Cleric: Difference between revisions

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Chanting a song of glory, a Dragonwrought swings his axe in wide swaths to cut through the ranks of foes arrayed against him, shouting praise to the gods with every foe’s fall.<br>
Chanting a song of glory, a Dragonwrought swings his axe in wide swaths to cut through the ranks of foes arrayed against him, shouting praise to the gods with every foe’s fall.<br>
Calling down a curse upon the forces of undeath, a centaur lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.<br>
Calling down a curse upon the forces of undeath, a centaur lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.<br>
Clerics are intermediaries between the mortal world and the Three. No ordinary priest, a cleric is imbued with divine magic.
Clerics are intermediaries between the mortal world and the Three. No ordinary priest, a cleric is imbued with divine magic.<br>
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.<br>
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.<br>
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.<br>
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.<br>
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.<br>
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.


{| class="wikitable"
{| class="wikitable"
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| 4th || +2 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 3,000
| 4th || +2 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || [[Cleric #Destroy Undead and Aberrations|Destroy Undead and Aberrations (CR 1/2)]] || 6,000
| 5th || +3 || [[Cleric #Smite Undead and Aberrations|Smite Undead and Aberrations]] || 6,000
|-
|-
| 6th || +3 || [[Cleric#Diversified Divinity|Diversified Divinity]], [[Cleric#Divine Domain|Divine Domain Feature]] || 10,000
| 6th || +3 || [[Cleric#Diversified Divinity|Diversified Divinity]], [[Cleric#Divine Domain|Divine Domain Feature]] || 10,000
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| 7th || +3 || - || 20,000
| 7th || +3 || - || 20,000
|-
|-
| 8th || +3 || [[Cleric#Ability Score Improvements|Ability Score Improvement]], [[Cleric#Divine Domain|Divine Domain Feature]], [[Cleric #Destroy Undead and Aberrations|Destroy Undead and Aberrations (CR 1)]] || 40,000
| 8th || +3 || [[Cleric#Ability Score Improvements|Ability Score Improvement]], [[Cleric#Divine Domain|Divine Domain Feature]] || 40,000
|-
|-
| 9th || +4 || - || 60,000
| 9th || +4 || - || 60,000
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| 10th || +4 || [[Cleric#Divine Intervention|Divine Intervention]] || 80,000
| 10th || +4 || [[Cleric#Divine Intervention|Divine Intervention]] || 80,000
|-
|-
| 11th || +4 || [[Cleric #Destroy Undead and Aberrations|Destroy Undead and Aberrations (CR 2)]] || 100,000
| 11th || +4 || - || 100,000
|-
|-
| 12th || +4 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 120,000
| 12th || +4 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 120,000
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| 13th || +5 ||  - || 140,000
| 13th || +5 ||  - || 140,000
|-
|-
| 14th || +5 || [[Cleric #Destroy Undead and Aberrations|Destroy Undead and Aberrations (CR 3)]] || 160,000
| 14th || +5 || - || 160,000
|-
|-
| 15th || +5 || - || 180,000
| 15th || +5 || - || 180,000
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| [[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
|-
|-
| [[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
| [[Cleric#Smite Undead and Aberrations|Smite Undead and Aberrations]] || 5th || When you use a Turn Undead and Aberrations you dead Radiant Damage to all the targets
|-
|-
| [[Cleric#Diversified Divinity|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
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'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br>
'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br>
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]]<br>
'''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.
'''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.


{| class="wikitable"
{| class="wikitable"
|+ Spells Known and Spell Slots per Level
|+ [[Cleric Spells|Cleric Spell List]]
|-
|-
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
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''2nd Level Cleric Channel Divinity Options''<br>
''2nd Level Cleric Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
You gain the following two Channel Divinity Options:
*'''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. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Conditions#Incapacitated|Incapacitated]]. While [[Conditions#Dazed|Dazed]] in this way, the 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.<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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==== Destroy Undead and Aberrations ====
==== Smite Undead and Aberrations ====
''5th Level Cleric Feature''<br>
''5th Level Cleric Feature''<br>
When an Undead or Aberration fails its Saving Throw against your Turn Undead and Aberrations Channel Divinity Option, that 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.
When you use your Turn Undead and Aberrations Channel Divinity Option, you can roll number of d8s equal to your Proficiency Bonus. All creatures that failed the Saving Throw against the effect take Radiant Damage equal to the result of the d8s, and all creatures that succeeded the Save take half as much Damage.
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''10th Level Cleric Feature''<br>
''10th Level Cleric Feature''<br>
You can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.<br>
You can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.<br>
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.
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.
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