Cleric
Base Class: Cleric

Clerics of the Apothecary Domain devote their life to the study of medicine. The healing properties of herbs and plants are nothing to sneeze at and these Clerics are adept at bringing out their fullest potential. 
Curing illnesses, recovering the bed-ridden, and healing the wounded are but some of the wonders these Clerics can perform. 

Domain Spells

You gain domain spells at the cleric levels listed in the Apothecary Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells

Cleric Level Spells
1st

purify food and drinkgoodberry

3rd gentle reposeprotection from poison
5th remove cursespeak with plants
7th fabricatedominate beast
9th contagiongreater restoration

Disease Resistance

At 1st level, your study of herbs and medicines has made you less susceptible to illness and disease. You take half as much damage as you normally would from being poisoned or afflictions from other diseases.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Cure Construction

Starting at 1st level, you learn the ways of creating cures to illness and injuries. 
First, gather your materials. A general healing ointment is made using water, shadow thistles, and astral tulips. Once these materials are ground together in your mortar and pestle, you imbue it with your magic.

Determining the Outcome

Roll a d20. If you roll a natural 1, the mixture is turned to a thin dust and is unusable. 
If you didn’t roll a natural 1, good for you! Now comes the fun part! To determine the healing factor of this batch of ointment, follow this simple equation!

1 + your Cleric level + the number you rolled on the d20

So for example, if you were a level 1 cleric and you rolled a 10, your ointment would heal 1+1+10, or 11 Hit Points. 
Now, roll a d4. The outcome of this roll determines how many uses this batch of ointment has.

At higher levels, you may even learn how to create ointments that heal creatures from many types of ailments! Such as poison, paralysis, exhaustion, or even petrification! 
Your ability to perform these tasks depends on what you want to heal. For example, if you wanted to learn how to make a Poison Antidote, you would tell your DM, you want to study that field. They would then tell you the ingredients needed, and you’d need to spend an appropriate amount of time learning.

Channel Divinity: The Savior Sage

Starting at 2nd level, you can use your Channel Divinity to bless another creature’s healing factors.

You can use Channel Divinity as an action to bless a creature within a range of 30 feet. The blessed creature cannot be poisoned or afflicted with another disease. In addition, they take half damage from poison or necrotic damage until the end of your next turn.

Arcane Protection

At 6th level, you gain the ability to grant people a quick resistance to magical effects. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit from a magical attack, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Natural Enhancement

Starting at 8th level, when you create a medicine, you may add 1d6 + your Wisdom modifier to the results. 

Healthy Gut

Starting at 17th level, you have a keen awareness of what causes death. Sickness and disease have become an obsolete nuisance for your body. You gain an immunity to poison damage and the poisoned condition. Furthermore, if a creature is killed by a sickness or disease, you may bring them back to life, so long as you do so within a day of them passing.

 

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