Difference between revisions of "Cleric"
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=== '''Channel Divinity''' === | === '''Channel Divinity''' === | ||
− | The character gains access to features that draw upon a ''Channel Divinity'' pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains | + | The character gains access to features that draw upon a ''Channel Divinity'' pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of ''Channel Divinity'' whenever an ''Elite'' rated enemy or higher is slain. Clerics receive the ''Turn Undead'' option for free. |
=== '''Channel Divinity: Turn Undead''' === | === '''Channel Divinity: Turn Undead''' === | ||
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[[Spells#Light|Light]]<br> | [[Spells#Light|Light]]<br> | ||
[[Spells#Resistance|Resistance]]<br> | [[Spells#Resistance|Resistance]]<br> | ||
− | [[Spells# | + | [[Spells#Cure_Minor_Wounds|Spare the Dying]]<br> |
[[Spells#Virtue|Virtue]]<br> | [[Spells#Virtue|Virtue]]<br> | ||
| | | | ||
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[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | [[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | ||
[[Spells#Remove Fear|Remove Fear]]<br> | [[Spells#Remove Fear|Remove Fear]]<br> | ||
− | |||
[[Spells#Scare|Scare]]<br> | [[Spells#Scare|Scare]]<br> | ||
[[Spells#Shield_of_Faith|Shield of Faith]]<br> | [[Spells#Shield_of_Faith|Shield of Faith]]<br> | ||
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[[Spells#Cure Serious Wounds|Cure Serious Wounds]]<br> | [[Spells#Cure Serious Wounds|Cure Serious Wounds]]<br> | ||
[[Spells#Dispel_Magic|Dispel Magic]]<br> | [[Spells#Dispel_Magic|Dispel Magic]]<br> | ||
− | [[Spells#Glyph | + | [[Spells#Glyph of Warding|Glyph of Warding]]<br> |
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | [[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | ||
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]<br> | [[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]<br> | ||
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[[Spells#Dismissal|Dismissal]]<br> | [[Spells#Dismissal|Dismissal]]<br> | ||
[[Spells#Flame Strike|Flame Strike]]<br> | [[Spells#Flame Strike|Flame Strike]]<br> | ||
− | [[Spells#Freedom | + | [[Spells#Freedom of Movement|Freedom of Movement]]<br> |
− | [[Spells#Hammer | + | [[Spells#Hammer of the Gods|Hammer of the Gods]]<br> |
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]<br> | [[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]<br> | ||
[[Spells#Restoration|Restoration]]<br> | [[Spells#Restoration|Restoration]]<br> | ||
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| | | | ||
[[Spells#Battletide|Battletide]]<br> | [[Spells#Battletide|Battletide]]<br> | ||
− | [[Spells#Circle | + | [[Spells#Circle of Doom|Circle of Doom]]<br> |
[[Spells#Healing Circle|Healing Circle]]<br> | [[Spells#Healing Circle|Healing Circle]]<br> | ||
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]<br> | [[Spells#Monstrous Regeneration|Monstrous Regeneration]]<br> |
Latest revision as of 18:42, 7 March 2023
Clerics draw Power from their Devotion to a Deity. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.
- Maximizing Strength or Dexterity is recommended if you want to focus on attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
- Maximizing Wisdom is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool) and the potency of Channel Divinity features.
- Dexterity allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Intelligence contributes to your maximum Maneuver pool and Reflex save.
- Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".
Vitals
- Hit Die: d8 (8 HP per Level)
- Proficiencies: Armor (All), Shields, Weapons (Simple)
- Skill Points per Level (*4 at 1st level): 6
- Skills: All
- Primary Saving Throw(s): Fortitude, Will
- Spellcasting Ability: Wisdom (10 + Spell Level to be able to cast a spell)
- Spellcasting Type: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
- Spellbook: Clerics know all available spells once they become capable of casting at a given spell level.
Cleric Core Mechanics
Metamagic: Conversion
The character receives the Conversion feat for free.
Channel Divinity
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of Channel Divinity whenever an Elite rated enemy or higher is slain. Clerics receive the Turn Undead option for free.
Channel Divinity: Turn Undead
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).
Spell List
Archetypes
Warpriest
"On the battlefield, every man is a believer."
Class Level | Feature | Details |
---|---|---|
4 | Power | You gain a new Channel Divinity option, Power. When you activate Power, the next applicable Cleric spell may gain additional effects. The effect is then consumed. At level 4, if you cast a spell which increases attack bonus (Bless, Prayer), Power grants the recipients a Divine damage bonus equal to the amount of attack bonus granted. You also now benefit from the effects of any Bless spells you cast. |
7 | Force | Your Power feature may apply to the Aid spell. The target receives a damage shield that afflicts attackers with Divine damage. This damage is equal to the target's Constitution modifier plus one roll of their highest hit die (for example, a character with any Barbarian levels inflicts an additional 1d12 damage). |
10 | Obliteration | Your Power feature may apply to the Battletide spell. Enemies afflicted by the Slow effect of Battletide cause an additional burst of damage when struck by an attack. This damage applies to all enemies within 2m of the struck target, for half the amount of Divine damage dealt in the attack (rounded up), to a maximum of half the Warpriest's Wisdom modifier (rounded down). |
Chaplain
"Have faith."
Class Level | Feature | Details |
---|---|---|
4 | Ministration | You gain a new Channel Divinity option, Ministration. When you activate this Channel Divinity, the next Cure Wounds spell you cast will also apply a Regeneration effect equal to your Wisdom modifier, for a number of rounds equal to the spell's level. |
7 | Communion | When Ministration takes effect on a target, a heal over time effect is created. Each round this effect will seek out the ally with the lowest current hit points within 10m of its current target, and apply your Wisdom modifier in healing to that ally. That ally then becomes the new target of this effect. If no injured allies can be found, the effect ends. This effect lasts a number of rounds equal to your Wisdom modifier. If the target of Communion receives fatal damage, their hit points will halt at 1, and any remaining healing from Communion will be applied, consuming the effect. |
10 | Confession | When your Ministration is applied to a target, also grant a damage reduction shield with a threshold equal to your Wisdom modifier, and an absorption limit equal to the healing done. This shield lasts for one minute, and overwrites instances of itself. |
Radiant
"I came not to bring peace."
Class Level | Feature | Details |
---|---|---|
4 | Radiance | You gain a new Channel Divinity option, Radiance. For one minute, your Cleric damage spells restore the first instance you have memorised but expended of that same spell after casting, including that same memorisation. Your Negative Energy Ray, Inflict Wounds, Slay Living, and Circle of Doom spells now deal Divine damage instead of Negative energy. |
7 | Brilliance | When an enemy is struck by one of your Cleric damage spells while you are under the effects of Radiance, they suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates). |
10 | Effulgence | You may use Radiance again while under the effects of Radiance, extending the duration by another minute. For the remaining duration of Radiance, when you cast an area of effect Cleric damage spell, one round later the area is bathed in light. Any enemies within 10m of the spell's origin point suffer 1d4 Divine damage per point of your Wisdom modifier. If a single target spell is cast, the target instead suffers 1d4 damage per point of Wisdom modifier each round for the next 3 rounds. |