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.
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.
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.
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
Basics
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Base Hit Points: 56
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Hit Points per Advancement: 14
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Actions: 1 Attack, 1 Bonus, 1 Reaction
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Class Resources
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Level 10: +1
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Casting Attribute: Wisdom
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Starting Kit
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Mace
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Shield
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Chain Shirt
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Proficiencies
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Armor: Light armor, medium armor, shields
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Weapons: Simple weapons
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Saving Throws: Wisdom, Charisma
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Skills: Medicine, Religion
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Proficiency Bonus:
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Level 8: +2
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Level 10: +1 (3)
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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.
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.
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 Six available: Death Domain, Life Domain, Light Domain, Trickery Domain, Twilight Domain and War 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 Forgotten Realms pantheon. Additionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric.
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.
As a conduit for divine power, you are granted the gift of channeling that magic into spells.
Spell Slots
Level 8
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1st: +3
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2nd: +2
Level 10
- 1st: +1
- 2nd: +1
- 3rd: +2
- 4th: +2
Level 12
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3rd: +1
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4th: +1
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5th: +2
Combat Spells
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.
2d8 Radiant Damage
(8 + Spell Bonus vs DEX Save)
Flavor Spells
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 cannot be used to gain advantage, access a base, or otherwise - they are only 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
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
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
Class Required:
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Cleric
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Paladin
Components Required:
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2x Ring (Wedding Only)
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2x Holy Water
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10x 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.
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.
Wedding. You touch adult humanoids willing to be bonded together in marriage.
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).
Bonus Proficiencies
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Weapons: Martial weapons
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Skills: Deception
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.
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.
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.
Reaper (Vampiric Touch)
Requires Level 12
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.
Domain Spells
False Life
Necromancy
1 Action
V, S
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Ritual Spells
Animate Dead
Necromancy
1 Action
V, S
Components Required:
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1 Resilient Heart
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1 Blood Vial
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6 Arcane Residue
This spell creates an undead servant. You will be given 2 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side.
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).
Bonus Proficiencies
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Armor: Heavy armor
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Skills: Nature
Channel Divinity: Preserve Life
As an action 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.
Blessed Healer
Requires Level 12
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.
Domain Spells