Cleric
Base Class: Cleric

You have honed your gifts by following the path your deity laid before you accomplish truly amazing magical feats. Your arcane nature is not merely meant to benefit something so mundane as yourself, but rather the will of the gods themselves. To be so blessed is to understand that you serve a greater purpose, a calling

Sorcerer's Apprentice

When you choose the sorcery domain at 1st level, you gain proficiency in the arcana skill, and learn two cantrips of your choice from the sorcerer spell list. These cantrips count as cleric cantrips for you.

Channel Divinity: Sorcerers Blessing

Starting at 2nd level, you can use your Channel Divinity to protect your allies from magical attacks.  

As an action, you present your holy symbol, and grant all creatures of your choice within 30 feet, including yourself, 2d4 plus your cleric level temporary hit points, and advantage on all saving throws from spells and other magical effects impacting 1 ability score of your choice for 1 minute.

 

Channel Divinity: Metamagic of the Gods

Starting at 6th level, you can use your Channel Divinity to gain the gift of metamagic for 1 minute.

As an action, you present your holy symbol, and spend two channel divinity slots to gain the ability to use Metamagics for 1 minute. At 6th level, choose two metamagic options from the list below. Any time you reach an ability score improvement in this class, you may replace 1 of your metamagic options. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. You gain 3 sorcery points to spend on Metamagic for the duration. This increases to 4 sorcery points at 8th level, and 5 sorcery points at 17th level.  

  • 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 Wisdom 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 Wisdom 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.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • 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.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Sorcerer's Spell Mastery

At 17th level, you choose four spells from the sorcerer spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

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