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Clerics draw [["Power|Power]] from their Devotion to a Deity. Their [[#Spells|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.
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:
:Maximizing '''Strength''' or '''Dexterity''' is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.
:'''Charisma''' contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]].


Clerics draw Power from their Devotion to a religious path. 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.


== Vitals ==
== Vitals ==
:'''Hit Die''': d8 (8 HP per Level)
:'''Hit Die''': d8 (8 HP per Level)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Mystic)
:'''Skill Points per Level (*4 at 1st level)''': 6
:'''Skill Points per Level''': 6
:'''Skills''': All
:'''Primary Saving Throw(s)''': Fortitude, Will
:'''Primary Saving Throw(s)''': Fortitude, Will
:'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell)
:'''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.
:'''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.
:'''Spellbook''': Clerics know all available spells once they become capable of casting at a given spell level.


{| class="wikitable"
{| class="wikitable"
! Level !! Features
|-
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]
|-
| 2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]
|-
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], Energy Affinity
|-
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]
|-
|-
!Level
| 5 || [[#Spell List|Spellcasting Level 3]]
!Feature
|-
|-
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]
| 6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]
|-
|-
|2 || [[#Channel Divinity: Turn Undead|Channel Divinity: Turn Undead]]
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]
|-
|-
|3 || [[#Spell List|Spellcasting Level 2]]
| 8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]
|-
|-
|4 || [[#Archetypes|Archetype Feature I]]
| 9 || [[#Spell List|Spellcasting Level 5]]
|-
|-
|5 || [[#Spell List|Spellcasting Level 3]]
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]
|}
 
{| class="wikitable"
|+ Spell Slots per Level
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level
|-
|-
|6 ||  
| 1 || 3 || 2 || - || - || - || -
|-
|-
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]
| 2 || 4 || 3 || - || - || - || -
|-
|-
|8 ||  
| 3 || 4 || 3 || 2 || - || - || -
|-
|-
|9 || [[#Spell List|Spellcasting Level 5]]
| 4 || 5 || 4 || 3 || - || - || -
|-
|-
|10 || [[#Archetypes|Archetype Feature III]]
| 5 || 5 || 4 || 3 || 2 || - || -
|-
| 6 || 5 || 4 || 4 || 3 || - || -
|-
| 7 || 6 || 5 || 4 || 3 || 2 || -
|-
| 8 || 6 || 5 || 4 || 4 || 3 || -
|-
| 9 || 6 || 5 || 5 || 4 || 3 || 2
|-
| 10 || 6 || 5 || 5 || 4 || 4 || 3
|}
|}
Spell slots are before any bonus slots from a high spellcasting ability.


== Cleric Core Mechanics ==
== Cleric Core Mechanics ==
=== '''Metamagic: Conversion''' ===
The character receives the [[Feats#Conversion|Conversion]] feat for free.


=== '''Channel Divinity''' ===
=== Mystic Weapons ===
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.
The character may use the casting gloves, mystic staff, and tome.


=== '''Channel Divinity: Turn Undead''' ===
=== Divine Polarity ===
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.


=== '''Spell List''' ===
=== 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 target succeeded their saving throw. In addition, the character restores [[General Mechanics Information#Metamagic|Metamagic]] equal to half their Wisdom modifier.
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, from the list below:
=== Channel Divinity: Divine Might ===
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character's total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.
=== Channel Divinity: Divine Shield ===
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints.
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].
=== Channel Divinity: Beneficence ===
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.
=== Channel Divinity: Ablution ===
Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.
=== Channel Divinity: Condemnation ===
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).
=== Channel Divinity: Consecration ===
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)
=== Channel Divinity: Succor ===
Consume 3 Channel Divinity to grant a target the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. The target must complete a Rest to be eligible for this effect again.
=== Channel Divinity: Sanctification ===
Consume 1 Channel Divinity to apply a [[General Mechanics Information#Retaliation|Retaliation]] effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m [[General Mechanics Information#Combat Time|Combat Time]], Cooldown: 1s, per-Attacker]
=== Channel Divinity: Fervor ===
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.
=== Spell List ===
{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
!scope="col"|Cantrips
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells
!scope="col"|1st Level Spells
|- style="vertical-align: top;"
!scope="col"|2nd Level Spells
!scope="col"|3rd Level Spells
!scope="col"|4th Level Spells
!scope="col"|5th Level Spells
|-style="vertical-align:top;"
|
|
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]<br>
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]<br>
[[Spells#Light|Light]]<br>
[[Spells#Light|Light]]<br>
[[Spells#Resistance|Resistance]]<br>
[[Spells#Resistance|Resistance]]<br>
[[Spells#Cure_Minor_Wounds|Spare the Dying]]<br>
[[Spells#Cure_Minor_Wounds|Spare the Dying]]<br>
[[Spells#Virtue|Virtue]]<br>
[[Spells#Virtue|Virtue]]
|
|
[[Spells#Bane|Bane]]<br>
[[Spells#Bane|Bane]]<br>
[[Spells#Bless|Bless]]<br>
[[Spells#Bless|Bless]]<br>
[[Spells#Cure Light Wounds|Cure Light Wounds]]<br>
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]<br>
[[Spells#Doom|Doom]]<br>
[[Spells#Doom|Doom]]<br>
[[Spells#Endure_Elements|Endure Elements]]<br>
[[Spells#Endure_Elements|Endure Energy]]<br>
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]<br>
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]<br>
[[Spells#Ironguts|Ironguts]]<br>
[[Spells#Magic_Weapon|Magic Weapon]]<br>
[[Spells#Magic_Weapon|Magic Weapon]]<br>
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]<br>
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]<br>
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
[[Spells#Remove Fear|Remove Fear]]<br>
[[Spells#Sanctuary|Sanctuary]]<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>
[[Spells#Summon_Creature_I|Summon Creature I]]<br>
[[Spells#Summon_Creature_I|Summon Creature I]]
|
|
[[Spells#Aid|Aid]]<br>
[[Spells#Aid|Aid]]<br>
[[Spells#Bless Weapon|Bless Weapon]]<br>
[[Spells#Bless_Weapon|Bless Weapon]]<br>
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]<br>
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]<br>
[[Spells#Bulls_Strength|Bull's Strength]]<br>
[[Spells#Bulls_Strength|Bull's Strength]]<br>
[[Spells#Cats_Grace|Cat's Grace]]<br>
[[Spells#Clarity|Clarity]]<br>
[[Spells#Clarity|Clarity]]<br>
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]<br>
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]<br>
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br>
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br>
[[Spells#Endurance|Endurance]]<br>
[[Spells#Endurance|Endurance]]<br>
[[Spells#Foxs_Cunning|Fox's Cunning]]<br>
[[Spells#Foxs_Cunning|Fox's Cunning]]<br>
[[Spells#Hold_Person|Hold Person]]<br>
[[Spells#Freedom_of_Movement|Freedom of Movement]]<br>
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]<br>
[[Spells#Hold_Person|Hold]]<br>
[[Spells#Lesser Restoration|Lesser Restoration]]<br>
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]<br>
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br>
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br>
[[Spells#Remove Paralysis|Remove Paralysis]]<br>
[[Spells#Resist_Elements|Resist Energy]]<br>
[[Spells#Resist Elements|Resist Elements]]<br>
[[Spells#Restoration|Restoration]]<br>
[[Spells#Silence|Silence]]<br>
[[Spells#Silence|Silence]]<br>
[[Spells#Sound Burst|Sound Burst]]<br>
[[Spells#Sound_Burst|Sound Burst]]<br>
[[Spells#Stone_Bones|Stone Bones]]<br>
[[Spells#Stone_Bones|Stone Bones]]<br>
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
[[Spells#Summon_Creature_II|Summon Creature II]]
|
|
[[Spells#Bestow_Curse|Bestow Curse]]<br>
[[Spells#Contagion|Contagion]]<br>
[[Spells#Contagion|Contagion]]<br>
[[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 Of Warding|Glyph Of Warding]]<br>
[[Spells#Fear|Fear]]<br>
[[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>
[[Spells#Invisibility Purge|Invisibility Purge]]<br>
[[Spells#Invisibility_Purge|Invisibility Purge]]<br>
[[Spells#Magic Vestment|Magic Vestment]]<br>
[[Spells#Magic_Vestment|Magic Vestment]]<br>
[[Spells#Neutralize Poison|Neutralize Poison]]<br>
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]<br>
[[Spells#Neutralize_Poison|Neutralize Poison]]<br>
[[Spells#Poison|Poison]]<br>
[[Spells#Poison|Poison]]<br>
[[Spells#Prayer|Prayer]]<br>
[[Spells#Prayer|Prayer]]<br>
[[Spells#Protection_from_Elements|Protection From Elements]]<br>
[[Spells#Protection_from_Elements|Protection from Energy]]<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>
[[Spells#Searing Light|Searing Light]]<br>
[[Spells#Searing_Light|Searing Light]]<br>
[[Spells#Summon_Creature_III|Summon Creature III]]<br>
[[Spells#Summon_Creature_III|Summon Creature III]]
|
|
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]<br>
[[Spells#Bestow_Curse|Bestow Curse]]<br>
[[Spells#Death Ward|Death Ward]]<br>
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]<br>
[[Spells#Death_Ward|Death Ward]]<br>
[[Spells#Dismissal|Dismissal]]<br>
[[Spells#Dismissal|Dismissal]]<br>
[[Spells#Flame Strike|Flame Strike]]<br>
[[Spells#Flame_Strike|Flame Strike]]<br>
[[Spells#Freedom Of Movement|Freedom Of Movement]]<br>
[[Spells#Hammer_of_the_Gods|Hammer of the Gods]]<br>
[[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#Summon_Creature_IV|Summon Creature IV]]
[[Spells#Restoration|Restoration]]<br>
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br>
|
|
[[Spells#Battletide|Battletide]]<br>
[[Spells#Battletide|Battletide]]<br>
[[Spells#Circle of Doom|Circle of Doom]]<br>
[[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>
[[Spells#Raise Dead|Raise Dead]]<br>
[[Spells#Raise_Dead|Raise Dead]]<br>
[[Spells#Slay Living|Slay Living]]<br>
[[Spells#Slay_Living|Slay Living]]<br>
[[Spells#Summon_Creature_V|Summon Creature V]]<br>
[[Spells#Summon_Creature_V|Summon Creature V]]
|}
|}


== Archetypes ==
== Archetypes ==


=== '''Warpriest''' ===
=== Votive ===
'' "On the battlefield, every man is a believer." ''
''"Have faith."''
 
Burning their life's candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Yajna'''
!Details
|
You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein 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, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes [[General Mechanics Information#Metamagic|Metamagic]] (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.
 
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 Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting's [[General Mechanics Information#Retaliation|Retaliation]] effect as if they were an attack or spellcast.
 
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield [[General Mechanics Information#Threshold and Absorption|Threshold]].
* Healing in excess of the target's maximum HP is granted as temporary hitpoints (THP) for 1 minute.
 
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and 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 perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.
* Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.
 
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.
 
Finally, you gain the Robust Defense feat.
|-
|-
|4
| 7
|'''Power'''
| '''Bhakti'''
| You gain a new [[#Channel Divinity|''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 ([[Spells#Bless|''Bless'']], [[Spells#Prayer|''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 [[Spells#Bless|''Bless'']] spells you cast.
|
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 10 hitpoints restored if over 100% Embers.
|-
|-
|7
| 10
|'''Force'''
| '''Nirvana'''
| Your ''Power'' feature may apply to the [[Spells#Aid|''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).
|
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.
|}
 
=== Warpriest ===
''"On the battlefield, everyone is a believer."''
 
The Warpriest clashes into the front lines, inspiring their allies to victory.
 
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
|10
| 4
|'''Obliteration'''
| '''Power'''
| Your ''Power'' feature may apply to the [[Spells#Battletide|''Battletide'']] spell. Enemies afflicted by the Slow effect of [[Spells#Battletide|''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).
|
|-
You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half 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.


=== '''Chaplain''' ===
Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.
'' "Have faith." ''


{| class="wikitable"
{| class="wikitable"
! Spell !! Cost
|-
|-
!Class Level
| Bane + Doom || 1
!Feature
!Details
|-
|-
|4
| Aid || 2
|'''Ministration'''
| You gain a new [[#Channel Divinity|''Channel Divinity'']] option, Ministration. When you activate this [[#Channel Divinity|''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
| Cure Wounds || [Spell Level]
|'''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
| Inflict Wounds || [Spell Level]
|'''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.
|-
|-
| Resist Elements || 2
|}
|}
|-
| 7
| '''Force'''
|
Your Divine Power spell list is expanded to include the following spells, with some options upgraded.


=== '''Radiant''' ===
{| class="wikitable"
'' "I came not to bring peace." ''
! 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.


{| class="wikitable"
{| class="wikitable"
! Spell !! Cost
|-
| Battletide || 3
|-
| Healing Circle || 5
|-
|-
!Class Level
| Slay Living || 5
!Feature
!Details
|-
|-
|4
| Monstrous Regeneration || 5
|'''Radiance'''
|}
| You gain a new [[#Channel Divinity|''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 [[Spells#Negative Energy Ray|''Negative Energy Ray'']], ''Inflict Wounds'', [[Spells#Slay Living|''Slay Living'']], and [[Spells#Circle of Doom|''Circle of Doom'']] spells now deal Divine damage instead of Negative energy.
|}
 
=== Ascendant ===
''"Beyond mortal limits."''
 
The Ascendant channels raw energy to bring themselves closer to the divine.
 
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
|7
| 4
|'''Brilliance'''
| '''Ascension'''
| 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).
|
You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.
 
Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension 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 (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a [[General Mechanics Information#Long Rest|Long Rest]], your Ascension track begins with a Freecast at each spell level.
|-
|-
|10
| 7
|'''Effulgence'''
| '''Majesty'''
| 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.
|
Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).
|-
|-
| 10
| '''Apotheosis'''
|
When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.
|}
|}

Latest revision as of 21:57, 7 October 2026


Clerics draw Power from their Devotion to a religious path. 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.

Vitals

Hit Die: d8 (8 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Simple, Mystic)
Skill Points per Level: 6
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 Features
1 Spellcasting Level 1, Metamagic: Conversion, Divine Polarity
2 Channel Divinity: Turning
3 Spellcasting Level 2, Bonus Feat: Channel Divinity, Energy Affinity
4 Archetype Feature I, Bonus Feat: Channel Divinity
5 Spellcasting Level 3
6 Bonus Feat: Channel Divinity
7 Archetype Feature II, Spellcasting Level 4
8 Bonus Feat: Channel Divinity
9 Spellcasting Level 5
10 Archetype Feature III, Bonus Feat: Channel Divinity
Spell Slots per Level
Class Level Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
1 3 2 - - - -
2 4 3 - - - -
3 4 3 2 - - -
4 5 4 3 - - -
5 5 4 3 2 - -
6 5 4 4 3 - -
7 6 5 4 3 2 -
8 6 5 4 4 3 -
9 6 5 5 4 3 2
10 6 5 5 4 4 3

Spell slots are before any bonus slots from a high spellcasting ability.

Cleric Core Mechanics

Mystic Weapons

The character may use the casting gloves, mystic staff, and tome.

Divine Polarity

Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.

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 target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.

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, from the list below:

Channel Divinity: Divine Might

The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character's total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.

Channel Divinity: Divine Shield

The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints.

If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time.

Channel Divinity: Beneficence

Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.

Channel Divinity: Ablution

Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.

Channel Divinity: Condemnation

Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).

Channel Divinity: Consecration

Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)

Channel Divinity: Succor

Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.

Channel Divinity: Sanctification

Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 1s, per-Attacker]

Channel Divinity: Fervor

Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.

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 Energy
Inflict Light Wounds
Ironguts
Magic Weapon
Negative Energy Ray
Protection
Scare
Shield of Faith
Summon Creature I

Aid
Bless Weapon
Blindness/Deafness
Bull's Strength
Cat's Grace
Clarity
Cure Moderate Wounds
Eagle's Splendor
Endurance
Fox's Cunning
Freedom of Movement
Hold
Inflict Moderate Wounds
Owl's Wisdom
Resist Energy
Restoration
Silence
Sound Burst
Stone Bones
Summon Creature II

Contagion
Cure Serious Wounds
Dispel Magic
Fear
Glyph of Warding
Greater Magic Weapon
Inflict Serious Wounds
Invisibility Purge
Magic Vestment
Negative Energy Burst
Neutralize Poison
Poison
Prayer
Protection from Energy
Remove Curse
Remove Disease
Searing Light
Summon Creature III

Bestow Curse
Cure Critical Wounds
Death Ward
Dismissal
Flame Strike
Hammer of the Gods
Inflict Critical Wounds
Summon Creature IV

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

Archetypes

Votive

"Have faith."

Burning their life's candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.

Class Level Feature Details
4 Yajna

You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein 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, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes Metamagic (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.

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 Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting's Retaliation effect as if they were an attack or spellcast.

  • Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield Threshold.
  • Healing in excess of the target's maximum HP is granted as temporary hitpoints (THP) for 1 minute.
  • Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and 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 perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.
  • Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.

This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.

Finally, you gain the Robust Defense feat.

7 Bhakti

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 10 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.

Warpriest

"On the battlefield, everyone is a believer."

The Warpriest clashes into the front lines, inspiring their allies to victory.

Class Level Feature Details
4 Power

You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half 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
Cure Wounds [Spell Level]
Inflict Wounds [Spell Level]
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
Healing Circle 5
Slay Living 5
Monstrous Regeneration 5

Ascendant

"Beyond mortal limits."

The Ascendant channels raw energy to bring themselves closer to the divine.

Class Level Feature Details
4 Ascension

You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.

Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension 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 (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a Long Rest, your Ascension track begins with a Freecast at each spell level.

7 Majesty

Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).

10 Apotheosis

When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.