Cleric
Base Class: Cleric

Master of alchemy, medicine, philosophy and the transmutative arts, the clerics who devote themselves to this path follow no gods in particular but instead have the goals to create one themselves. For long mankind has walked the path of followers and devotees of the divine praying to them for strength, miracles or even out of fear so they their gaze will turn another way, but there are those like the followers of this domain who wish not to simply follow but make. Through their minds in both intelligence and wisdom, sages use their arts to better mankind so that one may be able to reach the status of divinity to reach the status of a true god so they may uplift them and their minds into a true state of perfection.

Domain Spells

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

Sage Domain Spells

Cleric Level Spells
1st sanctuary, goodberry
3rd aid, wither and bloom
5th beacon of hope, dispel magic
7th stoneskin, resilient sphere
9th mass cure wounds, magic mirror

Argyropoeia

Starting at 1st level, you learn to utilise your healing magicks to its fullest potential wasting none of the residual aether used to cast the spell on your targets. Whenever you cast a spell of 1st level or higher that restores hit points to a creature, the creature gains temporary hit points equal to the spell's level + your proficiency modifier.

Gnosis of Erudition

At 1st level, you gain proficiency in the Arcana  and Medicine skill.

Channel Divinity: Aqua Vitae

Starting at 2nd level, you can use your Channel Divinity to aid your allies in their greatest time of need.

As a bonus action, choose one ally within 60 feet of you that you can see; that creature is given the mark of transmutation for 1 minute. While that ally has the mark, whenever you cast a spell or cantrip that damages another creature the marked ally is healed a number of hit points equal to the spells level(0 for cantrips) + your proficiency modifier + your wisdom modifier.

 You may only have one creature marked at a time, if this channel ability is used to mark a second creature, the mark fades away from the first creature.

Chrysopoeia

At 6th level, you learn the way to fortify your allies in the heat of battle priming the next spell that would restore hit points to transmute its restorative properties into instead a barrier for them.

At the start of your turn with no action required, you can choose to transmute the next spell of 1st level or higher and empower it. When empowered this way, if a spell were to restore hit points, it would instead create an amount of temporary hit points for its recipient equal to the number of hit points it would have restored. Until the start of your next turn, a creature granted temporary hit points from a spell empowered by Chrysopoeia is hit with an attack they may use their reaction to increase their Armour Class by an amount equal to half of your proficiency modifier.

You may use this feature a number of times equal to your proficiency modifier per long rest.

Potent Spellcasting

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

Succedaneum

Starting at 8th level, you learn more in depth on potions and their applications. Whenever you consume or administer a Potion of Healing, you instead may consume half and save the rest for later use. If the potion is not consumed by the end of your next long rest, its effects grow stagnant and lose all magical effects.

When only consuming half, the calculation for the potions goes as followed:

Potion of … Rarity HP Regained
Healing Common 1d4 + 1
Greater healing Uncommon 2d4 + 2
Superior healing Rare 4d4 + 4
Supreme healing Very rare 5d4 + 10

 

Magnum Opus: Prima Materia

Starting at 17th level, you use all the knowledge within your grasp to aid your allies at a mass scale.

As an action, you can place a sigil for up to six creatures of your choice within 60 feet of you for one minute. When you initially place the sigil, you may choose one damage type and have all creature affected with the sigil gain resistance to it until the sigil fades or is dispelled. Whenever you cast a spell or cantrip that damages another creature, all creatures marked with the sigil regain a number of hit points equal to the spell's level (0 for cantrips) + half your cleric level + your wisdom modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2024 2:25:06 PM
15
0
--
Coming Soon
7/23/2024 8:00:05 PM
24
0
--
Coming Soon
7/24/2024 1:29:20 PM
33
0
--
Coming Soon
7/29/2024 1:56:50 AM
43
0
--
Coming Soon
7/30/2024 4:07:43 AM
54
0
--
Coming Soon
Sage Domain Image

Comments

Posts Quoted:
Reply
Clear All Quotes