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Cleric

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Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. Equal healers and heroes. (Levels 1-6)

 

  1. Guidance  Any target willing, the caster will place their hand upon them and learn any one of their abilities. (Mana cost: 1) 

  2. Minor Mending - This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. (Mana Cost: 1/item)

  3. Sacred Light - A bright light descends on any creature within vision, blinding them for one round. (Mana cost: 2)

  4. Detection - A concentration that can detect any source of magic, good, evil, poison or disease. However only one source can they detect per round. (Mana cost: 4) 

  5. Purify food and drink - Any source of water or food that the caster touches will be cleansed from any toxins or grime. (Mana Cost: 2)

  6. Healing word- Acting as a bonus action, any one target will heal from an ancient language of the caster, D4 in HP. (Mana Cost: D4 in health gained.)

  7. Sacred Flame - Deal 1D8 radiant dmg to a target of your choice within 30 feat. The the target is undead, double the dmg. (Mana cost: 2)
    8. Aid - Increase a targets maximum Hit Points by 5 for the day. This spell can only be cast once on a target each day. (Mana cost: 2) 



Once the Cleric has leveled their base damage and hit a minimum of 30 Base HP, they will take their inherited knowledge and then progress into the following abilities. These are for all Adept Clerics. 
(Levels 7-14)

  1. Divine Domain - This ability allows the cleric to tap into their blessed source of divinity. The cleric gains one of the Domain options listed below.
    -Grave Domain: Once per turn, when an enemy takes dmg within 60ft of you, as an action you can heal yourself or a creature of your choice within 60ft Hit Points equal to the damage dealt.
    -Light Domain: You bath the battle field in a 60ft aura of pure sunlight, any enemies caught within the aura have disadvantage to saving throws against fire or radiant damage. In addition, any fiends or undead caught within the aura suffer 1D6 dmg for every round they are within the aura at the top of their turn.
    -Life Domain: Once cast for the next 3 rounds, Anytime you or a creature summoned by you cast a healing spell you automatically restore hit points equal to the maximum die amount possible.
    -Order Domain: As an action you can issue a single command to a target. The target must succeed a wisdom saving throw or they follow that command to the letter. The command can not force the target to kill themselves or act directly contrary to their character.
    -War Domain: You and an ally of your choice gain +2AC for the duration of combat. The number of allies increases to 2 when you reach Expert level.

  2. Turn Undead - All fiends and Undead must make a wisdom saving throw. On a fail they flee for 3 consecutive turns. (Mana cost: 5)

  3.  True Seeing - This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can glance into the Ethereal Plane, all out to a range of 120 feet. (Mana cost: 5)

  4.  Greater Restoration - You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: Charmed, Petrified, Blinded, Deafened, Paralyzed, Poisoned, or one Curse affecting the target. (Mana cost: 6)

  5.  Cure Wounds - As an Action, any one target will heal from an ancient language of the caster, 1D10 in HP. (Mana Cost: D10 in health gained.)

  6.   Revivify - As an action raise one target from the dead. This spell must be cast on the target before 2 rounds after they die or the spell has no affect. (Mana cost: 12)


Now an expert to the craft, the Cleric has leveled their base damage yet again and holds a minimum of 50 Base HP. The following abilities are for Expert Cleric. 
(Levels 15-20)

1. Summon Celestial - You gain the ability to summon a celestial to your side for 3 rounds of combat. (Mana Cost: 10)
-Summon --: You summon a healing spirit. On your turn the -- will heal a target of your choice for 2D8.
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