Einlanzer0
Adventurer
Here's my attempt at reworking the official cleric to provide design space for the robed, non-martial priest archetype that is common in fantasy but has always been conspicuously absent in D&D. Note that my goal here is severalfold -
a.) To design the new archetype within the space of the official cleric, removing the need to make a new class
b.) To do it in a comprehensive way, so that the default cleric becomes what I envision, rather than creating a new, mostly redundant class, or jury-rigging the official cleric in a way that feels ham-fisted or incomplete.
c.) To make the wizard-priest archetype very flavorful in a way that really differentiates it from the standard cleric without needing to have a different class to represent it.
d.) To do all of this without undermining the theme and mechanical viability of the official cleric, since they have a place in most settings and many people like them
So here's what I have. Something like this is how I feel the 5e cleric should have been designed to begin with.
Revised Cleric
HD - D6
Armor Proficiency – None
Weapon Proficiency - Club, Sling, Quarterstaff
1st level – Select Path of Servitude (in addition to Divine Domain) – Path of the Crusader or Path of the Prophet. Your subclass name combines the two choices. I.e. Tempest Crusader or Prophet of Life.
Crusaders are the most common type of cleric – in most settings, they represent the armies of devoted disciples to a particular god or faith. They typically receive martial training as groups in temples to be the foot soldiers and vanguard of the god or faith they represent.
Crusader features -
-Gain +1 HP/level
-Gain light/med armor and shield proficiencies, and simple weapon proficiency.
-8th level path feature – Divine Strike (untyped unless specified otherwise).
-Bonus weapon/armor proficiency or cantrip where appropriate for domain choice (as in RAW)
Note: the crusader is almost exactly the same as the official cleric, with the only differences being that they always acquire Divine Strike in place of potent spellcasting and have d6 HD instead of d8, albeit with +1 HP/level.
Prophets are less common than crusaders. They are the typically the leaders of organized faiths or religions, possessing an uncommonly strong link with their god(s) or faith. However, many smaller or less organized religions do not martially train their followers and, outside of lay devotees, are only represented by the occasional prophet. Prophets typically eschew physical combat and are instead very accomplished orators and miracle workers in service to their god(s) or faith.
Prophet features
-Gain Message and True Strike cantrips (in addition to any provided by normal domain choice).
-Bonus armor or weapon proficiencies from domain are instead skill/tool proficiencies or languages.
-8th level path feature - Potent Spellcasting
-Gain Revelation Domain (in addition to chosen Domain), with the following features:
Revelation Bonus Spells (unlike normal domain spells, these are simply added to your list of spells that can be prepared – they don’t automatically count as prepared, although they are considered cleric spells for you):
1st – Shield, Unseen Servant
3rd – Suggestion, Levitate
5th – Fear, Sleet Storm
7th – Blight, Compulsion
9th – Creation, Dominate Person
11th – Move Earth, Mass Suggestion
13th – Project Image, Sequester
15th – Dominate Monster, Telepathy
17th – Foresight, Miracle (slightly altered/weaker Wish)
1st - Prophet’s Rebuke – Gain Cha bonus to AC as a reaction once per short rest.
2nd – Channel Divinity – Revelation – Swap out one prepared spell for another, and regain a spell slot for the level of the swapped spell. Maximum is current spell level -1.
6rd – Mysteries of Faith – Once per long rest, if you receive damage, make a Charisma check vs DC 15. If you succeed, restore 2d6 + wisdom HP, stun your attacker, and regain a use of Channel Divinity. HP restoration increases to 4d6 + wisdom at 10th level, 6d6 + wisdom at 14th, and 8d6 + wisdom at 18th. Any overflow becomes temporary HP.
17th – Channel Divinity – Portents of Doom – all intelligent foes within a 30’ radius of the caster must succeed a composure/wisdom check vs your charisma or suffer fear and madness. This works like the fear spell, except it does not require concentration and naturally lasts for up to 1 hour.
It may seem like I'm giving prophets a lot, but keep in mind I'm stripping pretty much all martial combat viability from them, and most of the abilities they get are simply new options, not things that represent direct power upgrades. In fact, the design intent is really to have prophets give up damage and attrition for significantly greater utility and versatility compared to crusaders. The only one I'm really worried about is the 17th level Revelation feature. I'm not sure whether or not it should be a Channel Divinity, and I'm not sure whether it's underpowered or overpowered.
a.) To design the new archetype within the space of the official cleric, removing the need to make a new class
b.) To do it in a comprehensive way, so that the default cleric becomes what I envision, rather than creating a new, mostly redundant class, or jury-rigging the official cleric in a way that feels ham-fisted or incomplete.
c.) To make the wizard-priest archetype very flavorful in a way that really differentiates it from the standard cleric without needing to have a different class to represent it.
d.) To do all of this without undermining the theme and mechanical viability of the official cleric, since they have a place in most settings and many people like them
So here's what I have. Something like this is how I feel the 5e cleric should have been designed to begin with.
Revised Cleric
HD - D6
Armor Proficiency – None
Weapon Proficiency - Club, Sling, Quarterstaff
1st level – Select Path of Servitude (in addition to Divine Domain) – Path of the Crusader or Path of the Prophet. Your subclass name combines the two choices. I.e. Tempest Crusader or Prophet of Life.
Crusaders are the most common type of cleric – in most settings, they represent the armies of devoted disciples to a particular god or faith. They typically receive martial training as groups in temples to be the foot soldiers and vanguard of the god or faith they represent.
Crusader features -
-Gain +1 HP/level
-Gain light/med armor and shield proficiencies, and simple weapon proficiency.
-8th level path feature – Divine Strike (untyped unless specified otherwise).
-Bonus weapon/armor proficiency or cantrip where appropriate for domain choice (as in RAW)
Note: the crusader is almost exactly the same as the official cleric, with the only differences being that they always acquire Divine Strike in place of potent spellcasting and have d6 HD instead of d8, albeit with +1 HP/level.
Prophets are less common than crusaders. They are the typically the leaders of organized faiths or religions, possessing an uncommonly strong link with their god(s) or faith. However, many smaller or less organized religions do not martially train their followers and, outside of lay devotees, are only represented by the occasional prophet. Prophets typically eschew physical combat and are instead very accomplished orators and miracle workers in service to their god(s) or faith.
Prophet features
-Gain Message and True Strike cantrips (in addition to any provided by normal domain choice).
-Bonus armor or weapon proficiencies from domain are instead skill/tool proficiencies or languages.
-8th level path feature - Potent Spellcasting
-Gain Revelation Domain (in addition to chosen Domain), with the following features:
Revelation Bonus Spells (unlike normal domain spells, these are simply added to your list of spells that can be prepared – they don’t automatically count as prepared, although they are considered cleric spells for you):
1st – Shield, Unseen Servant
3rd – Suggestion, Levitate
5th – Fear, Sleet Storm
7th – Blight, Compulsion
9th – Creation, Dominate Person
11th – Move Earth, Mass Suggestion
13th – Project Image, Sequester
15th – Dominate Monster, Telepathy
17th – Foresight, Miracle (slightly altered/weaker Wish)
1st - Prophet’s Rebuke – Gain Cha bonus to AC as a reaction once per short rest.
2nd – Channel Divinity – Revelation – Swap out one prepared spell for another, and regain a spell slot for the level of the swapped spell. Maximum is current spell level -1.
6rd – Mysteries of Faith – Once per long rest, if you receive damage, make a Charisma check vs DC 15. If you succeed, restore 2d6 + wisdom HP, stun your attacker, and regain a use of Channel Divinity. HP restoration increases to 4d6 + wisdom at 10th level, 6d6 + wisdom at 14th, and 8d6 + wisdom at 18th. Any overflow becomes temporary HP.
17th – Channel Divinity – Portents of Doom – all intelligent foes within a 30’ radius of the caster must succeed a composure/wisdom check vs your charisma or suffer fear and madness. This works like the fear spell, except it does not require concentration and naturally lasts for up to 1 hour.
It may seem like I'm giving prophets a lot, but keep in mind I'm stripping pretty much all martial combat viability from them, and most of the abilities they get are simply new options, not things that represent direct power upgrades. In fact, the design intent is really to have prophets give up damage and attrition for significantly greater utility and versatility compared to crusaders. The only one I'm really worried about is the 17th level Revelation feature. I'm not sure whether or not it should be a Channel Divinity, and I'm not sure whether it's underpowered or overpowered.
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