Base Class: Cleric
A number of deities claim arcane magic as their domain. While the idea of a divine being embracing such power might seem contradictory, magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.
When these gods sense a great magical power within someone, they bestow their power to them. Gods know the secrets and potential of magic intimately. For some gods, magical knowledge is a great responsibility that comes with a special understanding of the world around you for others they see magic as pure power, to be used as its wielder sees fit. The gods have chosen you as their prize and bestow great arcane power to protect you as you spread their name and your own will.
| Cleric Level | Spells |
|---|---|
| 1st | Guiding Bolt, Charm Person |
| 3rd | Hold Person, Suggestion |
| 5th | Spirit Guardians, Hypnotic Pattern |
| 7th | Banishment,Polymorph |
| 9th | Insect Plague, Mass Cure Wounds |
Arcane Bond
At 1st level, you gain the ability to dip into the arcane powers around you. Your innate arcane bond brings the power of arcane magic flowing through you. This grants you access to the Sorcerer Spell list.
Additionally, your connection to the Arcane you grants you the proficiency in Arcana
Channel Divinity: Theurgic Control
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, andany one magical creature of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is Controlled for 1 minute (as in the Dominate Monster spell) this control lasts for up to 1 hour within the CR rating as shown on the Arcane Control table.
Arcane Control
| Cleric Level | Control Creatures of CR … |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Channel Divinity: Spell Splinter
Starting at 6th level, you can present your holy symbol towards a target casting a spell. The target must make a wisdom saving throw or the spell will be lost.
Arcane Flux
Starting at 8th level, you have the ability to force a re-roll of an attack or saving throw that would cause damage to you or an ally once per day.
Starting at 14th level this can be done 2 times per day, however, the you must make a constitution saving throw or be considered exhausted after the second casting.
Cleric of Conjuration
At 17th level, you choose two options from the sorcerer meta magic table. These cannot be changed and can only be used once per long rest.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
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3/29/2020 2:50:09 AM
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