Difference between revisions of "Cleric V2"
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=== '''Warpriest''' === | === '''Warpriest''' === | ||
− | '' "On the battlefield, | + | '' "On the battlefield, everyone is a believer." '' |
{| class="wikitable" | {| class="wikitable" | ||
Line 165: | Line 165: | ||
|4 | |4 | ||
|'''Power''' | |'''Power''' | ||
− | | You gain a new [[#Channel Divinity|''Channel Divinity'']] option, ''Power''. | + | | You gain a new [[#Channel Divinity|''Channel Divinity'']] option and resource pool, ''Divine Power'', with a maximum capacity equal to twice your Wisdom modifier. Upon use of this feat, you consume 2 [[#Channel Divinity|''Channel Divinity'']] to gain ''Divine Power'' equal to your Wisdom modifier. |
+ | |||
+ | You may consume ''Divine Power'' to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual. | ||
+ | |||
+ | Whilst you harbour any ''Divine Power'', you receive a multiplicative 30% physical damage immunity effect. | ||
+ | |||
+ | Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them. | ||
+ | |||
+ | Spell: Cost | ||
+ | Bane + Doom: 1 | ||
+ | Aid: 2 | ||
+ | Inflict Moderate Wounds: 2 | ||
+ | Resist Elements: 2 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Spell | ||
+ | !Cost | ||
+ | |- | ||
+ | |[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1 | ||
+ | |- | ||
+ | |[[Spells#Aid|Aid]] || 2 | ||
+ | |- | ||
+ | |[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]] || 2 | ||
+ | |- | ||
+ | |[[Spells#Resist Elements|Resist Elements]] || 2 | ||
+ | |- | ||
+ | |} | ||
|- | |- | ||
|7 | |7 | ||
|'''Force''' | |'''Force''' | ||
− | | Your | + | | Your Divine Power spell list is expanded to include the following spells, with some options upgraded. |
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Spell | ||
+ | !Cost | ||
+ | |- | ||
+ | |[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1 | ||
+ | |- | ||
+ | |[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2 | ||
+ | |- | ||
+ | |[[Spells#Death Ward|Death Ward]] || 4 | ||
+ | |- | ||
+ | |} | ||
|- | |- | ||
|10 | |10 | ||
|'''Obliteration''' | |'''Obliteration''' | ||
− | | Your | + | | Your Divine Power spell list is expanded to include the following spells. |
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | !Spell | ||
+ | !Cost | ||
+ | |- | ||
+ | |[[Spells#Battletide|Battletide]] || 3 | ||
+ | |- | ||
+ | |} | ||
|- | |- | ||
|} | |} |
Revision as of 16:19, 1 June 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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.
Channel Divinity: Turning
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Reflex, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character's combined Wisdom and Charisma modifiers, halved if the character succeeded their saving throw.
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun
Bonus Feat: Channel Divinity
The Cleric receives a free Channel Divinity feat of their choice.
Spell List
Archetypes
Warpriest
"On the battlefield, everyone is a believer."
Class Level | Feature | Details | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | Power | You gain a new Channel Divinity option and resource pool, Divine Power, with a maximum capacity equal to twice your Wisdom modifier. Upon use of this feat, you consume 2 Channel Divinity to gain Divine Power equal to your Wisdom modifier.
You may consume Divine Power to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume Metamagic as usual. Whilst you harbour any Divine Power, you receive a multiplicative 30% physical damage immunity effect. Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them. Spell: Cost Bane + Doom: 1 Aid: 2 Inflict Moderate Wounds: 2 Resist Elements: 2
| ||||||||||
7 | Force | Your Divine Power spell list is expanded to include the following spells, with some options upgraded.
| ||||||||||
10 | Obliteration | Your Divine Power spell list is expanded to include the following spells.
|
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. |