Cleric

Revision as of 15:55, 23 July 2022 by Skilfularcher (talk | contribs) (Created page with "== Cleric == Clerics also get their magic from the Bahumat, guiding them on how to heal and protect others, or bring destruction to those who would destroy good things. {| class="wikitable" |+| Class Table |- ! Level !! Proficiency Bonus !! Features !! Experience Points |- | 1st || +2 || Divine Domain, Spellcasting || 0 |- | 2nd || +2 || Channel Divinity, Divine Domain Feature || 300 |- | 3rd || +2 || - || 1,000 |- | 4th || +2 || Ability Score Improvement || 3,000 |- |...")
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Cleric

Clerics also get their magic from the Bahumat, guiding them on how to heal and protect others, or bring destruction to those who would destroy good things.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Divine Domain, Spellcasting 0
2nd +2 Channel Divinity, Divine Domain Feature 300
3rd +2 - 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Destroy Undead and Aberrations (CR 1/2) 6,000
6th +3 Increased Channel Divinity, Divine Domain Feature 10,000
7th +3 - 20,000
8th +3 Ability Score Improvement, Blessed Strikes, Destroy Undead and Aberrations (CR 1) 40,000
9th +4 - 60,000
10th +4 Divine Intervention 80,000
11th +4 Destroy Undead and Aberrations (CR 2) 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Destroy Undead and Aberrations (CR 3) 160,000
15th +5 - 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Divine Domain Feature, Destroy Undead and Aberrations (Cr 4) 225,000
18th +6 Frequent Channel Divinity 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Improved Divine Intervention 350,000

Class Information.

Hit Dice. 1d8 per cleric level
1st Level Hitpoints. 8 + your Constitution modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple weapons
Tool Proficiencies. One set of Artisan’s Tools
Saving Throw Proficiencies. Wisdom and Charisma
Skill Proficiencies. Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment. A Mace or Warhammer (if Proficient), Leather or Scale Mail or Chain Mail (if Proficient), any Simple Weapon, a Shield, and a Holy Symbol

Spellcasting. You gain the ability to cast spells at 1st level.

Spellcasting Ability. Wisdom
Spell Save DC. 8 + Your Proficiency Bonus + Your Wisdom Modifier
Spell Attack Bonus. Proficiency Bonus + Your Wisdom Modifier
Ritual Casting. You can cast any prepared spell as a ritual if it has the ritual tag.
Spellcasting Focus. A Holy Symbol
Spell Learning Method. Whenever you finish a long rest, you prepare a number of spells equal to your cleric level + your Wisdom modifier from the cleric spell list. You can cast these spells using your spell slots until the end of your next long rest.
Spells known and spell slots per level
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 2 - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 3 4 3 3 2 - - - - -
9th 3 4 3 3 3 1 - - - -
10th 5 4 3 3 3 2 - - - -
11th 5 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 3 2 1 1 1 -
16th 5 3 3 3 2 1 1 1 1 -
17th 5 3 3 3 2 1 1 1 1 1
18th 5 3 3 3 2 1 1 1 1 1
19th 5 3 3 3 2 1 1 1 1 1
20th 5 3 3 3 2 1 1 1 1 1

Divine Domain. At 1st level, choose one domain related to your skill set and the way you serve Bahumat. 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 and 17th levels.

Channel Divinity. At 2nd level, you gain the ability to harness the power of Bahumat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain some options if you choose to multiclass into Paladin. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.

Channel Divinity Option: Turn Undead and Aberrations. As an action, you 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 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.

Channel Divinity Option: Harness Divine Power. 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).

Ability Score Improvements. 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. Alternatively, you can take a Feat instead of taking this increase to ability scores.

Destroy Undead and Aberrations. Starting at 5th level, when an Undead or Aberration fails its saving throw against your Turn Undead and Aberration feature, the creature is instantly destroyed if its challenge rating is 1/2 or lower. When you reach 8th level in this class, the creature is instantly destroyed if its challenge rating is 1 or lower, 2 or lower at 11th level or lower, 3 or lower at 14th level, and 4 or lower at 17th level.

Increased Channel Divinity. At 6th level when you use a Channel Divinity Option as an Action, you can cast a cantrip with a casting time of one action, or make a melee weapon attack as a bonus action.

Blessed Strikes. At 8th level your divine presence empowers your strikes. Choose one of the following features.

Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 acid, cold, fire, lightning, poison or thunder damage (your choice when you gain this feature) to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Intervention. Beginning at 10th level, you can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great. Imploring one of the Three’s aid requires you to use your action. Describe the assistance you seek, and roll a d100. If you roll a number equal to or lower than your cleric level, one of the Three intervenes. The DM chooses the nature of the intervention. If there is an intervention, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Frequent Channel Divinity. At 18th level you can use your Channel Divinity a number of times equal to two times your Proficiency Bonus.

Improved Divine Intervention. Beginning at 20th level, when you use Divine Intervention it succeeds automatically and you do not need to roll.