Cleric
Base Class: Cleric

Unlike the wizards of other worlds sorcerers of Analand have the unique ability to cast spells without the use of a spellbook for fear of their magic going into the wrong hands. Therefore they are trained under martial principles to defend themselves from harm. This order of clerics only worship  Libra, the Goddess of Justice.

During your training you have been taught a number of spells and incantations which you can call upon to aid you in your quest. The full list of spells follows these instructions.

Spells are identified by a three-letter word. Throughout your adventures you will be given the option of using spells to overcome problems and opponents.
The spells will be identified only by these three-letter words, so it is important that you memorize at least some of the codes.

Thus before you can start using your powers of sorcery, you will need to spend some time memorizing spells, as would a real wizard learning the magic arts. Obviously, you will not be able to memorize all forty-eight spells at once, but the more you use the book, the more familiar you will become with the most useful spells.

Spellbook Of The Scorcerer

You learn all wizard spells.

Martial Proficency

You gain proficiency in Martial Weapons and Heavy Armour.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Channel Divinity: Disrupt Weave

Starting at 2nd level, you can use your Channel Divinity to harness magical energies, banishing illusions and dealing force damage to your foes.

As an action, you present your holy symbol, and any magical illusions within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes force damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Libra’s Blessing

Beginning at 6th level, you can call on your deity, Libra, the Goddess of Justice to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to a short rest. You can either choose to remove all curses and diseases with which the player has become afflicted. In addition to this, you are given the opportunity to call upon Libra to release them from imprisonment, or more importantly, instant death.

If Libra intervenes, you can’t use this feature again for 3 days.

Potent Spellcasting

8th-level Peace Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Libra’s Champion

The benefits of Libera’s blessing can now work on allies that are within 60 feet of you. Moreover when Libera’s blessing has been used you can use it in a long rest.
All creatures affected by Libera’s blessing has the effects of blade ward for the next hour.

Previous Versions

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