Base Class: Cleric
Whether they serve as champions of the downtrodden, paragons of divine justice, or protectors of sacred oaths, those who follow the Exemplar Domain inspire those around them to rise above fear and doubt, and to strive for greatness in all things.
Level 3: Divine Armament
Your holy intuition allows you to use the mastery property of one Martial weapon of your choice. You can use that weapon as a spellcasting focus for your Cleric spells. Whenever you finish a Long Rest, you can change the weapon choice.
Level 3: Exemplar Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Exemplar Domain Spells table, you thereafter always have the listed spells prepared.
Exemplar Domain Spells
|
CLERIC LEVEL |
PREPARED SPELLS |
|
3 |
Armor of Asmodeus, Searing Smite, Shining Smite, Spiritual Weapon |
|
5 |
|
|
7 |
Staggering Smite, Aura of Embers |
|
9 |
Level 3: Mantle of Virtue
As a bonus action during combat, while wielding a weapon and not wielding a shield, you can expend one use of your Channel Divinity and assume an aspect (listed below). While you are in an aspect, you can add half your Wisdom modifier (rounded down) to your Armor Class (minimum of +1).
You remain in an aspect until the end of combat, or you are incapacitated, you equip a shield, you assume a different aspect, or you end it (no action required).
List of Aspects
Below are the four aspects you can assume at level 3, which improve at cleric level 6 and level 17. They are: The Aspect of Grace, The Aspect of Justice, The Aspect of Retribution, and The Aspect of Vigilance.
Aspect of Grace
While in this aspect, you channel divine grace to soothe the hurts of your allies.
When you hit with a weapon attack, you can restore hit points to a creature within 30 feet of you (including yourself) equal to your Wisdom modifier (minimum of 1).
Additionally, whenever a creature regains hit points within 30 feet of you, you can grant them temporary hit points equal to your Wisdom modifier (minimum of 1).
Exalted (level 6)
When you assume this aspect, all creatures of your choice within 30 feet of you immediately regain hit points equal to twice your Wisdom Modifier (minimum of 2).
While in this aspect, whenever a creature within 30 feet of you regains hit points, you can grant them advantage on their next attack roll, saving throw, or ability check.
Prophecy (level 17)
You gain 1 Transcendence when you restore hit points or grant temporary hit points.
Aspect of Justice
While in this aspect, you channel divine justice to enhance your strikes.
Your weapon attacks deal additional radiant damage equal to your Wisdom modifier (minimum of 1).
Additionally, when you hit a creature with a weapon attack, you mark them with radiant energy until the end of your next turn. The next time they takes damage, they take additional radiant damage equal to your Wisdom modifier (minimum of 1).
Exalted (level 6)
When you assume this aspect, you can immediately make two weapon attacks.
While in this aspect, you can add half your Wisdom modifier (rounded down) to your attack rolls.
Prophecy (level 17)
You gain 1 Transcendence when you hit a creature with a weapon attack.
Aspect of Retribution
While in this aspect, you harness divine retribution to punish foes who strike you.
When a creature hits you with an attack, they take radiant damage equal to your Wisdom modifier (minimum of 1).
Additionally, when you are hit with an attack, you can choose a creature within 30 feet of you. That creature may use their reaction to make a single attack against the creature that hit you.
Exalted (level 6)
When you assume this aspect, all creatures of your choice within 30 feet of you must succeed on a wisdom saving throw against your cleric spellcasting DC. On a failure, they take radiant damage equal to four times your Wisdom modifier, or half as much on a success. You may also choose one creature that failed the saving throw, and allow all creatures within 30 feet of you to use their reaction to make a single attack against that creature.
While in this aspect, when you hit a creature with a weapon attack, your holy energy hinders their attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you.
Prophecy (level 17)
You gain 1 Transcendence when you deal damage to a creature, or when a creature hits with an attack they take as a reaction because of this aspect.
Aspect of Vigilance
While in this aspect, you harness divine vigilance to shield yourself and your allies.
You gain temporary hit points equal to twice your Wisdom modifier (minimum of 2) when you hit with a weapon attack.
Additionally, creatures provoke opportunity attacks from you even if they take the Disengage action when entering and before leaving your reach.
Exalted (level 6)
When you assume this aspect, all creatures of your choice within 30 feet of you immediately gain temporary hit points equal to twice your Wisdom Modifier. As long as they have these hit points, they also have advantage on all saving throws.
While in this aspect, when an ally within 30 foot of you takes damage, you can use a reaction to half the damage they took, but you also that damage.
Prophecy (level 17)
You gain 1 Transcendence when you take damage as a result of another creature’s actions.
Level 6: Exalt Aspect
When you assume an aspect as a bonus action, it becomes exalted. You gain benefits in each aspects exalted section, and when an aspect’s effect requires you to make a weapon attack, you may use that effect when you make a spell attack with a cleric spell (such as with Guiding Bolt, or Spiritual Weapon).
Additionally, while assuming an aspect, you can attack twice, instead of once, when you take the attack action on your turn.
Level 17: True Ascent
At the start of each of your turns while in an aspect, you gain 1 Transcendence (you can have a maximum equal to your cleric level). You gain additional Transcendence when you fulfill Prophecies, which are detailed under each aspect, or when your DM deems that you should gain transcendence, but in a single round, you can’t gain more than half your cleric level. You loose all Transcendence at the end of combat.
Whenever an aspect’s effect uses your Wisdom modifier, you may instead use your current Transcendence. If the Wisdom modifier is modified by a multiplier (such as halved, or doubled), the new value is similarly adjusted.
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