Difference between revisions of "Cleric V2"

From Risenholm
 
(2 intermediate revisions by the same user not shown)
Line 107: Line 107:
 
[[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>
Line 127: Line 128:
 
[[Spells#Prayer|Prayer]]<br>
 
[[Spells#Prayer|Prayer]]<br>
 
[[Spells#Protection_from_Elements|Protection From Elements]]<br>
 
[[Spells#Protection_from_Elements|Protection From Elements]]<br>
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br>
 
 
[[Spells#Remove_Curse|Remove Curse]]<br>
 
[[Spells#Remove_Curse|Remove Curse]]<br>
 
[[Spells#Remove Disease|Remove Disease]]<br>
 
[[Spells#Remove Disease|Remove Disease]]<br>
Line 173: Line 173:
  
 
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.
 
Spell: Cost
 
Bane + Doom: 1
 
Aid: 2
 
Inflict Moderate Wounds: 2
 
Resist Elements: 2
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 253: Line 247:
  
  
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.
 
|-
 
|-
 
|7
 
|7
Line 260: Line 254:
  
  
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''.
 
|-
 
|-
 
|10
 
|10

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.
Level Feature
1 Spellcasting Level 1, Metamagic: Conversion
2 Channel Divinity: Turning
3 Spellcasting Level 2, Bonus Feat: Channel Divinity
4 Archetype Feature I
5 Spellcasting Level 3
6
7 Archetype Feature II, Spellcasting Level 4
8
9 Spellcasting Level 5
10 Archetype Feature III

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

Cantrips 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Inflict Minor Wounds
Light
Resistance
Spare the Dying
Virtue

Bane
Bless
Cure Light Wounds
Doom
Endure Elements
Inflict Light Wounds
Magic Weapon
Negative Energy Ray
Protection
Remove Fear
Scare
Shield of Faith
Summon Creature I

Aid
Bless Weapon
Blindness/Deafness
Bull's Strength
Clarity
Cure Moderate Wounds
Eagle's Splendor
Endurance
Fox's Cunning
Hold Person
Inflict Moderate Wounds
Lesser Restoration
Owl's Wisdom
Remove Blindness/Deafness
Remove Paralysis
Resist Elements
Silence
Sound Burst
Stone Bones
Summon Creature II

Bestow Curse
Contagion
Cure Serious Wounds
Dispel Magic
Glyph of Warding
Greater Magic Weapon
Inflict Serious Wounds
Invisibility Purge
Magic Vestment
Neutralize Poison
Poison
Prayer
Protection From Elements
Remove Curse
Remove Disease
Searing Light
Summon Creature III

Cure Critical Wounds
Death Ward
Dismissal
Flame Strike
Freedom of Movement
Hammer of the Gods
Inflict Critical Wounds
Restoration
Summon Creature IV

Battletide
Circle of Doom
Healing Circle
Monstrous Regeneration
Raise Dead
Slay Living
Summon Creature V

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.
Spell Cost
Bane + Doom + Prayer (replaces Bane + Doom) 1
Protection From Elements (replaces Resist Elements) 2
Death Ward 4
10 Obliteration Your Divine Power spell list is expanded to include the following spells.
Spell Cost
Battletide 3

Votive

"Have faith."

Class Level Feature Details
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.


Whilst under the effects of Yajna, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent Yajna effects as you wish. You may dispel any of your active Yajna effects by targeting the creature again. Yajna activations consume applicable Metamagic (Empower, Extend, Heighten, Quicken) as if they were a spell. Quicken increases the tick rate from 3s to 2s.

  • Healing is equal to your combined Wisdom and Charisma modifiers, plus weapon EB, plus 10% of your Divine Shield maximum value if active.
  • Healing in excess of the target's maximum hitpoints is instead granted as temporary hitpoints (THP), lasting 1 minute.


  • Damage dealt is equal to your combined Wisdom and Charisma modifiers, plus half of your bonuses to Spell Damage, the damage bonus from Bless, and half the damage of your Divine Might if active.
  • The target receives a Will save to half the damage, with DC equal to your highest spell DC.
  • If an enemy should perish whilst under the effects of Yajna, the effect transfers to the nearest enemy within 20m of both the enemy and yourself.
  • Yajna effects that entirely deal damage refund their Channel Divinity cost upon expiry.


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.

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.


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.

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
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.


Activating the Radiance feat or casting a Radiant damage spell begins the Radiance effect, with a duration of [WIS * 3] seconds for the use of the feat, and [Spell Level] seconds for each spell. If the Radiance effect is already active, its duration is extended.

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.