Cleric

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Clerics draw Power from their Devotion to a Deity. 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 Points per level: 8
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Simple)
Skill Points per level: 6
Skills: All
Primary Saving Throw(s): Fortitude, Will
Spellcasting Ability: Wisdom
Spellcasting Type: Devotion. Memorized. The Cleric cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.
Spellbook Clerics know all available Cleric spells once they become capable of casting at a given spell level.
Level Feature
1 Spellcasting Level 1, Metamagic: Conversion
2 Channel Divinity: Turn Undead
3 Spellcasting (Level 2)
4 Archetype Feature I
5 Spellcasting Level 3
6
7 Archetype Feature II, Spellcasting Level 4
8
9 Spellcasting (Level 5)
10 Archetype Feature III

Cleric Core Mechanics

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. The character also regains 3 charges of Channel Divinity whenever an Elite rated enemy or higher is slain. Clerics receive the Turn Undead option for free.

Channel Divinity: Turn Undead

Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).

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 Elements
Inflict Light Wounds
Magic Weapon
Negative Energy Ray
Protection
Remove Fear
Sanctuary
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
Hold Person
Inflict Moderate Wounds
Lesser Restoration
Owl's Wisdom
Remove Paralysis
Resist Elements
Silence
Sound Burst
Stone Bones
Summon Creature II

Bestow Curse
Contagion
Cure Serious Wounds
Dispel Magic
Glyph Of Warding
Greater Magic Weapon
Inflict Serious Wounds
Invisibility Purge
Magic Vestment
Neutralize Poison
Poison
Prayer
Protection From Elements
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Summon Creature III

Cure Critical Wounds
Death Ward
Dismissal
Flame Strike
Freedom Of Movement
Hammer Of The Gods
Inflict Critical Wounds
Restoration
Summon Creature IV

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

Archetypes

Warpriest

"On the battlefield, every man is a believer."

Class Level Feature Details
4 Power You gain a new 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 (Bless, 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 Bless spells you cast.
7 Force Your Power feature may apply to the 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).
10 Obliteration Your Power feature may apply to the Battletide spell. Enemies afflicted by the Slow effect of 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).

Chaplain

"Have faith."

Class Level Feature Details
4 Ministration You gain a new Channel Divinity option, Ministration. When you activate this 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 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 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.

Radiant

"I came not to bring peace."

Class Level Feature Details
4 Radiance You gain a new 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 Negative Energy Ray, Inflict Wounds, Slay Living, and Circle of Doom spells now deal Divine damage instead of Negative energy.
7 Brilliance 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 rounds (Reflex, DC: Spell; Negates).
10 Efflugence 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.