleric#Grave Domain|Grave Domain]] || 2 || You channel the power of the grave to keep the living alive and the dead in the ground. | ||
|- | |- | ||
| Knowledge Domain || 2 || You use your magic to uncover the secrets of the past and find the weaknesses of your foes. | | [[Cleric#Knowledge Domain|Knowledge Domain]] || 2 || You use your magic to uncover the secrets of the past and find the weaknesses of your foes. | ||
|- | |- | ||
| Life Domain || 1 || You use your healing magic to make sure your allies can never die. | | [[Cleric#Life Domain|Life Domain]] || 1 || You use your healing magic to make sure your allies can never die. | ||
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| Light Domain || 2 || You use the light and searing fire to ward your allies from death and send your foes to a fiery grave. | | [[Cleric#Light Domain|Light Domain]] || 2 || You use the light and searing fire to ward your allies from death and send your foes to a fiery grave. | ||
|- | |- | ||
| Nature Domain || 2 || You dominate beasts and plants and force the elements to bend to your will. | | [[Cleric#Nature Domain|Nature Domain]] || 2 || You dominate beasts and plants and force the elements to bend to your will. | ||
|- | |- | ||
| Order Domain || 3 || You use your enchantment spells to dominate the wills of others and empower your allies. | | [[Cleric#Order Domain|Order Domain]] || 3 || You use your enchantment spells to dominate the wills of others and empower your allies. | ||
|- | |- | ||
| Peace Domain || 3 || You become a ward of peace that provides safety to your allies and improves them as they grow nearer to each other. | | [[Cleric#Peace Domain|Peace Domain]] || 3 || You become a ward of peace that provides safety to your allies and improves them as they grow nearer to each other. | ||
|- | |- | ||
| Tempest Domain || 1 || You become the wrath of the storm while wielding weapons to smite your foes with lightning and thunder. | | [[Cleric#Tempest Domain|Tempest Domain]] || 1 || You become the wrath of the storm while wielding weapons to smite your foes with lightning and thunder. | ||
|- | |- | ||
| Travel Domain || 3 || You become a swift guide for your allies, releasing them from that which would restrain them while navigating unfailingly for them. | | [[Cleric#Travel Domain|Travel Domain]] || 3 || You become a swift guide for your allies, releasing them from that which would restrain them while navigating unfailingly for them. | ||
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| Trickery Domain || 4 || You trick your foes and manipulate their actions with duplicates of yourself and other illusions to make them fall right into your many traps. | | [[Cleric#Trickery Domain|Trickery Domain]] || 4 || You trick your foes and manipulate their actions with duplicates of yourself and other illusions to make them fall right into your many traps. | ||
|- | |- | ||
| Twilight Domain || 3 || You embody the twilight to create and step through shrouds of darkness and protect your allies. | | [[Cleric#Twilight Domain|Twilight Domain]] || 3 || You embody the twilight to create and step through shrouds of darkness and protect your allies. | ||
|- | |- | ||
| War Domain || 2 || You become an avatar of war and lead your allies into battle as you control the battle from the front. | | [[Cleric#War Domain|War Domain]] || 2 || You become an avatar of war and lead your allies into battle as you control the battle from the front. | ||
|} | |} | ||
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*'''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you can use your Channel Divinity to present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, 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 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.<br> | *'''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you can use your Channel Divinity to present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, 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 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.<br> | ||
*'''Channel Divinity Option: Harness Divine Power.''' As a Bonus Action, you can use your Channel Divinity to 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). | *'''Channel Divinity Option: Harness Divine Power.''' As a Bonus Action, you can use your Channel Divinity to 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). | ||
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==== Ability Score Improvements ==== | ==== Ability Score Improvements ==== |