Level | 2 (0/900 XP for level-up) |
Background | Acolyte |
Size | Medium |
Species | Chultan Human |
Subclass | Fate Domain |
Level | 2 |
Hit dice | 2/2 |
1d8+2 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Mace | +6 | STR | 1d6+1+1 | bludgeoning | ||
Properties: Simple | Slow | |||||
Light Crossbow | +4 | DEX | 1d8 | piercing | ||
Properties: Simple, Light, Ranged, Ammunition, Loading, Two-Handed |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Hide | 12 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+1 | Athletics | STR | |
+1 | Deception | CHA | |
+1 | History | INT | |
+5 | Insight | WIS | |
+1 | Intimidation | CHA | |
-1 | Investigation | INT | |
+5 | Medicine | WIS | |
-1 | Nature | INT | |
+3 | Perception | WIS | |
+1 | Performance | CHA | |
+3 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: calligrapher's supplies
Saving Throws: Wisdom, Charisma
Skills: History, Insight, Medicine, Persuasion, Religion
Languages: Common, Chultan
At 1st level, you can temporarily tie your fate to others. As an action, you can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target’s location, and you know the direction of its movement if it is in motion.
In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d6, and the target receives extra damage or healing, respectively, equal to the number rolled.
You can use this feature’s action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Strands of Fate. At 2nd level, you can use your Channel Divinity to see and manipulate the strands of fate that weave around other individuals. As a bonus action, you can enter this state for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice).
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
At 6th level, as a bonus action, you can choose one creature you can see within 30 feet of yourself. Your magic grants you a brief vision of the target’s defenses. Until the end of your next turn, you gain one of the following effects of your choice:
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.
The option you chose for Blessed Strikes grows more powerful.
Divine Strike. The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
At 17th level, your knowledge of the future allows you to guide an individual to achieve their greatest possible success. You can cast the Foresight spell once without expending a spell slot; when you cast the spell in this way, the spell’s duration is 1 minute for that casting. Once you cast the spell in this way, you can’t do so again until you finish a long rest.
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.