Cleric
Base Class: Cleric

Manifest Clerics harness willpower, curiosity and artful vision in service of a faith or philosophy. They use the divine to weave artifice with a granularity and deliberate complexity usually the preserve of the arcane.

They may take deities associated with ambition or craft, a philosophy of discovery without a deity at all, or a client being with an active agenda.

Bonus Cantrip and Proficiencies

1st-level Manifest Domain feature

Divine power amplifies your impact on the world. You gain proficiency with heavy armor and martial weapons.

You know the mage hand cantrip, and when you cast it you can empower it to carry up to 15 times your cleric level in lb. You can use this ability once, and regain the use at the end of a long rest or by expending a 1st level spell slot.

If you have levels in classes that don’t provide heavy or medium armor proficiency as a class or subclass feature, you can’t cast any spells from that class’s spellcasting feature.

Manifest Magic

1st-level Manifest Domain feature
Replaces Domain Spells

Manifest Grasp. Once when you roll initiative or once on your turn, you may swap two prepared cleric spells for two new ones. You may do this a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest. This has no activation time.

In addition, for you, the spells listed below are cantrips you may learn as cleric cantrips, and spells you may prepare as cleric spells.

Manifest Domain Expanded Spell List

Spell Level Spells
Cantrip
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

Manifest Will

1st-level Manifest Domain feature
You gain divine understanding of mechanical schema.

Aspect Points.
Aspect points power, limit and measure your manifest will. You have a maximum of 4 aspect points at 1st level, gaining 1 more maximum point at 4th, 7th, 10th, 13th, 16th and 19th cleric levels. When you pay aspect costs, you may convert spell slots into aspect points equal to their total level. The associated effects have no activation time unless stated. At the start of your turn, you regain 1 aspect point. This increases to 2 at 8th cleric level.

Will Into Being.
As an action, at aspect cost 3, you may create or sustain a hinged partwise rigid nonmagical item craftable with artisan's tools, that can fit into a cube of side length in feet equal to your cleric level (minimum 5), on a surface or in a liquid in an unoccupied space, or equipped on a willing creature, within 30 feet of you. It disappears after 1 minute unless sustained. With a dedicated Form Tome, you can have arbitrarily complex mechanical objects, such as ovens. You may not use very rare materials unless you provide them, but if so they are retrievable.

Channel Divinity: Manifest Life

2nd-level Manifest Domain feature

As an action, you may expend a use of Channel Divinity to summon a celestial, construct or fiend of challenge rating up to one quarter of your cleric level in an unoccupied space you can see within 15 feet of you. It shares your initiative order and takes its turn immediately after yours.

While it is within 15 feet of you, both of you have the interception fighting style (the creature can use this reaction as if it has your proficiency bonus and equipment).

On its turn it moves and takes the Dodge action unless you use your bonus action to tell it to do something else.

If you are below 8th cleric level you may not mount the creature. If you use this Channel Divinity again while the summoned creature exists, it is replaced. It vanishes when either of you loses consciousness; or after a number of hours equal to your proficiency bonus. If it is a construct, you may heal it with spells and effects that say they don’t affect constructs. It’s bound to your service but not mentally linked to you except by use of your bonus action.

Repertoire of Forms

6th-level Manifest Domain feature
Starting at 6th level, you study ever more diverse and arcane ways to change the form of your divine magic.

Divine Geometry.
As a bonus action, you close your eyes and divine the geometric and material properties of a subsection of matter within a 30 foot radius centered around you. This does not overcome warding against divination magic, but otherwise allows you to learn concealed structures. You may do this once, and regain the use after a long rest or by expending a 2nd-level spell slot.

Form Tomes.
Within 24 hours of using Divine Geometry, as an action, you may conjure a magical 2 lb tome magically carrying a portion of the geometric and material schematics so learned. Give it a descriptive title and put it in your inventory. You may have a number of these equal to 4 times your proficiency bonus, and may annihilate a form tome at will. Having a Form Tome allows you to create arbitrarily complex constructions with Will Into Being.

Replication. 
You may spend 1 minute to create a replica of a nonmagical, common magical or rare magical item that can fit in a 5 foot cube for which you have specifically made a Form Tome. The replica is created in an unoccupied space you choose within 5 feet of you. The chosen Form Tome cannot be used again for any purpose while this replica exists, and the replica vanishes if the Form Tome is destroyed. Creatures given the replicas are aware their existence depends on the Form Tomes.
You may have a number of such replicas existing equal to your proficiency bonus. At 14th cleric level, you can replicate very rare items.

At 6th level you also gain these options for spending aspect points.

Antianimus.
When a creature within 15 feet of you takes damage, at aspect cost 2, you may give it the following effect: when it imposes a saving throw on another creature by means of a spell or magical ability, its DC becomes 15 minus half your cleric level. This effect ends at the start of your first turn after it imposes this DC on a creature.

Bolstered Body. 
After you or a creature you control make an attack roll or constitution saving throw, but before knowing whether it succeeds, at aspect cost 1, you may add your Wisdom modifier to the roll.

Conjured Charge.
As an action at aspect cost 2, up to one minute after striking a creature with a melee weapon attack, you may teleport yourself and another creature you control to locations you choose within 15 feet of the struck creature or the closest unoccupied spaces. If you are within reach, you may then make one melee weapon attack against the creature to which you teleported.

Delegation.
When you order your Manifest Life creature to take an action, at aspect cost 4, you may expend a spell slot to have the creature cast an abjuration, conjuration or transmutation cleric spell that you have prepared, using your cleric spellcasting ability modifier. If it uses concentration, you must pay 1 aspect point on each of your turns thereafter to continue the spell, or the spell ends at the start of the creature’s turn.

Divine Strike

8th-level Manifest Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Magnum Opus

17th-level Manifest Domain feature
Your command of magical manifestation reaches the summit of your exertion. For you, the spell planar binding is always prepared, has a casting time of one action, and requires no material components. In addition, you may spend 10 minutes in complete focus, without moving, doing one choice of the listed options. You may do this once, and regain the use after three long rests.

  • You may use one or more Form Tomes to create a sophisticated mechanical device with any power source but only mechanical output, limited to 150 horsepower. You must provide any very rare materials needed. It must fit within an unoccupied 15 foot cube within 30 feet of you. As an action, you may expend a use of Channel Divinity to power it for an hour, but if it has maximal load or is as complex as an ornithopter that can carry two creatures of Medium size, it then breaks after the hour.

  • Without a Form Tome, you may permanently create a simple structure such as a minor fortification that can fit into a 120 foot cube, providing any very rare materials needed. It can otherwise have commonplace implements such as torches, hinges and primitive plumbing; and creatures in the area are harmlessly lifted up as it rises from the ground. The architecture of the structure is sturdy enough to build a bridge over a 80 foot gap. The center of the object must be within 300 feet of you.

  • You may use one or more Form Tomes to permanently transform 90% of the body of a willing creature you can touch. The new body can differ in sex and race, and may rearrange its base physical ability scores. Diseases and curses outside of the brain are removed, but the brain and soul are unaffected.

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