Difference between revisions of "Cleric V2"
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[[Spells#Lesser Restoration|Lesser Restoration]]<br> | [[Spells#Lesser Restoration|Lesser Restoration]]<br> | ||
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | [[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | ||
+ | [[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br> | ||
[[Spells#Remove Paralysis|Remove Paralysis]]<br> | [[Spells#Remove Paralysis|Remove Paralysis]]<br> | ||
[[Spells#Resist Elements|Resist Elements]]<br> | [[Spells#Resist Elements|Resist Elements]]<br> | ||
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[[Spells#Prayer|Prayer]]<br> | [[Spells#Prayer|Prayer]]<br> | ||
[[Spells#Protection_from_Elements|Protection From Elements]]<br> | [[Spells#Protection_from_Elements|Protection From Elements]]<br> | ||
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[[Spells#Remove_Curse|Remove Curse]]<br> | [[Spells#Remove_Curse|Remove Curse]]<br> | ||
[[Spells#Remove Disease|Remove Disease]]<br> | [[Spells#Remove Disease|Remove Disease]]<br> | ||
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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. | 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. | ||
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− | This power comes at a cost, however. Upon each tick of this effect, your ''Embers'' gauge increases by 4%, or 1% if over 100%. If your ''Embers'' gauge surpasses 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, dealt once every 2 seconds. Your ''Embers'' gauge decays at a rate of 5% per second once you have not gained any Embers for one round. | + | This power comes at a cost, however. Upon each tick of this effect, your ''Embers'' gauge increases by 4%, or 1% if over 100%. If your ''Embers'' gauge surpasses 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, dealt once every 2 seconds. Your ''Embers'' gauge decays at a rate of 5% per second once you have not gained any ''Embers'' for one round. |
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− | Healing hitpoints with ''Yajna'' now also extinguishes ''Embers'', reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% Embers. | + | Healing hitpoints with ''Yajna'' now also extinguishes ''Embers'', reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% ''Embers''. |
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Latest revision as of 02:39, 22 May 2024
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 (Will, 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 | ||||||||||
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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.
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.
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7 | Force | Your Divine Power spell list is expanded to include the following spells, with some options upgraded.
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10 | Obliteration | Your Divine Power spell list is expanded to include the following spells.
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Votive
"Have faith."
Class Level | Feature | Details |
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4 | Yajna | You gain a new Channel Divinity option, Yajna. This ability allows you to enter a state of focus whereby you forsake the ability to perform any actions other than maintaining Yajna effects. Using the feat again whilst in this state allows you to target a creature.
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7 | Communion | Allies receiving the effects of Yajna receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.
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10 | Nirvana | Once per minute, you may immediately purge your entire Embers gauge. If this free use of Nirvana is on cooldown, you may opt to expend 1 Channel Divinity to extinguish these Embers instead. |
Radiant
"I came not to bring peace."
Class Level | Feature | Details |
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4 | Radiance | Your Negative Energy Ray, Inflict Wounds, Negative Energy Burst, Slay Living, and Circle of Doom spells now deal Radiant damage instead of their previous damage types. You also gain a new Channel Divinity option, Radiance. Activation of this feat consumes 3 uses of Channel Divinity.
Whilst Radiance is active, your Radiance track (visible on your archetype menu) progresses. The Radiance track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast of a Radiant spell at that level. When the track ends, it resets and begins refilling from zero. |
7 | Brilliance | When an enemy is struck by one of your Cleric spells that deal Radiant damage, they suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates). |
10 | Effulgence | When you cast an area of effect Radiant 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. |