Cleric V2

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Revision as of 10:05, 26 January 2026 by Tildryn (talk | contribs) (Votive)

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.
Level Feature
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

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

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
Magic Weapon
Negative Energy Ray
Protection
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
Freedom
Hold Person
Inflict Moderate Wounds
Restoration
Owl's Wisdom
Resist Energy
Silence
Sound Burst
Stone Bones
Summon Creature II

Bestow Curse
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

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

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.


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

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.


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 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.

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.


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.