Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 5505413" data-attributes="member: 1210"><p><em>Note: I just realized that I haven't done the "clerics and ability scores" bit yet, and I doubt I've done that for wizards either. Hmm. Oh well. Maybe later.</em></p><p></p><p><strong><u><span style="font-size: 15px">CLERIC</span></u></strong></p><p></p><p>A cleric is a priest of a specific deity, gaining might through prayers and divine inspiration. A cleric is expected to represent his god's interests and failure to do so may result in the loss of his prayers' power.</p><p></p><p><strong>Cleric Starting Package</strong></p><p>A 1st-level character that is a rogue gains the following:</p><p></p><p><strong>Attacks:</strong> Choose- +1 bonus to melee OR spell attacks. Whichever you choose is your primary cleric attack stat, and the other is your secondary. A character who becomes a cleric after first level chooses which is primary and which is secondary at 3rd level.</p><p><strong>Defenses:</strong> +1 Fortitude, +1 Will</p><p><strong>Hit Points:</strong> 8 hit points + 1/3 your Constitution score</p><p><strong>Armor Proficiency:</strong> You are proficient in chain mail and lighter armor, as well as shields.</p><p><strong>Weapon Proficiencies:</strong> You are proficient in maces and hammers. You may choose one specific weapon, such as dagger or trident, that you are proficient in as well. </p><p><strong>Implement Proficiencies:</strong> You are proficient in holy symbols.</p><p><strong>Domains and Prayers: </strong>You begin with access to four domains appropriate to your deity. Each domain grants you certain prayers which you can employ to varying effect. Initially, you know only the lowest valence prayer of each domain. Initially, all clerics will have access to the domains of Battle, Healing, Protection and Sun.</p><p><strong>Fighting Style:</strong> A cleric begins knowing one fighting style.</p><p><strong>Metamagic:</strong> A cleric begins knowing two types of metamagic.</p><p><strong>Stances:</strong> A cleric begins knowing one stance.</p><p><strong>XP:</strong> A cleric with a Wisdom of 13 or higher gets a 5% bonus to earned xp. If his Wisdom is 16 or higher he instead gets a 10% bonus to earned xp.</p><p> </p><p>A character that beocmes a 1st-level cleric but is not a 1st level character advances per the 'cleric advancement' chart listing for 1st level instead.</p><p></p><p><strong>CLERIC ADVANCEMENT</strong></p><p>When you gain a cleric level other than first, add 3d10% to your Wisdom and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.</p><p></p><p>Level --- Attacks --- Defenses --- Hit Points --- Features</p><p>1 --- None --- +1 Will --- None --- Gain 2 domains</p><p>2 --- None --- +1 Fort --- None --- Gain 1 metamagic, gain 1 fighting style</p><p>3 --- +1 primary --- None --- +1d8 --- Gain 1 stance</p><p>4 --- +1 secondary --- +1 Will --- None --- Gain 1 domain</p><p>5 --- None --- +1 Fort --- +1d8 --- Gain 1 metamagic, gain 1 stance</p><p>6 --- None --- +1 Will --- None --- Gain 1 domain</p><p>7 --- +1 primary --- +1 AC --- None --- Gain 1 fighting style</p><p>8 --- None --- +1 Fort --- +1d8 --- Gain 1 domain</p><p>9 --- +1 secondary --- +1 Will --- None --- Gain 1 metamagic, gain 1 stance</p><p>10 --- None --- +1 AC --- +1d8 --- Gain 1 domain, gain 1 metamagic, gain 1 stance</p><p></p><p><strong>Attacks:</strong> The cleric chooses either melee or spell as his primary attack stat, and the other is his secondary.</p><p> </p><p><strong>Gain a Domain/Fighting Style/Stance/Metamagic:</strong> The cleric chooses a domain, style, stance or metamagic type available to him. If he qualifies to do so, a cleric may advance a fighting style, stance, domain or metamagic type instead of taking a new one.</p><p></p><p><u><strong>FIGHTING STYLES</strong></u></p><p></p><p>A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.</p><p> </p><p>The fighting styles available to the cleric are: great weapon, weapon and shield, one-handed weapon, holy warrior and paladin style. When a cleric gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.</p><p></p><p><strong>Great Weapon Style</strong></p><p> When you wield a weapon with both hands, you gain a +2 bonus to damage.</p><p> <em>Expert (must be 4th level cleric, must have Str 11 or Con 11):</em> When you wield a weapon with both hands, you gain a +1 bonus to attack.</p><p> <em>Master (must be 8th level cleric, must have Str 14 or Con 14): </em>When you wield a weapon with both hands, your base critical range doubles.</p><p></p><p><strong>Holy Warrior Style</strong></p><p> When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to AC and Will.</p><p> <em>Expert (must be 4th level cleric, must have Wis 11):</em> When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to spell attacks.</p><p> <em>Master (must be 8th level cleric, must have Wis 14):</em> When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to melee attacks.</p><p></p><p><strong>One-Handed Weapon Style</strong></p><p> When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attack.</p><p> <em>Expert (must be 4th level fighter, must have Int 11 or Cha 11): </em> When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.</p><p> <em>Master (must be 8th level fighter, must have Int 14 or Cha 14):</em> When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.</p><p></p><p><strong>Paladin Style</strong></p><p> Once per round you can stow a weapon and draw a holy symbol (or vice versa) as a single minor action.</p><p> <em>Expert (must be 8th level cleric, must have Str 13 and Cha 13): </em>Once per round if an enemy triggers an opportunity attack from you and you have a holy symbol but no weapon in hand, you may stow your holy symbol and draw a weapon as an interrupt. If you do so, you gain combat advantage for your opportunity attack.</p><p></p><p><strong>Weapon and Shield Style</strong></p><p> When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to AC and Reflex.</p><p> <em>Expert (must be 4th level fighter, must have Con 11, Int 11 or Wis 11):</em> When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to Fort and reduce the severity of critical hits on you by 1d8.</p><p> <em>Master (must be 8th level fighter, must have Con 14, Int 14 or Wis 14):</em> When you wield a melee weapon in one hand and a shield in the other and you miss with a melee attack, you may make a shield bash attack as a free action. </p><p></p><p><strong><u>METAMAGIC</u></strong></p><p></p><p>Metamagic effects change spells or prayers, making them more effective in one way or another. You may use as many metamagic effects on one spell or prayer as you like, but each must recharge before you can use it again. You decide which metamagic effects to apply to a spell or prayer at the start of casting. </p><p></p><p><strong>Accurate </strong>(recharge 16+)</p><p> When you miss with a spell attack, you may reroll that attack.</p><p> <em>Expert (must be 6th level cleric, must have Int 11 or Dex 11): </em>Recharge 14+.</p><p> <em>Master (must be 10th level cleric, must have Int 14 or Dex 14): </em>Recharge 12+.</p><p></p><p><strong>Concentrate</strong> (recharge 16+)</p><p> When you use a spell or prayer that gives a bonus to you or your allies, that bonus increases by +1.</p><p> <em>Expert (must be 4th level cleric, must have Wis 11):</em> Recharge 11+.</p><p> <em>Master (must be 8th level cleric, must have Wis 14):</em> Recharge 6+.</p><p></p><p><strong>Empower</strong> (recharge 18+)</p><p> When you cast a spell or prayer that deals damage, it deals extra damage equal to your class level on a hit.</p><p> <em>Expert (must be 8th level cleric, must have Str 11):</em> Recharge 16+.</p><p></p><p><strong>Extend</strong> (recharge 16+)</p><p> When you cast a spell or prayer that that lasts until the end of a round, it lasts an extra round.</p><p> <em>Expert (must be 4th level cleric, must have Con 11):</em> Recharge 11+.</p><p> <em>Master (must be 8th level cleric, must have Con 14):</em> Recharge 6+.</p><p></p><p><strong>Far Reach</strong> (recharge 16+)</p><p> When you cast a spell or prayer with a range, you double the range.</p><p> <em>Expert (must be 4th level cleric, must have Dex 11): </em>Recharge 11+.</p><p> <em>Master (must be 8th level cleric, must have Dex 14): </em>Recharge 6+.</p><p></p><p><strong>Overwhelm</strong> (recharge 18+)</p><p> When you hit a target with a spell attack, you knock it prone.</p><p> <em>Expert (must be 8th level cleric, must have Str 11):</em> Recharge 16+.</p><p></p><p><strong>Persistent</strong> (recharge 16+)</p><p> Enemies take a -2 penalty to saving throws against effects you impose with spells or prayers.</p><p> <em>Expert (must be 4th level cleric, must have Int 11): </em>Recharge 11+.</p><p> <em>Master (must be 8th level cleric, must have Int 11):</em> Recharge 6+.</p><p></p><p><strong>Reaching</strong> (recharge 18+)</p><p> You treat a spell or prayer with a range of touch as if its range was 25'.</p><p> <em>Expert (must be 4th level cleric, must have Wis 11):</em> Recharge 14+.</p><p> <em>Master (must be 8th level cleric, must have Wis 14):</em> Recharge 10+.</p><p></p><p><strong>Subdue</strong> (recharge 11+)</p><p> When you hit a target with a spell attack, you deal nonlethal damage.</p><p> <em>Expert (must be 4th level cleric, must have Wis 11):</em> Recharge 6+.</p><p> <em>Master (must be 8th level cleric, must have Wis 14):</em> Recharge 1+.</p><p></p><p><strong><u>STANCES</u></strong></p><p> </p><p>A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a cleric gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level.</p><p> </p><p>The stances available to the cleric are as follows:</p><p></p><p><strong>Crusher Stance</strong></p><p> When you use a melee weapon that deals bludgeoning damage, you get a +2 bonus to damage.</p><p> <em>Expert (must be 4th level cleric, must have Con 11):</em> When you hit with a melee weapon that deals bludgeoning damage, you can choose to take a -4 penalty to damage in order to daze the target until the end of your next turn.</p><p> <em>Master (must be 8th level cleric, must have Con 14): </em>When you attack with a melee weapon that deals bludgeoning damage, your base critical range doubles.</p><p></p><p><strong>Defensive Stance</strong></p><p> You gain a +1 bonus to all defenses.</p><p> <em>Expert (must be 4th level cleric, must have Dex 11 or Wis 11):</em> If an enemy enters an adjacent square, you may shift 1 as an interrupt.</p><p> <em>Master (must be 8th level cleric, must have Dex 14 or Wis 14): </em>You gain resist 2 blundgeoning, piercing and slashing.</p><p></p><p><strong>Healer's Stance</strong></p><p> When you use a healing power, you restore an extra 1d4 hit points.</p><p> <em>Expert (must be 4th level cleric, must have Wis 11 or Cha 11):</em> When you use a healing power, you may affect an additional target within range. </p><p> <em>Master (must be 8th level cleric, must have Wis 11 or Cha 11):</em> When you use a healing power, you may shift 2 squares before or after it takes effect. </p><p></p><p><strong>Prayerful Stance</strong></p><p> You gain a +1 bonus on spell attacks.</p><p> <em>Expert (must be 4th level cleric, must have Wis 11 or Cha 11):</em> You gain a +2 bonus on metamagic recharge rolls.</p><p> <em>Master (must be 8th level cleric, must have Wis 14 or Cha 14):</em> You can spend a minor action to sustain two effects that each require one minor action to sustain, or to sustain a single effect that normally requires a standard action to sustain.</p><p></p><p><strong>Protective Stance</strong></p><p> Adjacent allies get a +1 bonus to AC and Will.</p><p> <em>Expert (must be 4th level cleric, must have Con 11): </em>Adjacent allies get a +1 bonus to Reflex and Fortitude.</p><p> <em>Master (must be 8th level cleric, must have Con 14):</em> Adjacent allies get resist 1 all.</p><p></p><p><strong>Stolid Stance</strong></p><p> Special: You may not move while you are in this stance.</p><p> If an enemy tries to maneuver you, reduce the distance it maneuvers you by 10'.</p><p> <em>Expert (must be 4th level cleric, must be a dwarf or have Dex 11 or Con 11):</em> If an attack would knock you prone, make a saving throw; 10 or higher: You are not knocked prone.</p><p> <em>Master (must be 8th level cleric, must be a dwarf or have Dex 14 or Con 14):</em> If an enemy tries to maneuver you, make a melee attack vs. its Fortitude as an interrupt. If you hit, you knock it prone instead.</p><p></p><p><strong><u>DOMAINS</u></strong></p><p> </p><p>The domains you know must be ones offered by your deity. Initially, you can use only the 1st valence prayer from each domain, but as you advance, you can increase your power in your domains. Your initial mastery makes you an acolyte of the domain. To become an initiate or adept, the character must meet the following crtieria:</p><p> </p><p><em>Initiate (gain access to 2nd valence):</em> Must be 4th level cleric, must have 11+ in ability linked to domain.</p><p></p><p><em>Adept (gain access to 3rd valence):</em> Must be 8th level cleric, must have 14+ in ability linked to domain.</p><p> </p><p>Gaining access to higher levels of mastery (Priest and High Priest) requires taking an appropriate prestige class.</p><p></p><p><strong>BATTLE DOMAIN</strong></p><p><strong>LINKED ABILITY SCORE: Strength or Dexterity</strong></p><p></p><p><strong>1st Valence (Bless):</strong> As a standard action, you may invoke a blessing on yourself and your allies within a range of 25'. Until the end of the next round, each target gains +1 to melee attacks and AC. Sustain minor.</p><p></p><p><strong>2nd Valence (Chant):</strong> You begin chanting as a standard action, blessing yourself and all your allies within a range of 25'. Until the end of your next turn, each target gains +1 to melee attacks, AC, Fortitude and Will. Sustain standard. </p><p></p><p><strong>3rd Valence (Recitation):</strong> As a standard action, you utter a prayer giving yourself and all allies within a range of 25' a +1 bonus to melee and spell attacks, melee and spell damage and all defenses. This effect lasts until the end of your next turn. Sustain minor.</p><p></p><p><strong>4th Valence (Dictum):</strong> You and all allies within a range of 15' gain +2 to melee attacks and all defenses until the end of your next turn. Make a spell attack vs. Will against each enemy in range; Hit: the target grants combat advantage until the end of your next turn.</p><p></p><p><strong>5th Valence (Holy Word):</strong> As dictum, but the range is 30' and each enemy hit also takes 2d6 thunder damage and is immobilized (save ends on a 10+).</p><p><strong></strong></p><p><strong>HEALING DOMAIN</strong></p><p><strong>LINKED ABILITY SCORE: Wisdom or Charisma</strong></p><p><strong></strong></p><p><strong>1st Valence (Cure Light Wounds):</strong> As a standard action, you touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6 points. Alternatively, you can use this prayer as a minor action, but it must then recharge (13+).</p><p></p><p><strong>2nd Valence (Cure Serious Wounds):</strong> As a standard action, you touch one creature and heal it of damage equal to 25% of its maximum hit points plus 1d12 points. Alternatively, you can use this prayer as a minor action, but it must then recharge (13+).</p><p></p><p><strong>3rd Valence (Restoration):</strong> As a standard action, you touch one creature and heal 2d4 points of ability damage to one ability score OR 1d3 points of ability damage to each damaged ability score OR 1 point of ability drain to each drained ability score. Each creature can only be affected by restoration once per day.</p><p></p><p><strong>4th Valence (Cure Critical Wounds): </strong> As a standard action, you touch one creature and heal it of damage equal to 50% of its maximum hit points plus 1d12 points. This power must then recharge (13+).</p><p></p><p><strong>5th Valence (Revivify):</strong> As a full action, you touch one creature that is alive or that died within the last round. That creature heals damage equal to 50% of its maximum hit points plus 2d8 hit points. If it was dead, it comes back to life with hit points equal to the healing that you delivered. Each creature can only be affected by revivify once per day.</p><p></p><p><strong>PROTECTION DOMAIN</strong></p><p><strong>LINKED ABILTIY SCORE: Wisdom or Constitution</strong></p><p><strong></strong></p><p><strong>1st Valence (Protection from Harm):</strong> As a standard action, you touch one creature and it gains resist all 2 until the end of your next turn. Alternatively, you may use this prayer as a minor action, but it must then recharge (15+).</p><p></p><p><strong>2nd Valence (Sanctuary):</strong> As a standard action, you touch one creature and give it a +4 bonus to all defenses until the end of your next turn or until it attacks. Sustain minor.</p><p></p><p><strong>3rd Valence (Circle of Protection): </strong>As a standard action, you begin to emanate a circle of protection around you to a range of 10'. You and each ally within the burst gains a +2 bonus to saving throws and all defenses while within the zone. The zone moves with you while it lasts. Sustain minor.</p><p></p><p><strong>4th Valence (Protection from Energy):</strong> As a minor action you touch yourself or one ally and give it resist 10 against one energy type of your choice (acid, cold, fire, force, lightning, necrotic, psychic, radiant or thunder) until the end of your next turn. Sustain minor (1/target).</p><p></p><p><strong>5th Valence (Holy Aura):</strong> As a minor action you touch yourself or one ally and surround it with a visible holy aura that lasts until the end of your next turn. This aura gives the target +4 to all defenses and if any creature makes a melee attack on him, you may make a spell attack vs. the attacker’s Will as a reaction; Hit: the target is blinded (save ends).</p><p><strong></strong></p><p><strong>SUN DOMAIN</strong></p><p><strong>LINKED ABILITY: Intelligence or Charisma</strong></p><p><strong></strong></p><p><strong>1st Valence (Light):</strong> With a minor action, you cause bright light with a range of 20' to emanate from a willing creature, nonmagical object or point in space within 25'. (This also creates an additional 20' radius of dim light surrounding the bright light.) This light lasts for 1 minute.</p><p></p><p><strong>2nd Valence (Turn Undead):</strong> As a standard action, make a spell vs. Will attack against each undead enemy within a range of 20'. Hit: 1d10 radiant damage, push 5' and immobilize until the end of the target’s next turn; Miss: half damage. </p><p></p><p><strong>3rd Valence (Searing Light):</strong> As a standard action, make a spell attack vs. Reflex against an enemy within 50'; Hit: 2d6 radiant damage and blinded until the end of your next turn.</p><p></p><p><strong>4th Valence (Radiant Aura):</strong> As a minor action, you utter a prayer. You start to glow, shedding bright light in an emanation with a range of 50'. (This counts as an attack dealing 0 radiant damage to each creature in the emanation, so certain monsters will be harmed by this light.) While this effect persists, non-blind enemies have a -2 penalty on attacks against you and if you score a critical hit, the target of the crit is also blinded (save ends on a 12+).</p><p></p><p><strong>5th Valence (Sunburst):</strong> As a standard action, you create a burst 2 of bright light within 100'. Each ally in the burst gains combat advantage against each enemy in burst until the end of your next turn. Make a spell vs. Reflex attack against each enemy. Hit: 2d6 radiant damage and blinded until the end of your next turn. Miss: Half damage. After you use it, this power must recharge (17+).</p></blockquote><p></p>
[QUOTE="the Jester, post: 5505413, member: 1210"] [i]Note: I just realized that I haven't done the "clerics and ability scores" bit yet, and I doubt I've done that for wizards either. Hmm. Oh well. Maybe later.[/i] [B][U][SIZE="4"]CLERIC[/SIZE][/U][/B] A cleric is a priest of a specific deity, gaining might through prayers and divine inspiration. A cleric is expected to represent his god's interests and failure to do so may result in the loss of his prayers' power. [B]Cleric Starting Package[/B] A 1st-level character that is a rogue gains the following: [B]Attacks:[/B] Choose- +1 bonus to melee OR spell attacks. Whichever you choose is your primary cleric attack stat, and the other is your secondary. A character who becomes a cleric after first level chooses which is primary and which is secondary at 3rd level. [B]Defenses:[/B] +1 Fortitude, +1 Will [B]Hit Points:[/B] 8 hit points + 1/3 your Constitution score [B]Armor Proficiency:[/B] You are proficient in chain mail and lighter armor, as well as shields. [B]Weapon Proficiencies:[/B] You are proficient in maces and hammers. You may choose one specific weapon, such as dagger or trident, that you are proficient in as well. [B]Implement Proficiencies:[/B] You are proficient in holy symbols. [B]Domains and Prayers: [/B]You begin with access to four domains appropriate to your deity. Each domain grants you certain prayers which you can employ to varying effect. Initially, you know only the lowest valence prayer of each domain. Initially, all clerics will have access to the domains of Battle, Healing, Protection and Sun. [B]Fighting Style:[/B] A cleric begins knowing one fighting style. [B]Metamagic:[/B] A cleric begins knowing two types of metamagic. [B]Stances:[/B] A cleric begins knowing one stance. [B]XP:[/B] A cleric with a Wisdom of 13 or higher gets a 5% bonus to earned xp. If his Wisdom is 16 or higher he instead gets a 10% bonus to earned xp. A character that beocmes a 1st-level cleric but is not a 1st level character advances per the 'cleric advancement' chart listing for 1st level instead. [B]CLERIC ADVANCEMENT[/B] When you gain a cleric level other than first, add 3d10% to your Wisdom and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point. Level --- Attacks --- Defenses --- Hit Points --- Features 1 --- None --- +1 Will --- None --- Gain 2 domains 2 --- None --- +1 Fort --- None --- Gain 1 metamagic, gain 1 fighting style 3 --- +1 primary --- None --- +1d8 --- Gain 1 stance 4 --- +1 secondary --- +1 Will --- None --- Gain 1 domain 5 --- None --- +1 Fort --- +1d8 --- Gain 1 metamagic, gain 1 stance 6 --- None --- +1 Will --- None --- Gain 1 domain 7 --- +1 primary --- +1 AC --- None --- Gain 1 fighting style 8 --- None --- +1 Fort --- +1d8 --- Gain 1 domain 9 --- +1 secondary --- +1 Will --- None --- Gain 1 metamagic, gain 1 stance 10 --- None --- +1 AC --- +1d8 --- Gain 1 domain, gain 1 metamagic, gain 1 stance [B]Attacks:[/B] The cleric chooses either melee or spell as his primary attack stat, and the other is his secondary. [B]Gain a Domain/Fighting Style/Stance/Metamagic:[/B] The cleric chooses a domain, style, stance or metamagic type available to him. If he qualifies to do so, a cleric may advance a fighting style, stance, domain or metamagic type instead of taking a new one. [U][B]FIGHTING STYLES[/B][/U] A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”. The fighting styles available to the cleric are: great weapon, weapon and shield, one-handed weapon, holy warrior and paladin style. When a cleric gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level. [B]Great Weapon Style[/B] When you wield a weapon with both hands, you gain a +2 bonus to damage. [I]Expert (must be 4th level cleric, must have Str 11 or Con 11):[/I] When you wield a weapon with both hands, you gain a +1 bonus to attack. [I]Master (must be 8th level cleric, must have Str 14 or Con 14): [/I]When you wield a weapon with both hands, your base critical range doubles. [B]Holy Warrior Style[/B] When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to AC and Will. [I]Expert (must be 4th level cleric, must have Wis 11):[/I] When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to spell attacks. [I]Master (must be 8th level cleric, must have Wis 14):[/I] When you wield a weapon in one hand and a holy symbol in the other, you gain a +1 bonus to melee attacks. [B]One-Handed Weapon Style[/B] When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attack. [I]Expert (must be 4th level fighter, must have Int 11 or Cha 11): [/I] When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex. [I]Master (must be 8th level fighter, must have Int 14 or Cha 14):[/I] When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative. [B]Paladin Style[/B] Once per round you can stow a weapon and draw a holy symbol (or vice versa) as a single minor action. [I]Expert (must be 8th level cleric, must have Str 13 and Cha 13): [/I]Once per round if an enemy triggers an opportunity attack from you and you have a holy symbol but no weapon in hand, you may stow your holy symbol and draw a weapon as an interrupt. If you do so, you gain combat advantage for your opportunity attack. [B]Weapon and Shield Style[/B] When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to AC and Reflex. [I]Expert (must be 4th level fighter, must have Con 11, Int 11 or Wis 11):[/I] When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to Fort and reduce the severity of critical hits on you by 1d8. [I]Master (must be 8th level fighter, must have Con 14, Int 14 or Wis 14):[/I] When you wield a melee weapon in one hand and a shield in the other and you miss with a melee attack, you may make a shield bash attack as a free action. [B][U]METAMAGIC[/U][/B] Metamagic effects change spells or prayers, making them more effective in one way or another. You may use as many metamagic effects on one spell or prayer as you like, but each must recharge before you can use it again. You decide which metamagic effects to apply to a spell or prayer at the start of casting. [B]Accurate [/B](recharge 16+) When you miss with a spell attack, you may reroll that attack. [I]Expert (must be 6th level cleric, must have Int 11 or Dex 11): [/I]Recharge 14+. [I]Master (must be 10th level cleric, must have Int 14 or Dex 14): [/I]Recharge 12+. [B]Concentrate[/B] (recharge 16+) When you use a spell or prayer that gives a bonus to you or your allies, that bonus increases by +1. [I]Expert (must be 4th level cleric, must have Wis 11):[/I] Recharge 11+. [I]Master (must be 8th level cleric, must have Wis 14):[/I] Recharge 6+. [B]Empower[/B] (recharge 18+) When you cast a spell or prayer that deals damage, it deals extra damage equal to your class level on a hit. [I]Expert (must be 8th level cleric, must have Str 11):[/I] Recharge 16+. [B]Extend[/B] (recharge 16+) When you cast a spell or prayer that that lasts until the end of a round, it lasts an extra round. [I]Expert (must be 4th level cleric, must have Con 11):[/I] Recharge 11+. [I]Master (must be 8th level cleric, must have Con 14):[/I] Recharge 6+. [B]Far Reach[/B] (recharge 16+) When you cast a spell or prayer with a range, you double the range. [I]Expert (must be 4th level cleric, must have Dex 11): [/I]Recharge 11+. [I]Master (must be 8th level cleric, must have Dex 14): [/I]Recharge 6+. [B]Overwhelm[/B] (recharge 18+) When you hit a target with a spell attack, you knock it prone. [I]Expert (must be 8th level cleric, must have Str 11):[/I] Recharge 16+. [B]Persistent[/B] (recharge 16+) Enemies take a -2 penalty to saving throws against effects you impose with spells or prayers. [I]Expert (must be 4th level cleric, must have Int 11): [/I]Recharge 11+. [I]Master (must be 8th level cleric, must have Int 11):[/I] Recharge 6+. [B]Reaching[/B] (recharge 18+) You treat a spell or prayer with a range of touch as if its range was 25'. [I]Expert (must be 4th level cleric, must have Wis 11):[/I] Recharge 14+. [I]Master (must be 8th level cleric, must have Wis 14):[/I] Recharge 10+. [B]Subdue[/B] (recharge 11+) When you hit a target with a spell attack, you deal nonlethal damage. [I]Expert (must be 4th level cleric, must have Wis 11):[/I] Recharge 6+. [I]Master (must be 8th level cleric, must have Wis 14):[/I] Recharge 1+. [B][U]STANCES[/U][/B] A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a cleric gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level. The stances available to the cleric are as follows: [B]Crusher Stance[/B] When you use a melee weapon that deals bludgeoning damage, you get a +2 bonus to damage. [I]Expert (must be 4th level cleric, must have Con 11):[/I] When you hit with a melee weapon that deals bludgeoning damage, you can choose to take a -4 penalty to damage in order to daze the target until the end of your next turn. [I]Master (must be 8th level cleric, must have Con 14): [/I]When you attack with a melee weapon that deals bludgeoning damage, your base critical range doubles. [B]Defensive Stance[/B] You gain a +1 bonus to all defenses. [I]Expert (must be 4th level cleric, must have Dex 11 or Wis 11):[/I] If an enemy enters an adjacent square, you may shift 1 as an interrupt. [I]Master (must be 8th level cleric, must have Dex 14 or Wis 14): [/I]You gain resist 2 blundgeoning, piercing and slashing. [B]Healer's Stance[/B] When you use a healing power, you restore an extra 1d4 hit points. [I]Expert (must be 4th level cleric, must have Wis 11 or Cha 11):[/I] When you use a healing power, you may affect an additional target within range. [I]Master (must be 8th level cleric, must have Wis 11 or Cha 11):[/I] When you use a healing power, you may shift 2 squares before or after it takes effect. [B]Prayerful Stance[/B] You gain a +1 bonus on spell attacks. [I]Expert (must be 4th level cleric, must have Wis 11 or Cha 11):[/I] You gain a +2 bonus on metamagic recharge rolls. [I]Master (must be 8th level cleric, must have Wis 14 or Cha 14):[/I] You can spend a minor action to sustain two effects that each require one minor action to sustain, or to sustain a single effect that normally requires a standard action to sustain. [B]Protective Stance[/B] Adjacent allies get a +1 bonus to AC and Will. [I]Expert (must be 4th level cleric, must have Con 11): [/I]Adjacent allies get a +1 bonus to Reflex and Fortitude. [I]Master (must be 8th level cleric, must have Con 14):[/I] Adjacent allies get resist 1 all. [B]Stolid Stance[/B] Special: You may not move while you are in this stance. If an enemy tries to maneuver you, reduce the distance it maneuvers you by 10'. [I]Expert (must be 4th level cleric, must be a dwarf or have Dex 11 or Con 11):[/I] If an attack would knock you prone, make a saving throw; 10 or higher: You are not knocked prone. [I]Master (must be 8th level cleric, must be a dwarf or have Dex 14 or Con 14):[/I] If an enemy tries to maneuver you, make a melee attack vs. its Fortitude as an interrupt. If you hit, you knock it prone instead. [B][U]DOMAINS[/U][/B] The domains you know must be ones offered by your deity. Initially, you can use only the 1st valence prayer from each domain, but as you advance, you can increase your power in your domains. Your initial mastery makes you an acolyte of the domain. To become an initiate or adept, the character must meet the following crtieria: [I]Initiate (gain access to 2nd valence):[/I] Must be 4th level cleric, must have 11+ in ability linked to domain. [I]Adept (gain access to 3rd valence):[/I] Must be 8th level cleric, must have 14+ in ability linked to domain. Gaining access to higher levels of mastery (Priest and High Priest) requires taking an appropriate prestige class. [B]BATTLE DOMAIN LINKED ABILITY SCORE: Strength or Dexterity[/B] [B]1st Valence (Bless):[/B] As a standard action, you may invoke a blessing on yourself and your allies within a range of 25'. Until the end of the next round, each target gains +1 to melee attacks and AC. Sustain minor. [B]2nd Valence (Chant):[/B] You begin chanting as a standard action, blessing yourself and all your allies within a range of 25'. Until the end of your next turn, each target gains +1 to melee attacks, AC, Fortitude and Will. Sustain standard. [B]3rd Valence (Recitation):[/B] As a standard action, you utter a prayer giving yourself and all allies within a range of 25' a +1 bonus to melee and spell attacks, melee and spell damage and all defenses. This effect lasts until the end of your next turn. Sustain minor. [B]4th Valence (Dictum):[/B] You and all allies within a range of 15' gain +2 to melee attacks and all defenses until the end of your next turn. Make a spell attack vs. Will against each enemy in range; Hit: the target grants combat advantage until the end of your next turn. [B]5th Valence (Holy Word):[/B] As dictum, but the range is 30' and each enemy hit also takes 2d6 thunder damage and is immobilized (save ends on a 10+). [B] HEALING DOMAIN LINKED ABILITY SCORE: Wisdom or Charisma 1st Valence (Cure Light Wounds):[/B] As a standard action, you touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6 points. Alternatively, you can use this prayer as a minor action, but it must then recharge (13+). [B]2nd Valence (Cure Serious Wounds):[/B] As a standard action, you touch one creature and heal it of damage equal to 25% of its maximum hit points plus 1d12 points. Alternatively, you can use this prayer as a minor action, but it must then recharge (13+). [B]3rd Valence (Restoration):[/B] As a standard action, you touch one creature and heal 2d4 points of ability damage to one ability score OR 1d3 points of ability damage to each damaged ability score OR 1 point of ability drain to each drained ability score. Each creature can only be affected by restoration once per day. [B]4th Valence (Cure Critical Wounds): [/B] As a standard action, you touch one creature and heal it of damage equal to 50% of its maximum hit points plus 1d12 points. This power must then recharge (13+). [B]5th Valence (Revivify):[/B] As a full action, you touch one creature that is alive or that died within the last round. That creature heals damage equal to 50% of its maximum hit points plus 2d8 hit points. If it was dead, it comes back to life with hit points equal to the healing that you delivered. Each creature can only be affected by revivify once per day. [B]PROTECTION DOMAIN LINKED ABILTIY SCORE: Wisdom or Constitution 1st Valence (Protection from Harm):[/B] As a standard action, you touch one creature and it gains resist all 2 until the end of your next turn. Alternatively, you may use this prayer as a minor action, but it must then recharge (15+). [B]2nd Valence (Sanctuary):[/B] As a standard action, you touch one creature and give it a +4 bonus to all defenses until the end of your next turn or until it attacks. Sustain minor. [B]3rd Valence (Circle of Protection): [/B]As a standard action, you begin to emanate a circle of protection around you to a range of 10'. You and each ally within the burst gains a +2 bonus to saving throws and all defenses while within the zone. The zone moves with you while it lasts. Sustain minor. [B]4th Valence (Protection from Energy):[/B] As a minor action you touch yourself or one ally and give it resist 10 against one energy type of your choice (acid, cold, fire, force, lightning, necrotic, psychic, radiant or thunder) until the end of your next turn. Sustain minor (1/target). [B]5th Valence (Holy Aura):[/B] As a minor action you touch yourself or one ally and surround it with a visible holy aura that lasts until the end of your next turn. This aura gives the target +4 to all defenses and if any creature makes a melee attack on him, you may make a spell attack vs. the attacker’s Will as a reaction; Hit: the target is blinded (save ends). [B] SUN DOMAIN LINKED ABILITY: Intelligence or Charisma 1st Valence (Light):[/B] With a minor action, you cause bright light with a range of 20' to emanate from a willing creature, nonmagical object or point in space within 25'. (This also creates an additional 20' radius of dim light surrounding the bright light.) This light lasts for 1 minute. [B]2nd Valence (Turn Undead):[/B] As a standard action, make a spell vs. Will attack against each undead enemy within a range of 20'. Hit: 1d10 radiant damage, push 5' and immobilize until the end of the target’s next turn; Miss: half damage. [B]3rd Valence (Searing Light):[/B] As a standard action, make a spell attack vs. Reflex against an enemy within 50'; Hit: 2d6 radiant damage and blinded until the end of your next turn. [B]4th Valence (Radiant Aura):[/B] As a minor action, you utter a prayer. You start to glow, shedding bright light in an emanation with a range of 50'. (This counts as an attack dealing 0 radiant damage to each creature in the emanation, so certain monsters will be harmed by this light.) While this effect persists, non-blind enemies have a -2 penalty on attacks against you and if you score a critical hit, the target of the crit is also blinded (save ends on a 12+). [B]5th Valence (Sunburst):[/B] As a standard action, you create a burst 2 of bright light within 100'. Each ally in the burst gains combat advantage against each enemy in burst until the end of your next turn. Make a spell vs. Reflex attack against each enemy. Hit: 2d6 radiant damage and blinded until the end of your next turn. Miss: Half damage. After you use it, this power must recharge (17+). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
Top