Cleric V2
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
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 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 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
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.
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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 |
|---|---|---|
| 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.
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.
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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. |
Ascendant
"Beyond mortal limits."
| 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.
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| 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. |