Cleric - Unchained

By Sage Young (Ser Nurp)
Version: 1.0
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

QUICK BUILD

You can make a cleric quickly by following these suggestions. First, make Wisdom your highest ability score. Followed by Strength or Constitution. Second, choose the acolyte background.

Multiclass

  • Ability Score Multiclass Requirements: Wisdom 13
  • Multiclass Proficiencies Gained: Light armor and shields.

The Cleric Table

Class Features

As a cleric, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per cleric level.
  • Hit Points at 1st Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st.

Proficiencies

  • Armor: Light Armor and Shields.
  • Weapons: Simple weapons, and Magical Implements (Magic, Staff, Scepter, Wand).
  • Tools: None.
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Gossip, History, Insight, Linguistics, Medicine, Religion, and Tactics.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Blessings

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You have through dedication, devotion, and prayer opened yourself fully to the divine as a conduit for their energy to be unleashed upon the world, enacting this energy in your deities name you are able to exploit the weave of magic and perform divine blessings to see your will done. Starting at 1st level as a cleric, you know one blessing and learn additional blessings as you grow in power within this class, gaining an additional blessing every 2 levels thereafter. Most blessings require you to expend Stamina to function. The saving throw of any blessing that you produce is equal to your Cleric Spell Save DC, and Blessings require an action to use unless specified otherwise.

Abyssal Anchor

You can spend 1 point of Stamina to unleash a burst of unholy energy as a Bonus Action. Choose a point within 120 feet, you produce a 10-foot burst of necrotic energy that causes all creatures within its area to make a Constitution saving throw against your Cleric Spell Save DC or suffer 2d8 + your Wisdom modifier points of Necrotic damage, and the Anchored condition for 1 minute, save for half and negating the Anchored condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d8 whenever your Proficiency bonus would increase above +2.

Abyssal Light

You can spend 1 point of Stamina to unleash an arc of unholy lightning as a Bonus Action. Produce a 5-foot wide, 30-foot long line of necrotic energy that causes all creatures within its area to make a Dexterity saving throw against your Cleric Spell Save DC or suffer 1d10 + your Wisdom modifier points of Necrotic damage, and the Aflamed (1d10 Necrotic) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d10 whenever your Proficiency bonus would increase above +2.

Abyssal Radiance

You can spend 1 point of Stamina to unleash a burst of unholy energy as a Bonus Action. Make a ranged spell attack using your cleric spell attack bonus against the Ballistic AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Wisdom modifier points of Necrotic damage. With an additional 1d8 points of Necrotic damage whenever your Proficiency bonus would increase above +2. Additionally, should your target be hit, they must make a Constitution saving throw against your Cleric Spell Save DC, or suffer from the Blind condition for 1 round.

Channel Divinity: Burst of the Divine

You can expend a use of your Channel Divinity to unleash the wrath of your deity. Each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes damage equal to 2d10 + your Cleric level on a failed saved, or half as much on a successful one. This damage can be Necrotic or Radiant damage, or any damage type tied to your Blessed Strikes feature.

Channel Divinity: Command Undead

  • Prerequisite: Cleric 5
When an undead fails its saving throw against your Turn Undead feature, you can choose to instead have that creature be commanded and controlled by you as if by the Dominate Monster spell with a duration of 1 hour per Proficiency bonus you possess. The undead must have an Intelligence score of 3 or lower and it must have a challenge rating at or below a certain threshold, as shown in the Command Undead table.
Cleric LevelCommands Undead of CR …
5th ½ or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
You can command a number of undead in this way equal to your Wisdom modifier + your Proficiency bonus at one time. Whenever you would control more than your maximum, choose a number of commanded undead to be freed from their bond.

Channel Divinity: Destroy Undead

  • Prerequisite: Cleric 5
When an undead fails its saving throw against your Turn Undead feature, you can have that creature be instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric LevelDestroys Undead of CR …
5th ½ or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Channel Divinity: Divine Knowledge

You can expend a use of your Channel Divinity feature to tap into a divine well of knowledge. As an Action, you choose a single skill or tool, for the next hour, you gain Proficiency with the chosen skill or tool.

Channel Divinity: Gift of Health

You can expend a use of your Channel Divinity feature to as an Action to move up to your speed without provoking Reactionary attacks. Each creature that you move within 5 feet of during this action of your choice is healed for 1d6 + your Wisdom modifier points of damage. This healing increases by 1d6 whenever your Proficiency bonus would improve.

Channel Divinity: Spirit Rend

You can expend a use of your Channel Divinity feature to cause a creature within 30 feet of you to make a Charisma saving throw, on failure your target suffers from the Burned (all types) condition for 1 minute, or until you or one of your allies deals damage to it.

Channel Divinity: Stalwart Defense

You can expend a use of your Channel Divinity feature to as an Action place a ward upon a single creature within 60 feet of you that you can see, the first time that the creature would suffer damage within the next minute while under the effects of this ward, the ward takes the damage instead, reducing the damage dealt to the warded creature to 0. This ward is destroyed in the process.

Demand Obedience

You can spend 1 point of Stamina to bring forth the will and mind of a creature under a Charm effect to remind them of their path in life. For the next minute that creature receives Advantage on all saves and checks made to Charm or Possession. If the target is already under a Charm effect, it receives a new save to end this effect.

Devastating Strike

When you hit a target with a melee martial attack, you can expend 2 points of Stamina to cause the attack to deal an additional 5 + your Cleric level in Necrotic or Radiant damage, or the any damage type tied to your Blessed Strikes feature.

Devotion

The cleric gains one feat from the Divine Feats category as a bonus feat. You can select this blessing multiple times. Its effects do not stack. Each time, select a new Divine Feat to be tied to this blessing.

Divine Craft

The cleric gains the Master Craftsman feat as a bonus feat. You can select this blessing multiple times. Its effects do not stack. Each time, select a new tool to be tied to this feat.

Divine Ward

  • Prerequisite: Cleric 5
You can spend 2 points of Stamina to produce a warding of protection on yourself or a creature that you can see within 30 feet. For the next minute that creature receives Advantage on all saves and checks made to resist Fear or being Incapacitated. If the target is already under a fear effect or is Incapacitated, it receives a new save to end this effect.

Empowered Faith

  • Prerequisite: Cleric 5
You can spend 1 point of Stamina whenever you would make a spellcasting ability check to increase the total of your check by your Proficiency bonus.

Empowered Healer

You can spend 4 points of Stamina whenever you would cast a spell that restores Hit Points to a creature, that spell heals the target for an additional 50 percent of the base healing granted by the spell. Alternatively, you can spend 3 points of Stamina to instead heal for the maximum amount allowed for that spell.

Energy Barrier

You can spend 1 point of Stamina as an Action to form a shield of protection around yourself or a creature that you touch within 5 feet of you. Your target gains DR 5 against a single non-Physical damage type of your choice for 1 minute.

Extra Attack

  • Prerequisite: Crusader subclass, Cleric 6th level or higher.
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Glorious Presence

You can spend 2 points of Stamina to lay a protective aura around a creature touched. For 1 minute, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends against that target only.

Healing Light

You can spend 1 point of Stamina as an Action to infuse yourself or a creature touched with positive energy, healing the target. Your target gains Fast Healing equal to your Proficiency bonus for 1 minute.

Hexing Mark

  • Prerequisite: Cleric 5
You can spend 1 point of Stamina to produce a divine hex upon a creature that you can see within 30 feet. For the next minute, that creature must make a Charisma saving throw or suffer a d4 penalty on all ability checks and attack rolls that it makes, and that creature is unable to heal for the duration of this hex. A creature receives a new save to end this hex early at the end of each of its turns.

Holy Anchor

You can spend 1 point of Stamina to unleash a burst of radiant energy as a Bonus Action. Choose a point within 120 feet, you produce a 10-foot radius burst of radiant energy that causes all creatures within its area to make a Constitution saving throw against your Cleric Spell Save DC or suffer 2d8 + your Wisdom modifier points of Radiant damage, and the Anchored condition for 1 minute, save for half and negating the Anchored condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d8 whenever your Proficiency bonus would increase above +2.

Holy Light

You can spend 1 point of Stamina to unleash an arc of radiant lightning as a Bonus Action. Produce a 5-foot wide, 30-foot long line of radiant energy that causes all creatures within its area to make a Dexterity saving throw against your Cleric Spell Save DC or suffer 1d10 + your Wisdom modifier points of Radiant damage, and the Aflamed (1d10 Radiant) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d10 whenever your Proficiency bonus would increase above +2.

Holy Radiance

You can spend 1 point of Stamina to unleash a burst of radiant energy as a Bonus Action. Make a ranged spell attack using your cleric spell attack bonus against the Ballistic AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Wisdom modifier points of Radiant damage. With an additional 1d8 points of Radiant damage whenever your Proficiency bonus would increase above +2. Additionally, should your target be hit, they must make a Constitution saving throw against your Cleric Spell Save DC, or suffer from the Blind condition for 1 round.

Practiced Physician

The cleric gains the Healer feat as a bonus feat. Should you already possess this feat, you instead increase the number of Medicinal Reagents you possess by your Wisdom modifier, and through your clever use of magic, you are able to extend the number of charges a healer’s kit can hold by 5 for a total of 15 charges per kit.

Prayer Shield

  • Prerequisite: Cleric 5
You can spend 1 point of Stamina as a Bonus Action to produce a barrier of faith energy to protect yourself from harm. This barrier grants you 1d6 + your Cleric level + your Wisdom modifier points of Temporary Hit Points that remain until spent or for 1 minute. These temporary hit points do not stack with themselves.

Preach the Faith

  • Prerequisite: Cleric 5
You can expend 1 point of Stamina whenever you would cast the Guidance, Bless, or Bane spell to either have the target roll twice and take the more favorable (in your eyes) result, or have the benefit or penalty of that spell be increased by one; once chosen this choice remains for that iteration of that spell.

Spiritual Tap

  • Prerequisite: Cleric 5
You can expend 3 points of Stamina as a Bonus Action to regain a single use of your Channel Divinity feature. Alternatively, you can spend 3 points of Stamina as a Reaction whenever you would use your Channel Divinity feature to use that feature without expending a use of that ability.

Zephyr’s Gift

  • Prerequisite: Cleric 5
You can spend 1 point of Stamina to bless a target touched with the power of the wind. For 1 minute that creature does not suffer Disadvantage on attacks made at long range, and they no longer suffer Disadvantage on attacks made when attacking with a ranged weapon in melee.

Devotion

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Your devotion to your deity has provided you with a great many gifts, through your acts of faith you are given powers others could only dream of, capable of producing miracles, laying down blessings of you deity, and more, however, your powers are tied to your devotion to your deity, for to forsake your faith is to forsake your power. So long as you are in good standing with your deity, you may continue to take levels in this class, but should you ever fall from grace, leveling into this class is locked unless you receive Atonement. Certain deities may not accept atonement, so choose wisely when accepting the gifts of these mysterious beings.   If you have lost favor with your deity, subject to GM discretion, you lose access to the Blessings, Divine Domains, Channel Divinity, Spellcasting, Harness Divine Power, Rigorous Faith, Blessed Strikes, and Divine Intervention feature, along with all features of your Divine Will subclass.   You cannot retrain out of this class once attained, without consequences. Leaving this class without approval by your deity is considered breaking of your faith in a negative light. However, good deities generally do not mind the lack of devotion, so long as you maintain the faith, such cases are often approved. Additionally, should you be corrupted and your faith altered, your new deity may becomes your new provider of power, and your devotion transfers to them; however, your old faith may still harbor a grudge against you.

Divine Domains

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Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits as you progress in this class, as shown below.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Domain Powers

Each domain has a list of powers that they grant, beginning when you first gain your domain, you gain all of its 1st level powers, and as you progress in this class you gain additional powers gained from your domain at 2nd level, 6th level, 8th level, and 17th level. Whenever you gain a domain power, you can gain your chosen domains power attained when you first gained levels in this class at each of the indicated levels.
Domain Domain Domain Domain Domain Domain Domain
Animal Death Frost Love Order Scorn Trade
Arcana Destruction Grave Loyalty Peace Stars Travel
Balance Dream Hope Luck Plants Strength Trickery
Celebration Fate Hunt Lunar Power Metal Strife Twilight
Chaos Fire Knowledge Madness Punishment Suffering Tyranny
Charm Forge Life Nature Redemption Tempest Venom
Darkness Freedom Light Ocean Retribution Time War

Spellcasting

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As a conduit for divine power, can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your Proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your Proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Channel Divinity

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At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Short or Long Rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Turned for 1 minute or until it takes any damage. A creature Turned must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Harness Divine Power

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Starting at 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Divine Will

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When you reach 3rd level, you choose a divine will to enact, forming your path of the divine and marking your will in the eyes of your deity. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Faith’s Favored

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Through prayer and devotion, you have unlocked the mysteries of the faith, enhancing your understanding of the world and the divine. Starting at 3rd level, you gain Expertise in the Religion skill and one other skill or tool kit of your choice that you are proficient in.

Ability Score Improvement

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When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Cantrip Versatility

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Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.

Rigorous Faith

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Starting at 5th level, your understanding of the divine scriptures of your faith has expanded allowing you to produce the simple magics of the acolyte priest with ease. If you cast a levelled spell on your turn, you may cast any Cantrip that requires an Action to cast as a Bonus Action instead.

Blessed Strikes

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Starting at 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 Necrotic or Radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. This damage increases to 2d8 at 14th level in the Cleric class.

Potent Cantrips

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Starting at 9th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against one of your cantrips, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. In addition, you do not have Disadvantage when casting spell attack cantrips if you are within 5 feet of a hostile creature.

Divine Intervention

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Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your Action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. LINK TO DOMAINS
DomainDomainDomain
Animal Domain Arcana Domain Balance Domain
Celebration Domain Chaos Domain Charm Domain
Darkness Domain Death Domain Destruction Domain
Dream Domain Fate Domain Fire Domain
Forge Domain Freedom Domain Frost Domain
Grave Domain Hope Domain Hunt Domain
Knowledge Domain Life Domain Light Domain
Loyalty Domain Luck Domain Lunar Domain
Madness Domain Nature Domain Ocean Domain
Order Domain Peace Domain Plants Domain
Power Metal Domain Punishment Domain Redemption Domain
Retribution Domain Scorn Domain Stars Domain
Strength Domain Strife Domain Suffering Domain
Tempest Domain Time Domain Trade Domain
Travel Domain Trickery Domain Twilight Domain
Tyranny Domain Venom Domain War Domain

Divine Will

Crusader

Crusaders are among the martial sect of their faith, warriors, and healers, they are often found on the battlefield acting as leaders and soldiers striving to achieve victory for their side while showing the glory of their faith.
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Crusader Features

LevelFeature
3rd Spiritual Protection, Warrior Priest
7th Sacred Pulse
11th Divine Armor
15th Avatar of the Divine

Spiritual Protection

At 3rd level, whenever an ally within 30 feet would be subject to an attack roll or a saving throw, you can use your Reaction to move up to your speed towards that ally, should you end your movement within 5 feet of that ally, you may Shove that ally a number of feet equal to 5 times your Proficiency bonus. Causing any attack made against them to be made at Disadvantage, or any saving throw that they must make to be made at Advantage. A save passed in this way that has a lesser effect on success instead has no effect for the protected ally. You can use this ability a number of times equal to your Proficiency bonus, regaining expended uses after you complete a Long Rest.

Warrior Priest

At 3rd level, you gain Proficiency with all Martial weapons as well as with all armor. If you are already Proficient with all Martial weapons, you instead increase your Stamina by two. If you are already Proficient with all armor, you instead increase your Stamina by two.

Sacred Pulse

At 7th level, you can as an Action unleash a pulse of divine energy to either heal or harm, chosen at time of activation. You can use this feature twice, regaining expended uses after completing a Long Rest.
  • When harming, all hostile creatures within 30 feet must make a Charisma saving throw or suffer a number of d12s in either Necrotic or Radiant damage equal to your Proficiency bonus, plus a flat amount of Necrotic or Radiant damage equal to your Cleric level. A successful save halves this damage.
  • When healing, all friendly creatures within 30 feet are healed for a number of d12s equal to your Proficiency bonus, plus a flat amount equal to your Cleric level.

Divine Armor

At 11th level, whenever you would be hit by an attack, you can use your Reaction to cause your attacker to suffer 1d12 + your Wisdom modifier points of Necrotic or Radiant damage.

Avatar of the Divine

At 15th level, you can as a Bonus Action transform into an avatar of your faith, which takes on the aspect of a celestial, fiendish, or otherworldly entity tied to your deity. While in this form you gain a Fly speed equal to 60 feet and emit a 10 foot radius aura that causes hostile creatures that enter the area for the first time in a round or begin their turn in the aura to suffer 1d12 + your Cleric level points of Necrotic or Radiant damage, chosen at time of activation, and both you and allies within this aura heal at the start of their turn or when they enter the aura for the first time in a round for an amount equal to 1d12 + your Cleric level, any excess healing is converted into Temporary Hit Points. This feature remains for 10 minutes, or until you are knocked Unconscious or die. You can use this feature once, regaining its use after completing a Long Rest.

Evangelist

Evangelists are the voice of their religion in the world, heralds and keepers of the divine gospel, they bring righteous fury down upon their foes and uplift their allies with devout fervor. Where others nurture the faith among believers, an evangelist proclaims the coming glory of their deific patron and issues the clarion call to all around to heed the truth or obey the call to war and crusade against the enemies of the church.
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Evangelist Features

LevelFeature
3rd Divine Truth, Sermonic Performance
7th Zealous Speech
11th Condemn
15th Divine Hymn

Divine Truth

At 3rd level, you are but a mouthpiece for your god, to both gain more followers and tell of their superiority. Choose two of the following skills: Deception, Intimidation, Performance, or Persuasion. Whenever you make a check with your chosen skill, you may use your Wisdom modifier rather than your Charisma. Additionally, you gain proficiency in of these skills of your choice, and you gain Expertise in one of these skills of your choice.

Sermonic Performance (Ma)

At 3rd level, you can perform a rousing sermon that inspires those around you. As a Bonus Action, you can provide all allies within 30 feet of you with one of the following boons, this boon remains for 1 minute or until used.
  • Inspiring: You and each ally within range gains a d6 Sermon dice that can be applied to any Attack roll, Saving Throw, or Ability check that they would make within the duration of this ability to gain the results of the d6 as a Morale bonus on the triggering roll. You grant an additional d6 Sermon Dice at 8th level, and again at 15th level. Once all uses of this ability are used this effect ends.
  • Safeguard: You and each ally within range gain Temporary Hit Points equal to your Cleric Level + your Wisdom modifier. Additionally, for 1 minute, each target becomes Immune to the Surrounded condition.
  • Ward: You and each ally within range gain either Resistance or DR equal to double your Proficiency bonus against a single damage type chosen at time of activation for the duration of this ability. Each target can choose to either take the Resistance or DR at time of activation.
  • Zeal: You and each ally within range deal an additional 1d4 points of Necrotic or Radiant damage for the duration of this ability. This damage increases to 1d6 at 8th level, and to 1d8 at 15th level.
  • You can use this ability once, regaining its use after completing a Short or Long Rest. Additionally, at 10th level, you can choose two of the following effects, you and each ally within range gain the benefits of both effects.

    Zealous Speech (Su)

    At 7th level, you are able to provoke a zealous and rousing speech that can impact the world around you. As an Action, you speak a word of power from the following list to produce a powerful effect based upon the chosen word.
  • Corrupt: You can lay down a word that hinders and corrupts a creature within 30 feet, forcing that creature to make a Constitution saving throw against your Cleric spell save DC or suffer from one of the following conditions: Blinded, Burdened, Charmed, Deafened, Nauseated, Poisoned, or Sickened. This condition remains for 1 minute, the target receives a new save at the end of each of their turns to end this condition early.
  • Decay: You can lay down a word that rots at the body and soul of a creature within 30 feet, causing harm to that creature and damaging that creature’s tether to life. Your target must make a Constitution saving throw against your Cleric spell save DC or suffer a number of d10s equal to your Proficiency bonus in Necrotic damage and suffer from the Decayed condition for 1 minute. A creature that saves suffers half damage and is not Decayed. A creature Decayed in this way receives a new save at the start of each of their turns to end this condition early.
  • Drain: You can sap the life from a target creature within 30 feet, draining them of health and restoring your own or that of an allies within 30 feet. Your target must make a Constitution saving throw against your Cleric spell save DC or suffer a number of d10s equal to your Proficiency bonus in Necrotic damage and have either yourself or an ally within 30 feet heal for the damage dealt. A successful save halves the damage suffered.
  • Radiance: You utter a word of divine radiance, causing each creature of your choice within 30 feet to heal for 1d12 + your Wisdom modifier points of damage. Additionally, the light level within 30 feet of you increases by one step for 1 minute. This healing increases by 1d12 at 12th level, and again at 17th level.
  • Shield: You utter a word of deflection as a Reaction to an attack being made against an ally within 60 feet. The attack misses.
  • You can use this feature once, regaining its use after you complete a Short or Long Rest.

    Condemn

    At 11th level, you can spout forth a writhing prognostication of up to your Wisdom modifier creatures within 30 feet of you that can hear you. Each of these creatures must make a Charisma saving throw against your Cleric spell save DC or suffer from the Cowering and Doomed conditions for 1 minute. A creature that fails this save receives a new save to end the Cowering condition early at the end of each of their turns.

    Divine Hymn

    At 15th level, you can use your Action to channel the divine power through your voice. For the next minute, all hostile creatures capable of hearing you that are within 60 feet become Frightened or Charmed for the duration and suffer an amount of Necrotic or Radiant damage equal to your Cleric level + your Wisdom modifier at the start of each of their turns. An affected creature receives a new save at the end of each of their turns to end this effect early. Allied creatures that you can see or that are within 60 feet of you become Immune to Fear and the Charmed condition for the same duration and are healed for an amount of damage equal to your Cleric level at the start of each of their turns so long as they are within 60 feet of you when they start their turn. Any excess healing is instead converted into Temporary Hit Points, which stacks with other forms of Temporary Hit Points. Once you use this feature, you cannot use it again until you complete a Long Rest.

    Saint

    Saints are divine agents of their church, keepers of the faith they are masterful casters of miracles and blessings, and are able to weave the tapestry of their faith and see beyond the veil to act as beacons of their deities divine will.
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    Saint Features

    LevelFeature
    3rd Faithful Insight, Penance
    7th Revelation
    11th Ageless
    15th Ascension

    Faithful Insight

    At 3rd level, you gain access to your deities full list of domains available. You immediately gain one 1st level feature granted by a second domain offered by your deity of your choice, as well as the domain spells of your second domain. Additionally, whenever you would gain a new domain feature, you can choose to gain this feature from either your main domain, or from any domain offered by your deity, not just your main domain, and this domain power can be of the indicated levels power, or it can be of a lower level. Finally, whenever you would gain a blessing, you may select any Channel Divinity option offered by your deities available domains and gain that channel divinity as if you had that domain, even if it is not among your two domains.

    Penance

    At 3rd level, through penance and prayer you have been granted power to see right the wrongs of the world. You gain a single magical boon from the list below; you can change this boon whenever you would complete a Long Rest.
  • All natural movement speeds that you possess are increased by 5 feet, with an additional 5 feet for every +4 modifier in Wisdom that you possess.
  • Your unarmed strikes are infused with magic, you treat your unarmed strikes as magical, and deal 1d4 points of damage with your unarmed strikes. You can use your Wisdom modifier instead of your Strength modifier for attack and damage rolls that you make with unarmed or natural attacks.
  • You can expend 1 point of Stamina to cast the Bless or Bane spells.
  • You can expend 1 point of Stamina when you or a creature that you can see within 30 feet is damaged to as a Reaction reduce the damage suffered by your Cleric level + your Wisdom modifier.
  • You gain DR 3/Physical.
  • Revelation

    At 7th level, you can have a revelatory spark of faith as needed power is restored and rethought. As a Bonus Action, you can swap up to your Proficiency bonus in Prepared spells with different spells of your choice, additionally, choose one spell level in which a spell was swapped, you regain a single expended spell slot of that level. You can use this feature once, regaining its use after you complete a Short or Long Rest. Beginning at 12th level, you can use this feature twice between rests, and beginning at 17th level, you can use it three times between rests.

    Ascension

    At 11th level, whenever you would cast a leveled spell, you can treat the spell as if you had cast it one level higher than the spell slot used to cast it. When you do so, either the duration or range of the spell is doubled. You can use this feature a number of times equal to half of your Proficiency bonus, or by expending 4 points of Stamina, you regain all expended uses when you complete a Long Rest.

    Ageless

    At 15th level, you no longer age, and you cannot be magically aged. You also no longer need to eat, breath or sleep, needing only 8 hours of light activity to gain the benefits of a Long Rest. In addition, whenever you restore Hit Points to a creature, you gain an amount of Temporary Hit Points equal to your Cleric level + your Wisdom modifier.

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