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<blockquote data-quote="the Jester" data-source="post: 9524517" data-attributes="member: 1210"><p>Okay, on to the classes. </p><p></p><p>First of all- there are only the basic four- cleric, fighter, rogue, and wizard. Other classes are emulated with feats; there is, for example, a Druid feat.</p><p></p><p>Also, there are only ten levels (inspired by E6), with further advancement happening via feats only.</p><p></p><p>Note that casting a spell in armor requires a check, which is more difficult the heavier the armor category, and comes with a 1d6 penalty die if you aren't proficient. (The Gear section will have the full details for this under "Armor".)</p><p></p><p>Note also that "Starting Features" are only gained if your first character level is in this class. (Also, shields count as Medium Armor, so all clerics are proficient in them.)</p><p></p><p>Spells have metamagic effects built in to them via the upcasting mechanic.</p><p></p><p>Light effects have two radii noted ("10'/20'"), meaning bright and dim light. </p><p></p><p>Note that there are effects (like Chant) that grant you extra reactions, sometimes with specific limitations. Multiple reactions are a fairly common thing; you'll see them come from spells, magic items, feats, and even class features.</p><p></p><p>If you can cast a spell as a ritual (such as Commune), it doesn't expend a spell slot. Note also that some spells don't expend a slot if they fail to have any effect (Banishment, for example).</p><p></p><p>"Save Ends" means that, at the end of each turn, the target makes the same type of save as the initial save against the spell. If it succeeds, the indicated effect ends. For example, if it makes the save at the end of its turn against Word of Obeisance, it can stand up.</p><p></p><p>Finally, note that cleric spell progression is a level slower than you might expect: they don't get 2nd level spells until 4th level.</p><p></p><p>That said, here is the cleric:</p><p></p><p><strong>CLERIC</strong></p><p>1d8 HD.</p><p></p><p><strong>Starting Features:</strong> Gain expertise +1d6 to Wis checks. +1 to attacks. Gain proficiency in heavy armor. Gain 1d8 bonus die to attempts to cast spells in armor.</p><p></p><p><strong>Level --- Features</strong></p><p>1 --- 1st Level Spells, Cantrips, Intuitive Magic, Proficiencies (club, flail, mace, sling,staff; light and medium armor)</p><p>2 --- Channel Divinity (1/rest), Extra Spells, +1 to attacks</p><p>3 --- Extra Spells, +1 to spell attacks</p><p>4 --- 2nd Level Spells</p><p>5 --- Channel Divinity (2/rest), Extra Spells</p><p>6 --- 3rd Level Spells</p><p>7 --- Extra Spells, +1 to spell attacks</p><p>8 --- 4th Level Spells</p><p>9 --- Extra Spells, Powerful Prayers</p><p>10 --- 5th Level Spells</p><p></p><p><strong>X Level Spells: </strong>You can learn and cast cleric spells of the indicated level. This has the following effects.</p><ul> <li data-xf-list-type="ul">When you finish a long rest, you can spend an hour in prayer and contemplation. During this time, you can prepare up to four cleric spells of the indicated level. (You can prepare all your cleric spells in the same hour.)</li> <li data-xf-list-type="ul">You gain two spell slots of that level. You recover these after a long rest.</li> </ul><p><strong>Cantrips: </strong>You know a variety of minor magical tricks and effects. This has the following effects.</p><ul> <li data-xf-list-type="ul">When you finish a long rest, you can spend an hour in prayer and contemplation. During this time, you can prepare up to four cleric cantrips. (You can prepare all your cleric spells in the same hour.)</li> <li data-xf-list-type="ul">You gain four cantrip slots. You recover these after a long rest.</li> </ul><p><strong>Intuitive Magic: </strong>If your Wis is at least 13, your cleric spells have a DC of 2. If your Wis is at least 16, they instead have a DC of 3.</p><p></p><p><strong>Channel Divinity: </strong>You gain the ability to channel the power of your deity in two ways, determined by your deity or faith. You can do so once and then must rest at least one hour before channeling divinity again. The following options are available.</p><ul> <li data-xf-list-type="ul"><em><strong>Despoil Light. </strong></em>All magical and non-magical lights within 60' are extinguished. Good aligned creatures in the area must make Wis saves or take 1d6 psychic damage. (Items with permanent light effects can be rekindled as an action.)</li> <li data-xf-list-type="ul"><em><strong>Impose Order. </strong></em>You gain an aura of order in a 15' radius. In this aura, all d20 rolls are treated as 11 for you and your allies or 10 for other creatures.</li> <li data-xf-list-type="ul"><em><strong>Knowledge of the Ages. </strong></em>For as long as you concentrate, up to 1 hour, you gain proficiency in checks with the ability score of your choice.</li> <li data-xf-list-type="ul"><em><strong>Radiance of the Dawn. </strong></em>You radiate sunlight in a 30'/60' radius for 1 minute. Magical darkness in or created in the area is suppressed until the effect ends. An evil creature that starts its turn in the bright light takes a 1d6 penalty die to attacks if it relies on vision.</li> <li data-xf-list-type="ul"><em><strong>Rebuke Undead. </strong></em>Each undead within 50' that can see you must make a Charisma save. If it fails, it becomes friendly to you for 10 minutes or until it takes damage or is attacked. If you have more cleric levels than it has Hit Dice, you can use an action to command it while the effect lasts.</li> <li data-xf-list-type="ul"><em><strong>Sacred Weapon. </strong></em>By spending 20' of your movement, you imbue a weapon you touch with sacred power. For 1 minute, the weapon sheds light in a 20'/40' radius gains a +1d6 bonus die on attacks, and deals an extra 1d4 radiant damage.</li> <li data-xf-list-type="ul"><em><strong>Turn Undead.</strong></em> Each undead within 50' that can see you must make a Charisma save. If it fails, it can't do anything other than flee from you or cower for 10 minutes. If it is attacked or takes damage, the turning breaks.</li> </ul><p><strong>Extra Spells: </strong>You gain two spell slots of any level that you can cast.</p><p></p><p><strong>+1 to Attacks: </strong>The bonus applies to all attack rolls using weapons, natural weapons, or improvised weapons (not to spells or similar effects).</p><p></p><p><strong>+1 to spell attacks: </strong>Your spell attacks get a +1 bonus.</p><p></p><p><strong>Powerful Prayers:</strong> Saves against your cleric spells are more difficult. A creature making such a save has a 1d6 penalty die. </p><p></p><p><em><strong>Level Up:</strong></em> If the class you took most recently upon leveling up was cleric, you can choose one of the following options, with an ability score needing 10advancement points to increase one full point:</p><ul> <li data-xf-list-type="ul">Your Con, Wis, or Cha gains 1d6 advancement points. </li> <li data-xf-list-type="ul">Another ability score of your choice gains 1d4 advancement points.</li> </ul><p><strong>CLERIC SPELLS</strong></p><p><strong></strong></p><p><strong>Cantrips</strong></p><p><u>Close or Open</u>- opens or closes a door within 60'.</p><p></p><p><u>Detect Chaos/Evil/Good/Law</u>- range 60', lasts for 1 minute; distinguishes between mortal and divine (e.g. fiends, hallowed area, etc). Clerics and paladins show as divinely aligned.</p><p></p><p><u>Detect Magic</u>- range 60', lasts for 1 minute; can distinguish between weak and strong magic, and might be able to learn more with Int check</p><p></p><p><u>Minor Healing</u>- cure 1 hp by touch</p><p></p><p><u>Purify Food and Drink</u>- Restores inedible food and drink to edible state, affects up to 1 day's rations</p><p></p><p><u>Thaumaturgy-</u> Make a sign of your god manifest, such as a loud noise, a sudden gust of wind, or a play of light in the clouds.</p><p></p><p><strong>1st level </strong></p><p></p><p><u>Bless</u>- one creature within 60' gets a 1d6 bonus die to attacks and saves for concentration, up to 1 minute. Upcast one level: add one target. Upcast 2 levels: increase duration to max 10 minutes. Upcast 2 levels: remove concentration.</p><p></p><p></p><p><u>Cause Fear</u>-one creature within 60' must make a Wis save or become frightened ofyou for 1 minute (save ends). While it is frightened and can see you,it has a 1d6 penalty die to all attacks and checks, it can't movecloser to you, and it has to end each turn further from you than itstarted. Upcast one level: add one target. </p><p></p><p><u>Command</u>- one word command on a target that can understand you within 30'. Target must make a Wis save or obey for one round. Ambiguous commands subject to the target's interpretation.</p><p></p><p><u>Cure Wounds</u>– touch living creature, heal 1d8+2 hp. If you touch undead, it does that much radiant damage instead. Upcast one level to add 1d8.</p><p></p><p><u>Death's Door</u>- up to three creatures you can see within 60' that are at 0 or negative hps stabilize and go to 0 hp. Until it regains at least 1hp, each target also gains resistance to all damage for the next 10 minutes. </p><p></p><p><u>Inflict Wounds</u>– spell attack vs. living creature, deal 1d8+2 necrotic damage on hit. If you touch an undead, it instead regains that many hps. If you miss, you can 'hold the charge' as long as you don't cast another spell, up to 1 minute. Upcast one level to add 1d8.</p><p></p><p><u>Lesser Restoration</u>- touch to restore a creature's mind, ending charms, fear, insanity, confusion,etc. Restores damaged mental ability scores.</p><p></p><p><u>Light</u>- cause 20'/40' light to emanate from an object you touch or a point in space. Lasts 1 hour. Upcast one level to increase radius by 10'/20' or one level to increase duration by 1 hour.</p><p></p><p><u>Protection from Chaos/Evil/Good/Law</u>- touch a creature or object; attacks from sources of the chosen alignment have a 1d6 penalty die, and the subject has a 1d6 bonus die on saves against effects from that alignment. Lasts concentration up to 1 minute. Upcast one level to target one additional creature or object. Upcast two levels to increase duration to concentration up to 10 minutes. Upcast two levels to remove concentration.</p><p></p><p><strong>2nd level</strong></p><p></p><p><u>Aid</u>- touch one creature; for 8 hours its current and max hps increase by 5. Upcast one level: add two targets. Upcast one level: increase by 5hp.</p><p></p><p><u>Augury</u>- 1 minute to cast. You determine whether a course of action you will take in the next hour is most likely to lead to weal, woe, both, or neither.</p><p></p><p><u>Chant</u>- for as long as you don't otherwise speak, this lasts concentration up to 10 minutes. You gain two reactions that you can only use to chant. When a creature within 60' misses an attack or fails a save, you can use your reaction to give it a 1d6 bonus die. </p><p></p><p><u>Find Traps</u>- when you cast this and by spending 15' of movement while it lasts, you can see a glow outlining any traps within 30' of you. This doesn't tell you what it is or how to disarm it. Lasts for concentration up to 10 minutes. Upcast one level: You learn what triggers the trap and get an idea of what its effect is (poison gas, fire, arrows, a swinging blade, etc).</p><p></p><p><u>Guiding Bolt</u>-fire a bolt of holy light at single target within 60' with a spell attack. If you hit, deal 2d10 radiant damage and the next attack against the target gets a 1d6 bonus die. If you miss, you can repeat the attack as an action next round, but if you miss a second time,the spell ends. Upcast one level: add 1d10. Upcast two levels: all attacks before the end of your next turn get the bonus die on a hit. Upcast one level: gain a 1d6 bonus die on the spell attack.</p><p></p><p><u>Healing Word</u>- costs 15' of speed to cast. One living creature within 60' regains 2d4+2 hp. If you target an undead, it instead takes that much radiant damage. Upcast one level: add 1d4. Upcast one level: add one target. Upcast one level: increase range 30'.</p><p></p><p><u>Hold Person</u>- one living humanoid creature within 60' must make Wis save or be paralyzed for concentration, up to 1 minute (save ends). If all targets make the initial save, you don't expend the spell slot. While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage. Upcast one level: add one target.</p><p></p><p><u>Locate Object</u>- choose either a category of object (such as a door or stairway) or a specific object (such as your friend Gong's cloak, a ring you have seen depicted in a painting, or a sword whose name you know). If that object is within one mile, you can spend 10' of movement to get a sense of what direction it is in. If it is within 500', you also sense that it is not far; and if it is within 100', you also sense that it is close. You retain the ability to sense it for one hour.</p><p></p><p><u>Repair Injury</u>-touch one creature and repair any broken or damaged (but not missing) body parts. Unless it is caused by entirely missing organs, this will repair blindness or deafness. Upcast one level: will regrow missing or destroyed teeth, digits, eyes, ears, nose, or genitals over the course of 1 hour. Upcast two levels: will regrow missing or destroyed appendages over the course of 1 hour. Upcast three levels: will regrow any missing or destroyed body parts over the course of 1 hour.</p><p></p><p><u>Resist Energy</u>- up to three creatures within 30' gain resistance to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10 minutes. Upcast one level: add three targets. Upcast two levels: increase duration to 1 hour.</p><p></p><p><strong>3rd level</strong></p><p></p><p><u>Create Food and Water</u>- create enough food for two creatures for one day. Upcast one level: create one additional creature's food.</p><p></p><p><u>Daylight</u>- cause sunlight 50'/100' to emanate from a point you can see within 90' for 10 minutes. Within this daylight, when you cast a healing spell, you heal an extra 1d4 hps. You can spend 5' of movement to end the spell. Upcast one level: increase light by 25'/50'. Upcast one level: increase duration to 1 hour. Upcast one level: increase extra healing to 1d6.</p><p></p><p><u>Dispel Magic</u>- target one creature, object, area up to 20'x20', or magical effect within 60'. Spells or magical effects of up to 3rd level on that target end; you make an Int check against each additional effect, and if you succeed, it ends as well. Upcast one level: increase range by 30'. Upcast one level: increase automatic dispel by one level.</p><p></p><p><u>Glyph of Warding</u>-mark a surface or object with a glyph, which fades into invisibility. The glyph triggers when a creature touches the target or the target moves. You can set a password that will suppress the glyph for 1 minute if the speaker touches the glyph while speaking it. When you create the glyph, choose one- acid, cold, fire, lightning, necrotic, radiant, thunder. When it is triggered, the glyph does 3d10 damage of that type to each creature within 10' (Dex save for half).</p><p></p><p><u>Greater restoration</u>- touch to restore a creature's mind and body, ending poison, paralysis, disease, petrification, charms, fear, insanity, confusion,etc. Restores damaged ability scores and removes energy drain.</p><p></p><p><u>Make Whole</u>- touch an object that is damaged or broken and make it whole. At least 50% of the object must remain, even if it is in pieces. Will not work on objects eroded by time. If you cast it on a construct, it regains 2d8+10 hps.</p><p></p><p><u>Mass Cure Wounds</u>- choose a point you can see within 60'. Up to four living creatures within 15' of that point each regain 2d8+5 hit points. Upcast one level: increase healing by 1d8. Upcast one level: increase range by 30'. Upcast one level: increase radius by 5'.</p><p></p><p><u>Prayer</u>- for 1 minute, when a creature attacks or makes a save within 60', you can give it a 1d6 bonus die or a 1d6 penalty die.</p><p></p><p><u>Protection from Energy</u>- one creature within 30' gains immunity to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10 minutes. Upcast one level: add one targets. Upcast two levels: increase duration to 1 hour.</p><p></p><p><u>Remove curse</u>- removes one curse on target creature or object you can see within 30'.</p><p></p><p><strong>4th level</strong></p><p></p><p><u>Banishment</u>- one creature you can see within 90' must make a Cha save or be banished. If it's from another plane, it returns; otherwise, it vanishes for 1 minute (save ends). If all initial targets make their saves, you don't expend the spell slot. Upcast one level: add one target.</p><p></p><p><u>Cloak of Bravery</u>- for one hour, you have a 50' radius aura. Within the aura, your allies can't become charmed, frightened, or have their emotions manipulated, gain a 1d6 bonus die to saves, and gain resistance to psychic damage.</p><p></p><p><u>Freedom of Movement</u>- targets up to four creatures within 30'. For 10 minutes, targets ignore difficult terrain, can't be paralyzed, slowed, or otherwise have their speed reduced, and automatically escape grapples or restraints with no movement cost at the start of their turn. They also never slip on grease, ice, ball bearings, or the like. Upcast one level: add two targets. Upcast one level: increase range 30'.</p><p></p><p><u>Imbue with Spell Ability</u>- touch one creature and give them a spell slot you have (not the one that you cast this spell with) and a spell you have prepared, which they keep for one hour or until they use the spell slot. You can choose the level of the slot and spell. You can't use either while they are granted to the creature, but the spell (and the slot, if unused) returns to you when the spell ends. </p><p></p><p></p><p><u>Locate Creature</u>- choose either a category of creature (such as a human, female camel, or black-haired elf wearing a green cloak) or a specific creature. If that creature is within one mile, you can spend 10' of movement to get a sense of what direction it is in. If it is within 500', you also sense that it is not far; and if it is within 100', you also sense that it is close. You retain the ability to sense it for one hour.</p><p></p><p><u>Remove Affliction</u>- instantly removes all curses, diseases, negative spell effects, ability damage, poison, petrification, and other negative conditions or effects on a subject you touch.</p><p></p><p><u>Stone Shape</u>- takes 1 minute to cast. Reshape any contiguous nonmagical stone in a 10' cube that you touch.</p><p></p><p><strong>5th level </strong></p><p></p><p><u>Commune</u>- takes 10 minutes to cast. You commune with your god and can ask 1 question, receiving a one word answer. Can cast as a one hour ritual requiring 5,000 gp in religious components.</p><p></p><p><u>Dispel Chaos/Evil/Good/Law</u>- banishes an extraplanar creature of the target alignment unless it makes a Cha save with a 1d6 penalty die. If it does make its save, it takes 4d10 psychic damage, has a 1d6 penalty die on attacks, checks, and saves for 1 minute, and loses resistance or immunity to nonmagical bludgeoning, piercing, and slashing damage. If cast on a creature of the target alignment but that is on its home plane, it takes 4d6 psychic damage (Wis save for half) and if it fails its save it is stunned until the end of your next turn. While stunned, it can't move or act, and attacks against it gain a 1d6 bonus die. </p><p></p><p><u>Flame Strike</u>- pillar of holy flame 15' in radius and up to 90' high appears within120', dealing 5d6 fire and 3d10 radiant to everything in the area (Dex save for half).</p><p></p><p><u>Insect Plague</u>- conjure a 20' radius sphere of insects centered on a point you can see within 120'. Each creature other than you that spends any of its turn in the insects takes 2d6 piercing and 2d6 poison damage and has a 1d6 penalty die to attacks and checks until the end of its next turn. You can spend 15' of movement to move the insects (which fly) up to 15'. The swarm is difficult terrain for creatures other than you.</p><p></p><p><u>Plane Shift</u>- requires the proper tuning fork. You can either transport yourself and up to 11 other willing creatures or a single unwilling creature to the plane your tuning fork corresponds to. In either case, if you picture a particular location on that plane, the targets appear 1d100 miles from that location; otherwise they appear in a random spot on the plane. If you target an unwilling creature, it can make a Cha save to resist, and if it succeeds, you don't expend the spell slot.</p><p></p><p><u>Raise Dead</u>- restores one dead body that you touch to life with 1 hp. The raised creature has a 1d6 penalty die to attacks, saves, and checks. Each time it completes a long rest, it removes one of these penalty dice. Can be cast as a 1 hour ritual requiring 10,000 gp in religious components.</p><p></p><p><u>Righteous Might</u>- for 1 minute, you grow to Large size, or increase in size by one category if you're Large or bigger, and gain 20 temporary hit points. While grown, you gain a 1d8 bonus die to melee attacks, deal an extra die of damage with melee attacks, and can make one extra melee attack whenever you use your action to attack with a weapon or natural weapon. </p><p></p><p><u>Word of Obeisance</u>- each creature of your choice within 60' that can hear you must make a Wis save. If it fails, it takes 2d8 psychic damage, falls prone, and can't stand up (save ends). If no creature fails its initial save, you don't expend the spell slot.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9524517, member: 1210"] Okay, on to the classes. First of all- there are only the basic four- cleric, fighter, rogue, and wizard. Other classes are emulated with feats; there is, for example, a Druid feat. Also, there are only ten levels (inspired by E6), with further advancement happening via feats only. Note that casting a spell in armor requires a check, which is more difficult the heavier the armor category, and comes with a 1d6 penalty die if you aren't proficient. (The Gear section will have the full details for this under "Armor".) Note also that "Starting Features" are only gained if your first character level is in this class. (Also, shields count as Medium Armor, so all clerics are proficient in them.) Spells have metamagic effects built in to them via the upcasting mechanic. Light effects have two radii noted ("10'/20'"), meaning bright and dim light. Note that there are effects (like Chant) that grant you extra reactions, sometimes with specific limitations. Multiple reactions are a fairly common thing; you'll see them come from spells, magic items, feats, and even class features. If you can cast a spell as a ritual (such as Commune), it doesn't expend a spell slot. Note also that some spells don't expend a slot if they fail to have any effect (Banishment, for example). "Save Ends" means that, at the end of each turn, the target makes the same type of save as the initial save against the spell. If it succeeds, the indicated effect ends. For example, if it makes the save at the end of its turn against Word of Obeisance, it can stand up. Finally, note that cleric spell progression is a level slower than you might expect: they don't get 2nd level spells until 4th level. That said, here is the cleric: [B]CLERIC[/B] 1d8 HD. [B]Starting Features:[/B] Gain expertise +1d6 to Wis checks. +1 to attacks. Gain proficiency in heavy armor. Gain 1d8 bonus die to attempts to cast spells in armor. [B]Level --- Features[/B] 1 --- 1st Level Spells, Cantrips, Intuitive Magic, Proficiencies (club, flail, mace, sling,staff; light and medium armor) 2 --- Channel Divinity (1/rest), Extra Spells, +1 to attacks 3 --- Extra Spells, +1 to spell attacks 4 --- 2nd Level Spells 5 --- Channel Divinity (2/rest), Extra Spells 6 --- 3rd Level Spells 7 --- Extra Spells, +1 to spell attacks 8 --- 4th Level Spells 9 --- Extra Spells, Powerful Prayers 10 --- 5th Level Spells [B]X Level Spells: [/B]You can learn and cast cleric spells of the indicated level. This has the following effects. [LIST] [*]When you finish a long rest, you can spend an hour in prayer and contemplation. During this time, you can prepare up to four cleric spells of the indicated level. (You can prepare all your cleric spells in the same hour.) [*]You gain two spell slots of that level. You recover these after a long rest. [/LIST] [B]Cantrips: [/B]You know a variety of minor magical tricks and effects. This has the following effects. [LIST] [*]When you finish a long rest, you can spend an hour in prayer and contemplation. During this time, you can prepare up to four cleric cantrips. (You can prepare all your cleric spells in the same hour.) [*]You gain four cantrip slots. You recover these after a long rest. [/LIST] [B]Intuitive Magic: [/B]If your Wis is at least 13, your cleric spells have a DC of 2. If your Wis is at least 16, they instead have a DC of 3. [B]Channel Divinity: [/B]You gain the ability to channel the power of your deity in two ways, determined by your deity or faith. You can do so once and then must rest at least one hour before channeling divinity again. The following options are available. [LIST] [*][I][B]Despoil Light. [/B][/I]All magical and non-magical lights within 60' are extinguished. Good aligned creatures in the area must make Wis saves or take 1d6 psychic damage. (Items with permanent light effects can be rekindled as an action.) [*][I][B]Impose Order. [/B][/I]You gain an aura of order in a 15' radius. In this aura, all d20 rolls are treated as 11 for you and your allies or 10 for other creatures. [*][I][B]Knowledge of the Ages. [/B][/I]For as long as you concentrate, up to 1 hour, you gain proficiency in checks with the ability score of your choice. [*][I][B]Radiance of the Dawn. [/B][/I]You radiate sunlight in a 30'/60' radius for 1 minute. Magical darkness in or created in the area is suppressed until the effect ends. An evil creature that starts its turn in the bright light takes a 1d6 penalty die to attacks if it relies on vision. [*][I][B]Rebuke Undead. [/B][/I]Each undead within 50' that can see you must make a Charisma save. If it fails, it becomes friendly to you for 10 minutes or until it takes damage or is attacked. If you have more cleric levels than it has Hit Dice, you can use an action to command it while the effect lasts. [*][I][B]Sacred Weapon. [/B][/I]By spending 20' of your movement, you imbue a weapon you touch with sacred power. For 1 minute, the weapon sheds light in a 20'/40' radius gains a +1d6 bonus die on attacks, and deals an extra 1d4 radiant damage. [*][I][B]Turn Undead.[/B][/I] Each undead within 50' that can see you must make a Charisma save. If it fails, it can't do anything other than flee from you or cower for 10 minutes. If it is attacked or takes damage, the turning breaks. [/LIST] [B]Extra Spells: [/B]You gain two spell slots of any level that you can cast. [B]+1 to Attacks: [/B]The bonus applies to all attack rolls using weapons, natural weapons, or improvised weapons (not to spells or similar effects). [B]+1 to spell attacks: [/B]Your spell attacks get a +1 bonus. [B]Powerful Prayers:[/B] Saves against your cleric spells are more difficult. A creature making such a save has a 1d6 penalty die.[B] [/B] [I][B]Level Up:[/B][/I] If the class you took most recently upon leveling up was cleric, you can choose one of the following options, with an ability score needing 10advancement points to increase one full point: [LIST] [*]Your Con, Wis, or Cha gains 1d6 advancement points. [*]Another ability score of your choice gains 1d4 advancement points. [/LIST] [B]CLERIC SPELLS Cantrips[/B] [U]Close or Open[/U]- opens or closes a door within 60'. [U]Detect Chaos/Evil/Good/Law[/U]- range 60', lasts for 1 minute; distinguishes between mortal and divine (e.g. fiends, hallowed area, etc). Clerics and paladins show as divinely aligned. [U]Detect Magic[/U]- range 60', lasts for 1 minute; can distinguish between weak and strong magic, and might be able to learn more with Int check [U]Minor Healing[/U]- cure 1 hp by touch [U]Purify Food and Drink[/U]- Restores inedible food and drink to edible state, affects up to 1 day's rations [U]Thaumaturgy-[/U] Make a sign of your god manifest, such as a loud noise, a sudden gust of wind, or a play of light in the clouds. [B]1st level [/B] [U]Bless[/U]- one creature within 60' gets a 1d6 bonus die to attacks and saves for concentration, up to 1 minute. Upcast one level: add one target. Upcast 2 levels: increase duration to max 10 minutes. Upcast 2 levels: remove concentration. [U]Cause Fear[/U]-one creature within 60' must make a Wis save or become frightened ofyou for 1 minute (save ends). While it is frightened and can see you,it has a 1d6 penalty die to all attacks and checks, it can't movecloser to you, and it has to end each turn further from you than itstarted. Upcast one level: add one target. [U]Command[/U]- one word command on a target that can understand you within 30'. Target must make a Wis save or obey for one round. Ambiguous commands subject to the target's interpretation. [U]Cure Wounds[/U]– touch living creature, heal 1d8+2 hp. If you touch undead, it does that much radiant damage instead. Upcast one level to add 1d8. [U]Death's Door[/U]- up to three creatures you can see within 60' that are at 0 or negative hps stabilize and go to 0 hp. Until it regains at least 1hp, each target also gains resistance to all damage for the next 10 minutes. [U]Inflict Wounds[/U]– spell attack vs. living creature, deal 1d8+2 necrotic damage on hit. If you touch an undead, it instead regains that many hps. If you miss, you can 'hold the charge' as long as you don't cast another spell, up to 1 minute. Upcast one level to add 1d8. [U]Lesser Restoration[/U]- touch to restore a creature's mind, ending charms, fear, insanity, confusion,etc. Restores damaged mental ability scores. [U]Light[/U]- cause 20'/40' light to emanate from an object you touch or a point in space. Lasts 1 hour. Upcast one level to increase radius by 10'/20' or one level to increase duration by 1 hour. [U]Protection from Chaos/Evil/Good/Law[/U]- touch a creature or object; attacks from sources of the chosen alignment have a 1d6 penalty die, and the subject has a 1d6 bonus die on saves against effects from that alignment. Lasts concentration up to 1 minute. Upcast one level to target one additional creature or object. Upcast two levels to increase duration to concentration up to 10 minutes. Upcast two levels to remove concentration. [B]2nd level[/B] [U]Aid[/U]- touch one creature; for 8 hours its current and max hps increase by 5. Upcast one level: add two targets. Upcast one level: increase by 5hp. [U]Augury[/U]- 1 minute to cast. You determine whether a course of action you will take in the next hour is most likely to lead to weal, woe, both, or neither. [U]Chant[/U]- for as long as you don't otherwise speak, this lasts concentration up to 10 minutes. You gain two reactions that you can only use to chant. When a creature within 60' misses an attack or fails a save, you can use your reaction to give it a 1d6 bonus die. [U]Find Traps[/U]- when you cast this and by spending 15' of movement while it lasts, you can see a glow outlining any traps within 30' of you. This doesn't tell you what it is or how to disarm it. Lasts for concentration up to 10 minutes. Upcast one level: You learn what triggers the trap and get an idea of what its effect is (poison gas, fire, arrows, a swinging blade, etc). [U]Guiding Bolt[/U]-fire a bolt of holy light at single target within 60' with a spell attack. If you hit, deal 2d10 radiant damage and the next attack against the target gets a 1d6 bonus die. If you miss, you can repeat the attack as an action next round, but if you miss a second time,the spell ends. Upcast one level: add 1d10. Upcast two levels: all attacks before the end of your next turn get the bonus die on a hit. Upcast one level: gain a 1d6 bonus die on the spell attack. [U]Healing Word[/U]- costs 15' of speed to cast. One living creature within 60' regains 2d4+2 hp. If you target an undead, it instead takes that much radiant damage. Upcast one level: add 1d4. Upcast one level: add one target. Upcast one level: increase range 30'. [U]Hold Person[/U]- one living humanoid creature within 60' must make Wis save or be paralyzed for concentration, up to 1 minute (save ends). If all targets make the initial save, you don't expend the spell slot. While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage. Upcast one level: add one target. [U]Locate Object[/U]- choose either a category of object (such as a door or stairway) or a specific object (such as your friend Gong's cloak, a ring you have seen depicted in a painting, or a sword whose name you know). If that object is within one mile, you can spend 10' of movement to get a sense of what direction it is in. If it is within 500', you also sense that it is not far; and if it is within 100', you also sense that it is close. You retain the ability to sense it for one hour. [U]Repair Injury[/U]-touch one creature and repair any broken or damaged (but not missing) body parts. Unless it is caused by entirely missing organs, this will repair blindness or deafness. Upcast one level: will regrow missing or destroyed teeth, digits, eyes, ears, nose, or genitals over the course of 1 hour. Upcast two levels: will regrow missing or destroyed appendages over the course of 1 hour. Upcast three levels: will regrow any missing or destroyed body parts over the course of 1 hour. [U]Resist Energy[/U]- up to three creatures within 30' gain resistance to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10 minutes. Upcast one level: add three targets. Upcast two levels: increase duration to 1 hour. [B]3rd level[/B] [U]Create Food and Water[/U]- create enough food for two creatures for one day. Upcast one level: create one additional creature's food. [U]Daylight[/U]- cause sunlight 50'/100' to emanate from a point you can see within 90' for 10 minutes. Within this daylight, when you cast a healing spell, you heal an extra 1d4 hps. You can spend 5' of movement to end the spell. Upcast one level: increase light by 25'/50'. Upcast one level: increase duration to 1 hour. Upcast one level: increase extra healing to 1d6. [U]Dispel Magic[/U]- target one creature, object, area up to 20'x20', or magical effect within 60'. Spells or magical effects of up to 3rd level on that target end; you make an Int check against each additional effect, and if you succeed, it ends as well. Upcast one level: increase range by 30'. Upcast one level: increase automatic dispel by one level. [U]Glyph of Warding[/U]-mark a surface or object with a glyph, which fades into invisibility. The glyph triggers when a creature touches the target or the target moves. You can set a password that will suppress the glyph for 1 minute if the speaker touches the glyph while speaking it. When you create the glyph, choose one- acid, cold, fire, lightning, necrotic, radiant, thunder. When it is triggered, the glyph does 3d10 damage of that type to each creature within 10' (Dex save for half). [U]Greater restoration[/U]- touch to restore a creature's mind and body, ending poison, paralysis, disease, petrification, charms, fear, insanity, confusion,etc. Restores damaged ability scores and removes energy drain. [U]Make Whole[/U]- touch an object that is damaged or broken and make it whole. At least 50% of the object must remain, even if it is in pieces. Will not work on objects eroded by time. If you cast it on a construct, it regains 2d8+10 hps. [U]Mass Cure Wounds[/U]- choose a point you can see within 60'. Up to four living creatures within 15' of that point each regain 2d8+5 hit points. Upcast one level: increase healing by 1d8. Upcast one level: increase range by 30'. Upcast one level: increase radius by 5'. [U]Prayer[/U]- for 1 minute, when a creature attacks or makes a save within 60', you can give it a 1d6 bonus die or a 1d6 penalty die. [U]Protection from Energy[/U]- one creature within 30' gains immunity to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10 minutes. Upcast one level: add one targets. Upcast two levels: increase duration to 1 hour. [U]Remove curse[/U]- removes one curse on target creature or object you can see within 30'. [B]4th level[/B] [U]Banishment[/U]- one creature you can see within 90' must make a Cha save or be banished. If it's from another plane, it returns; otherwise, it vanishes for 1 minute (save ends). If all initial targets make their saves, you don't expend the spell slot. Upcast one level: add one target. [U]Cloak of Bravery[/U]- for one hour, you have a 50' radius aura. Within the aura, your allies can't become charmed, frightened, or have their emotions manipulated, gain a 1d6 bonus die to saves, and gain resistance to psychic damage. [U]Freedom of Movement[/U]- targets up to four creatures within 30'. For 10 minutes, targets ignore difficult terrain, can't be paralyzed, slowed, or otherwise have their speed reduced, and automatically escape grapples or restraints with no movement cost at the start of their turn. They also never slip on grease, ice, ball bearings, or the like. Upcast one level: add two targets. Upcast one level: increase range 30'. [U]Imbue with Spell Ability[/U]- touch one creature and give them a spell slot you have (not the one that you cast this spell with) and a spell you have prepared, which they keep for one hour or until they use the spell slot. You can choose the level of the slot and spell. You can't use either while they are granted to the creature, but the spell (and the slot, if unused) returns to you when the spell ends. [U]Locate Creature[/U]- choose either a category of creature (such as a human, female camel, or black-haired elf wearing a green cloak) or a specific creature. If that creature is within one mile, you can spend 10' of movement to get a sense of what direction it is in. If it is within 500', you also sense that it is not far; and if it is within 100', you also sense that it is close. You retain the ability to sense it for one hour. [U]Remove Affliction[/U]- instantly removes all curses, diseases, negative spell effects, ability damage, poison, petrification, and other negative conditions or effects on a subject you touch. [U]Stone Shape[/U]- takes 1 minute to cast. Reshape any contiguous nonmagical stone in a 10' cube that you touch. [B]5th level [/B] [U]Commune[/U]- takes 10 minutes to cast. You commune with your god and can ask 1 question, receiving a one word answer. Can cast as a one hour ritual requiring 5,000 gp in religious components. [U]Dispel Chaos/Evil/Good/Law[/U]- banishes an extraplanar creature of the target alignment unless it makes a Cha save with a 1d6 penalty die. If it does make its save, it takes 4d10 psychic damage, has a 1d6 penalty die on attacks, checks, and saves for 1 minute, and loses resistance or immunity to nonmagical bludgeoning, piercing, and slashing damage. If cast on a creature of the target alignment but that is on its home plane, it takes 4d6 psychic damage (Wis save for half) and if it fails its save it is stunned until the end of your next turn. While stunned, it can't move or act, and attacks against it gain a 1d6 bonus die. [U]Flame Strike[/U]- pillar of holy flame 15' in radius and up to 90' high appears within120', dealing 5d6 fire and 3d10 radiant to everything in the area (Dex save for half). [U]Insect Plague[/U]- conjure a 20' radius sphere of insects centered on a point you can see within 120'. Each creature other than you that spends any of its turn in the insects takes 2d6 piercing and 2d6 poison damage and has a 1d6 penalty die to attacks and checks until the end of its next turn. You can spend 15' of movement to move the insects (which fly) up to 15'. The swarm is difficult terrain for creatures other than you. [U]Plane Shift[/U]- requires the proper tuning fork. You can either transport yourself and up to 11 other willing creatures or a single unwilling creature to the plane your tuning fork corresponds to. In either case, if you picture a particular location on that plane, the targets appear 1d100 miles from that location; otherwise they appear in a random spot on the plane. If you target an unwilling creature, it can make a Cha save to resist, and if it succeeds, you don't expend the spell slot. [U]Raise Dead[/U]- restores one dead body that you touch to life with 1 hp. The raised creature has a 1d6 penalty die to attacks, saves, and checks. Each time it completes a long rest, it removes one of these penalty dice. Can be cast as a 1 hour ritual requiring 10,000 gp in religious components. [U]Righteous Might[/U]- for 1 minute, you grow to Large size, or increase in size by one category if you're Large or bigger, and gain 20 temporary hit points. While grown, you gain a 1d8 bonus die to melee attacks, deal an extra die of damage with melee attacks, and can make one extra melee attack whenever you use your action to attack with a weapon or natural weapon. [U]Word of Obeisance[/U]- each creature of your choice within 60' that can hear you must make a Wis save. If it fails, it takes 2d8 psychic damage, falls prone, and can't stand up (save ends). If no creature fails its initial save, you don't expend the spell slot. [/QUOTE]
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