Cleric
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. Devotion. 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.
| 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 + 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
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.
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 and Improved Unarmed Strike feats. |
| 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.
| ||||||||
| 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.
|
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. |