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Cleric

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.

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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.

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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.

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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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Subclasses

Cleric Avatar.png
Cleric Symbol Transparent.png
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Basics

  • Base Hit Points: 56

  • Hit Points per Advancement: 14

  • Actions: 1 Attack, 1 Bonus, 1 Reaction

  • Class Resources

    • Level 10: +1

  • Casting Attribute: Wisdom

  • Starting Kit

    • Mace​

    • Shield

    • Chain Shirt

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Proficiencies

  • Armor: Light armor, medium armor, shields

  • Weapons: Simple weapons

  • Saving Throws: Wisdom, Charisma

  • Skills: Medicine, Religion​

  • Attack & Spell Bonus:

    • Level 8: +2

    • Level 10: +1 (3)

    • Level 12: +1 (4)

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Channel Divinity: Turn Undead

Requires Level 10

Present your holy symbol to make all undead in a 3 tile radius around you make a Wisdom Saving Throw. If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn.

 

Divine Domain

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.

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Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

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Each domain’s description gives examples of deities who have influence over that domain. You can read more about the deities of the Forgotten Realms here.

 

Choose your divine domain (subclass) from the five available: Death Domain, Life Domain, Light Domain, Trickery Domain and Twilight Domain. These will be unlocked at Level 10 and reach their full potential at Level 12.

 

Your divine domain must match a domain that falls under your chosen deity's portfolio.

Class Expectations

Clerics must be dedicated to the service of an individual deity within our approved pantheon. Additionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric.

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As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenants, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Depending on the severity of the offense your cleric may lose access to their subclass abilities, or lose levels in the class and be given penance to undergo. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred from returning to their particular clergy again.

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As a conduit for divine power, you are granted the gift of channeling that magic into spells.

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Spell Slots

Level 8

  • 1st: +3

  • 2nd: +2

Level 10​

  • 1st: +1
  • 2nd: +1
  • 3rd: +2
  • 4th: +2

Level 12​

  • 3rd: +1

  • 4th: +1

  • 5th: +2

Combat Spells

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The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.

Sacred Flame

Evocation

1 Action

V, S

 

Flame-like radiance descends on a creature that you can see within range.

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2d8 Radiant Damage

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(8 + Spell Bonus vs DEX Save)

Flavor Spells

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The following spells are included in the cleric's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.

Continual Flame

Evocation
1 Action
V, S

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A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Ritual Spells

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Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.

Ceremony

Evocation
1 Hour
V, S, M

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Class Required:​

  • Cleric

  • Paladin

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Components Required:

  • 2x Ring (Wedding Only)

  • 2x Holy  Water

  • 5x Arcane Residue

 

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

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Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

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Wedding. You touch adult humanoids willing to be bonded together in marriage. 

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The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Vecna and Myrkul are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Bhaal), pain (Loviatar), disease or poison (Talona), and the underworld (Kelemvor or Shar).

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Bonus Proficiencies​

  • Weapons: Martial weapons

  • Skills: Deception

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Channel Divinity: Touch of Death

You use your Channel Divinity to destroy another creature’s life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal 25 extra necrotic damage.

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Divine Strike

Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target.

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Reaper (Blight)

Requires Level 12

​After casting the spell Blight you may target a second creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again.

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Reaper (Vampiric Touch)

Requires Level 12

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After casting the spell Vampiric Touch, you may target a second creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again.

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Domain Spells

Ray of Sickness

Necromancy

1 Action

V, S

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A ray of sickening greenish energy lashes out towards a creature within range. Make a ranged spell attack against the target (8 + Spell Bonus vs CON save). On a hit, the target takes 2d8 poison damage.

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Acquired at 12th Level

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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. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (Chauntea), sun gods (Lathander or Corellon Larethian), gods of healing or endurance (Ilmater), and gods of home and community (Yondalla). 

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Bonus Proficiencies​

  • Armor: Heavy armor

  • Skills: Nature

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Channel Divinity: Preserve Life

As an action you, you present your holy symbol and evoke healing energy that can restore 25 hit points to two targets within 4 tiles of you. This has no effect on Undead or Constructs.

 

Disciple of Life

Your healing spells are more effective. Once per turn, when you heal a target using a spellslot of 1st or higher, you may heal them for an additional HP equal to your WIS. Applies only once per spellcast, even on multitarget heals.

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Blessed Healer

Requires Level 12

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Healing spells cast on others also heal you. When you heal another target using a spellslot of 1st or higher, you regain HP equal to your WIS. Applies only once per spellcast, even on multitarget heals.

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Domain Spells

Cure Wounds (3rd)

Evocation

1 Action

V, S

 

A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This spell will remove the Wounded status.

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This had no effect on Undead or Constructs.

 

Ritual Spells

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Regenerate

Transmutation

1 Minute

V, S, M

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Class Required:​

  • Cleric: Life Domain

  • Druid: Circle of Dreams

  • Sorcerer: Divine Soul

  • Warlock: Pact of the Celestial

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Components Required:

  • 4x Holy Water

  • 35x Arcane Residue

 

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

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The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

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Gods of light — including Helm, Lathander, Corellon Larethian, Kossuth, and others — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

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Bonus Proficiencies​

  • Skills: Persuasion

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Channel Divinity: Radiance of the Dawn

As an action, you present your holy symbol, and any magical darkness within 3 tiles of you is dispelled. Additionally, each hostile creature within 3 tiles of you must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 2d10 + 10 radiant damage on a failed save or half as much on a successful one.

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Warding Flare

When you are hit by a creature within 3 tiles of you that you can see, use your reaction to cause light to flare before the character before it hits--and turn that hit into a miss. Usable once per long rest.

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Improved Warding Flare

Requires Level 12

Gain an extra use of Warding Flare per long rest. You can now use Warding Flare to protect an ally in 3 tiles of you from an attack. 

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Domain Spells

Firebolt

Evocation

1 Action

V, S

 

You hurl a mote of fire at a creature or object within range.

 

2d10 Fire Damage

 

(1d20 + Spell Bonus vs AC)

 

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Gods of trickery – such as Tymora, Beshaba, Garl Glittergold, Cyric, Mask, and Lolth – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

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Bonus Proficiencies​​

  • Skills: Deception

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Channel Divinity: Invoke Duplicity

As an action and for the cost of One Class Resource, you present your holy symbol creating a perfect illusion of yourself that lasts until it is struck. The next time you are to take damage from any attack, /roll 1d2. If the result is a 1, take the hit as normal and the illusion continues. If the result is a 2, negate all damage and the illusion ends.

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Divine Strike

Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target.

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Channel Divinity: Cloak of Shadows

Requires Level 12

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As a full round action and one Class Resource, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

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Domain Spells

Charm Person

Enchantment

1 Action

V, S

 

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns.

 

(8 + Spell Bonus vs WIS Save)

 

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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.

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Clerics who serve these deities—Helm, Ilmater, Selûne, and Yondalla—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.

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Bonus Proficiencies​

  • Armor: Heavy armor

  • Weapons: Martial weapons

  • Skills: Stealth

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Channel Divinity: Twilight Sanctuary

As an action, you present your holy symbol, restoring 1d6 + 10 hit points to allies within 4 tiles and curing them of any charmed or frightened statuses.

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Divine Strike

Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target.

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Vigilant Blessing

The night has taught you to be vigilant. You give one creature you touch (including possibly yourself) advantage on their initiative roll.

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Steps of Night

Requires Level 12

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When you are in dim light or darkness, you may use your bonus action to convert your movement type to flying. Additionally, if used on the same turn of using Twilight Sanctuary you may spend a bonus action to immediately fly your movement speed + 3.

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Domain Spells

Faerie Fire

Evocation

1 Action

V

 

Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility.

 

Ritual Spells

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Dream

Illusion

1 Minute

V, S, M

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Class Required:​

  • Cleric: Twilight Domain

  • Druid: Circle of Dreams

  • Bard: College of Glamour

  • Warlock

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Component Required:​

  • Ground  up Valor Bell (Flavor)

  • Ground  up Brisk Leaf (Flavor)

  • Ground  up Mother's Leaf (Flavor)

 

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

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If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

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You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest.

 

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

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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. Gods of war include champions of honor and chivalry (such as Torm) as well as gods of destruction and pillage (such as Gruumsh) and gods of conquest and domination (such as Bane, and Maglubiyet). Other war gods (such as Tempus) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

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Bonus Proficiencies​

  • Armor: Heavy armor

  • Weapons: Martial weapons

  • Skills: Intimidation

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Channel Divinity: Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. You gain +10 to-hit on your next attack roll.

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Channel Divinity: War God's Blessing

You can use your reaction to grant an ally a +10 bonus to their to-hit for their next attack roll.

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Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. 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 damage to the target.

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War Priest

Requires Level 12

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Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the attack action, you can make an additional weapon attack as a bonus action. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

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