Cleric V2: Difference between revisions
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=== '''Channel Divinity: Turning''' === | === '''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 their Wisdom modifier. | 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: | 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: | ||
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===== '''Channel Divinity: Divine Might''' ===== | ===== '''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 is capped | 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''' ===== | ===== '''Channel Divinity: Divine Shield''' ===== | ||
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===== '''Channel Divinity: Condemnation''' ===== | ===== '''Channel Divinity: Condemnation''' ===== | ||
Consume | 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''' ===== | ===== '''Channel Divinity: Consecration''' ===== | ||
Consume | 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''' ===== | ===== '''Channel Divinity: Succor''' ===== | ||
Consume | 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''' ===== | ===== '''Channel Divinity: Sanctification''' ===== | ||
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===== '''Channel Divinity: Fervor''' ===== | ===== '''Channel Divinity: Fervor''' ===== | ||
Consume | Consume 3 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier. | ||
=== '''Spell List''' === | === '''Spell List''' === | ||
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[[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# | [[Spells#Endure_Energy|Endure Energy]]<br> | ||
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]<br> | [[Spells#Inflict Light Wounds|Inflict Light Wounds]]<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#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#Aid|Aid]]<br> | [[Spells#Aid|Aid]]<br> | ||
[[Spells# | [[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#Clarity|Clarity]]<br> | [[Spells#Clarity|Clarity]]<br> | ||
[[Spells# | [[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#Freedom_of_Movement|Freedom]]<br> | |||
[[Spells#Hold_Person|Hold Person]]<br> | [[Spells#Hold_Person|Hold Person]]<br> | ||
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]<br> | [[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]<br> | ||
[[Spells# | [[Spells#Restoration|Restoration]]<br> | ||
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | [[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | ||
[[Spells# | [[Spells#Resist_Energy|Resist Energy]]<br> | ||
[[Spells#Silence|Silence]]<br> | [[Spells#Silence|Silence]]<br> | ||
[[Spells# | [[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]]<br> | ||
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[[Spells#Bestow_Curse|Bestow Curse]]<br> | [[Spells#Bestow_Curse|Bestow Curse]]<br> | ||
[[Spells#Contagion|Contagion]]<br> | [[Spells#Contagion|Contagion]]<br> | ||
[[Spells# | [[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]<br> | ||
[[Spells#Dispel_Magic|Dispel Magic]]<br> | [[Spells#Dispel_Magic|Dispel Magic]]<br> | ||
[[Spells#Fear|Fear]]<br> | [[Spells#Fear|Fear]]<br> | ||
[[Spells# | [[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| | [[Spells#Magic_Vestment|Magic Vestment]]<br> | ||
[[Spells# | [[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# | [[Spells#Protection_from_Energy|Protection From Energy]]<br> | ||
[[Spells#Remove_Curse|Remove Curse]]<br> | [[Spells#Remove_Curse|Remove Curse]]<br> | ||
[[Spells# | [[Spells#Remove_Disease|Remove Disease]]<br> | ||
[[Spells# | [[Spells#Searing_Light|Searing Light]]<br> | ||
[[Spells#Summon_Creature_III|Summon Creature III]]<br> | [[Spells#Summon_Creature_III|Summon Creature III]]<br> | ||
| | | | ||
[[Spells# | [[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]<br> | ||
[[Spells# | [[Spells#Death_Ward|Death Ward]]<br> | ||
[[Spells#Dismissal|Dismissal]]<br> | [[Spells#Dismissal|Dismissal]]<br> | ||
[[Spells# | [[Spells#Flame_Strike|Flame Strike]]<br> | ||
[[Spells# | [[Spells#Hammer_of_the_Gods|Hammer of the Gods]]<br> | ||
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]<br> | |||
[[Spells# | |||
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br> | [[Spells#Summon_Creature_IV|Summon Creature IV]]<br> | ||
| | | | ||
[[Spells#Battletide|Battletide]]<br> | [[Spells#Battletide|Battletide]]<br> | ||
[[Spells# | [[Spells#Circle_of_Doom|Circle of Doom]]<br> | ||
[[Spells# | [[Spells#Healing_Circle|Healing Circle]]<br> | ||
[[Spells# | [[Spells#Monstrous_Regeneration|Monstrous Regeneration]]<br> | ||
[[Spells# | [[Spells#Raise_Dead|Raise Dead]]<br> | ||
[[Spells# | [[Spells#Slay_Living|Slay Living]]<br> | ||
[[Spells#Summon_Creature_V|Summon Creature V]]<br> | [[Spells#Summon_Creature_V|Summon Creature V]]<br> | ||
|} | |} | ||
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|4 | |4 | ||
|'''Power''' | |'''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|''Channel Divinity'']] you consume, you gain ''Divine Power'' equal to your Wisdom modifier. | | You gain a new resource pool, ''Divine Power'', with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|''Channel Divinity'']] you consume, you gain ''Divine Power'' equal to half your Wisdom modifier. | ||
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|[[Spells#Aid|Aid]] || 2 | |[[Spells#Aid|Aid]] || 2 | ||
|- | |- | ||
|[ | |Cure Wounds || [Spell Level] | ||
|- | |||
|Inflict Wounds || [Spell Level] | |||
|- | |- | ||
|[[Spells#Resist Elements|Resist Elements]] || 2 | |[[Spells#Resist Elements|Resist Elements]] || 2 | ||
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|- | |- | ||
|[[Spells#Battletide|Battletide]] || 3 | |[[Spells#Battletide|Battletide]] || 3 | ||
|- | |||
|[[Spells#Healing_Circle|Healing Circle]] || 5 | |||
|- | |||
|[[Spells#Slay_Living|Slay Living]] || 5 | |||
|- | |||
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5 | |||
|- | |- | ||
|} | |} |
Latest revision as of 04:10, 6 September 2025
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.
- 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: 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.
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 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 two points of 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 Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells 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: 5s, per-Attacker]
Channel Divinity: Fervor
Consume 3 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.
Spell List
Archetypes
Warpriest
"On the battlefield, everyone is a believer."
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.
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.
| ||||||||||||
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.
|
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.
|
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.
|
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.
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. |