Base Class: Cleric
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a steppingstone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be able to demand it.
The Cleric Table
|
Level |
Proficiency Bonus |
Features |
Cantrips |
—Spell Slots per Spell Level— |
||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||||
|
1st |
+2 |
Spellcasting, Herald of the return domain |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+2 |
Channel Divinity (1/rest), Herald of the return domain feature |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+2 |
— |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
4th |
+2 |
Ability Score Improvement |
4 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
+3 |
Destroy Undead (CR 1/2) |
4 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
6th |
+3 |
Channel Divinity (2/rest), Herald of the return domain feature* |
4 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
|
7th |
+3 |
— |
4 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
|
8th |
+3 |
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
|
9th |
+4 |
— |
4 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
|
10th |
+4 |
Divine Intervention |
5 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
|
11th |
+4 |
Destroy Undead (CR 2) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
|
12th |
+4 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
|
13th |
+5 |
— |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
|
14th |
+5 |
Destroy Undead (CR 3) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
|
15th |
+5 |
— |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
|
16th |
+5 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
|
17th |
+6 |
Destroy Undead (CR 4), Herald of the return domain feature |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
|
18th |
+6 |
Channel Divinity (3/rest) |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
|
19th |
+6 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
|
20th |
+6 |
Divine Intervention Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Thrice Blessed Weapon ( deities favored weappn) and (b) Thrice Blessed Musical Instrument
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
Spellcasting
As a conduit for divine power, you can cast clerical spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Herald of the Return domain is detailed at the end of the class description and provides examples of gods associated with it. See the Krynn Deities for details on all the domains. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Domain Spell Level Domain Spells
|
Level |
Domain Spells |
|
1st |
Heroism, Thunderwave |
|
3rd |
Enhance Ability, Suggestion |
|
5th |
Beacon of Hope, Tongues |
|
7th |
Banishment, Divination |
|
9th |
Flame Strike, Summon Celestial |
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay level. It will require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon and Instrument: Inlay Levels
2nd level
-
- Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
- Thricee Blessed Weapon: Bless as per spell effects up to 6 creatures
- At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
- Thrice Blessed Weapons: Shatter as per spell
- Thrice Blessed Instrument: Mass healing word as per the spell
8th level
- Thrice Blessed Weapons: Spirit Guardian as per the spell
- Thrice Blessed Instrument: Mass cure wounds as per the spell
- At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
- Thrice Blessed Weapon: Dawn as per the spell
- Thrice Blessed Instrument: Heal as per spell
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Infused Healing from Herald of the Return domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. 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 move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only 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.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
At 2th level the cleric gains the first inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 1sr level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
2nd level
- Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
- Thricee Blessed Weapon: Bless as per spell effects up to 6 creatures
- At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
At 6th level the cleric gains the second inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 2nd level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
6th level
- Thrice Blkessed Weapon: Shatter as per spell
- Thrice Blessed Instrument: Pray of Healing as per the spell.
Thrice Blessed Weapon and instrument: Third Inlay
At 8th level the cleric gains the third inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 3th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
8th Laval
- Thrice Blessed Weapon: Spirit Guardian as per the spell
- Thrice Blessed Instrument: Mass cure wounds as per the spell
- At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
At 17th level the cleric gains the last inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 4th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
17th level
- Thrice Blessed Weapon: Dawn as per the spell
- Thrice Blessed Instrument: Heal as per spell
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice Blessed Musical Instrument
At 1 level the cleric gains their Thrice Blessed Instrument a musical instrument of their choice and their Thrice Blessed Weapon. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Instrument inlay levels
2nd Level
- Thrice Blessed Instrument: Healing word as per spell effects up to 6 creatures
6th Level
- Thrice Blessed Instrument: Mass healing word as per the spell
8th level
- Thrice Blessed Instrument: Mass cure wounds as per the spell
17th level
- Thrice Blessed Instrument: Heal as per spell
Bonus Proficiency Thrice Blessed Weapon
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon Inlay Level
2nd Level
- Thrice Blessed Weapons: Bless as per spell effects up to 6 creatures.
- At the completion of this ritual your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
- Thrice Blessed Weapons: Shatter as per spell
8th level
- Thrice Blessed Weapons: Spirit Guardian as per the spell
- At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
- Thrice Blessed Weapons: Dawn as per the spell or
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
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