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<noinclude>[[Category:Class]]</noinclude>
<noinclude>[[Category:Class]]</noinclude>
==Blessed Deed==
{{:Cleric/Description}}
You are blessed by the gods to perform divine deeds.
{{:Cleric/Features}}
 
At 1st level, whenever you make an ability check or heal or harm a creature with a roll, you may add a blessed die (1d6) to the roll. If this feature is used to harm, the damage type is determined by the Divine Domain of your choice from your chosen [[domain]]s. You can't use this feature again until the start of your next turn.
 
===Blessed Dice===
You have a number of blessed dice equal to <code>your proficiency bonus + your Wisdom/Charisma modifier</code>. A blessed die is expended when you cause a [[#Blessed Deed|Blessed Deed]].
 
You regain all of your expended blessed dice when you finish a long rest.
 
==Divine Intervention==
Beginning at 2nd 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.
 
==Domain Deed==
At 4th level, you gain the Channel Divinity Options from the Divine Domains you have chosen for your divine spellcasting. Below is the list of corresponding domains and their options.
 
{| class="wikitable"
! Domain !! Channel Divinity Option
|-
| Acid || [[Acidic Meltdown]]
|-
| Arcana || [[Arcane Bulwark]]
|-
| Life || [[Preserve Life]]
|-
| Light || [[Radiance of the Dawn]]
|-
| Law || [[Retribution]]
|-
| Metal || [[Divine Forging]]
|-
|}
 
==Sacred Prophet==
At 8th level, you may roll and spend two dice instead of one whenever you choose to make a [[#Blessed Deed|Blessed Deed]].
 
'''Divine Intervention Upgrade'''<br>
Additionally, when you use your [[#Divine Intervention|Divine Intervention]] and fail, you restore half your [[#Blessed Dice|blessed dice]].
 
==Apotheotic Deed==
At 12th level, you are granted special powerful deeds by your deity. Whenever you use your [[#Blessed Deed|Blessed Deed]] feature, you may also apply one of the following special Deeds. Each deed can only be used once per long rest and you can use this feature twice per long rest.
 
Additionally, when making an Apotheotic Deed, you may add an extra d6 [[#Blessed Dice|blessed die]] to the roll, without expending a blessed die.
 
===Saint's Deed===
When performed, you restore health to yourself equal to the amount rolled on your Apotheotic Deed roll.
 
===Guru's Deed===
When performed, you gain advantage on your [[#Blessed Dice|blessed dice]] ability checks that use [[Intelligence]], [[Wisdom]] or [[Charisma]].
 
===Wali's Deed===
When performed, you may make a free [[#Divine Intervention|Divine Intervention]] roll reduced by the amount you rolled on your Apotheotic Deed roll. Unlike Divine Intervention however, the appropriate effect and the nature of the intervention should be of a divine spell of a spell level equal to or lower than 6.
 
===Martyr's Deed===
You may use and roll any number of your remaining hit dice to add to the roll. You then take an amount of psychic damage equal to the total added value from the hit dice rolled.
 
===Tzadik's Deed===
When performed, you gain advantage on your next d6 (Your extra Apotheotic Deed die) ability checks that use [[Strength]], [[Dexterity]], [[Perception]] or [[Constitution]].
 
==Exalted Deeds==
At 16th level, whenever you cause a [[#Blessed Deed|Blessed Deed]] without an [[#Apotheotic Deed|Apotheotic Deed]] enhancement, you may roll one die for free.
 
Additionally, you can perform a number [[#Apotheotic Deed|Apotheotic Deed]]s up your proficiency bonus instead of only two and they are no longer restricted to once per long rest each.
 
==Divine Intervention Improvement==
At 20th level, your call for intervention succeeds automatically, no roll required.

Latest revision as of 17:43, 12 October 2023

Cleric/Description

1st Level

Blessed Deed

→ Blessed Deed
You are blessed by the gods to perform divine deeds.

  • Whenever you make an ability check, heal or harm a creature with a roll, you may bless said action and add a d6 to the roll. If this feature is used to harm, the damage type is determined by the Divine Domain of your choice from your chosen domains.
    • You may use this feature once every turn during combat, and up to a total time of your proficiency bonus + your spellcasting modifier. You regain all uses when you finish a long rest.

2nd Level

Divine Intervention

→ Divine Intervention
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.

4th Level

Domain Deed

→ Domain Deed

  • You gain the Channel Divinity options from the Divine Domains you have chosen for your divine spellcasting. Below is the list of corresponding domains and their options.

Elemental Domains

Divine
Domain
Channel Divinity Description
Acid Acidic Meltdown
  • As an action, you touch a creature or an object within reach. A creature must make a Reflex check, taking 5 × your level in acid damage on a failed check and half as much on a successful one. An object takes 5 × your level in acid damage.
  • Additionally, if the target carries or wears corrodable armor or weapons, it must make a Reflex check. On a failed save, one piece of armor or weapon of your choice takes a permanent and cumulative -1 penalty. Armor reduced to an AL of 10 or a shield that drops to a +0 bonus is destroyed. Weapons reduced to -5 to hit and to damage are destroyed.
Air Shockwave Invocation You channel a forceful blast of wind.
  • As an action, a creature within 5 meters of you must make a Fortitude check, taking 3 × your level as bludgeoning damage and is pushed 5 × your level in meters on a failed save, or half as much on a successful one.
Crystal Arcane Bulwark
  • As a reaction, when you take damage from a spell or other magical effect from a creature within 3 meters of you, halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged you takes force damage equal to 2d10 + your level.
Dust Dust to Dust You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
  • When you cast a spell that deals damage to one or more creatures, you may add your divine spellcasting modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.
  • Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.
Earth
Fire
Fog
Ice Ice Prison
  • As an action, you can brandish your holy symbol, facing a creature you can see within 10 meters of you. It must make a Fortitude save or the ice forming around it will encase it for 1 minute. While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Fortitude save, breaking free of the ice on a success.
Inertia
Lightning
Magma
Metal Divine Forging
  • As an hour-long ritual, you present your holy symbol, you can craft a nonmagical item that include some metal:
    • a simple or martial weapon
    • a suit of armor
    • 30 pieces of ammunition
    • a set of tools
    • or another metal object
  • At completion, the object is created. Additionally the following rules apply.
    • It must be worth equal to or less than 50 gp per level.
    • You must have the required metal to create the object, and any additional non-metal parts required.
Mist
Mud
Steam
Storm
Thunder
Water

Awakening Domains

Divine
Domain
Channel Divinity Description
Ambition
Apathy
Body
Creation Bring to Life Bring to Life
Death Touch of Death

Your touch can increase entropy and wither the life from living things.

  • As an action, make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d4 necrotic damage. If one of these dice rolls a 3 or a 4, roll two additional dice of one size larger (d6, d8, d10, d12, d20), rolling again if these dice rolls their maximum value, and so on.
  • This attack's initial damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level
Displacement
Dream Slumber Slumber
Emotion
Illusion Invoke Duplicity Invoke Duplicity
Knowledge
Life Preserve Life
  • As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your character level. Choose any creatures within 10 meters of you, and divide those hit points among them.
    • This feature can restore a creature to no more than half of its hit point maximum.
    • You can't use this feature on an undead or a construct.
Mind
Nature
Sanity
Soul
Spirit Drain Spirit Drain Spirit
Tranquility

Aether Domains

Divine
Domain
Channel Divinity Description
Arcane Create Tear Create Tear
Astral
Chaos
Dark
Divine
Evil
Falsehood
Fate Seer's Omen Seer's Omen
Good Truce Truce
Law
Light Radiance of the Dawn
  • As an action, you present your holy symbol, and any magical darkness within 10 meters of you is dispelled.
  • Each hostile creature within 10 meters of you must make a Fortitude contest. A creature takes radiant damage equal to 1d10 + your divine spellcasting modifier, per point of proficiency bonus on a failed check, and half as much damage on a successful one.
    • A creature that has total cover from you is not affected.
Luck Chaos of Battle Chaos of Battle
Occult Blood Puppet Blood Puppet
Planar Arcane Abjuration Arcane Abjuration
Primal
Truth

8th Level

Sacred Prophet

→ Sacred Prophet

Divine Intervention Upgrade

→ Divine Intervention Upgrade

12th Level

Apotheotic Deed

→ Apotheotic Deed

  • You are granted special powerful deeds by your deity. Whenever you use your Blessed Deed feature, you may also apply one of the following special Deeds. Each deed can only be used once per long rest, and you can use this feature twice per long rest.
  • Additionally, when you use this feature, you may add an extra d6 to the roll, without expending a use of the Blessed Deed feature.

Saint's Deed

Guru's Deed

Wali's Deed

  • When performed, you may make a free Divine Intervention roll reduced by the amount you rolled on your Apotheotic Deed roll. Unlike Divine Intervention however, the appropriate effect and the nature of the intervention should be of a divine spell of a spell level equal to or lower than 6.

Martyr's Deed

  • When performed, you may use and roll any number of your remaining hit dice to add to the roll. You then take damage equal to the total added value from the hit dice rolled. The damage type is psychic if the deed is used for an ability check, otherwise it's determined by the Divine Domain of your choice from your chosen domains.

Tzadik's Deed

16th Level

Exalted Deeds

→ Exalted Deeds

20th Level

Divine Intervention Improvement

→ Divine Intervention Improvement