Cleric
Base Class: Cleric

There are many things that wear down on us through the years. The ravages of time, the fervor of emotions, the unfairness of the world. Day by day we give away another piece of ourselves, the promised end never in sight.

The grind is unceasing and uncaring. Mere cogs cannot withstand its power – we can only hope to survive the sacrifices it forces us to make.

Yet through it all, there is something that sustains us. It is not dreams we hold onto, nor is it our ideals we strive for. Our faith lies in the darkness, one that coaxes the embers of the soul back to life. It is a bitter warmth, but a warmth that shall see us through the revolution of each day all the same.

Ladies, gentlemen, those of you who know better. Raise your cups. Even if our flesh should fail, our faith falter, and our spirits fade, we shall prevail – so long as the coffee remains strong.

Now, back to work. The Grind waits for none.

Level 1: Barista's Proficiencies

At 1st level, your devotion to the art of brewing confers the following benefits:

  • You gain proficiency in brewer’s supplies.
  • You gain advantage on initiative rolls.
  • You no longer need to eat or sleep, so long as you have consumed coffee within the last 24 hours. However, you still must spend at least 4 hours without performing strenuous activity in order to receive the benefits of a long rest.

Level 1: 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.

 

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric Level Spells
1st goodberry, Tasha’s caustic brew
3rd calm emotions, enthrall
5th create food and water, tiny hut
7th aura of life, aura of purity
9th danse macabre , skill empowerment

Level 1: Dark Roast

Also at 1st level, you gain the ability to channel a pool of restorative power. This Dark Roast pool has a number of points equal to 5x your cleric level, which are restored when you take a long rest.

As an action, you can spend points from your Dark Roast pool to provide temporary hit points to a creature within 5 feet of yourself, up to the maximum amount remaining in your pool. While a creature has temporary hit points from this feature, it has advantage on all saving throws.

Level 2: Seasonal Selection

Have you tried our daily special? We’ve always got something new!

As a bonus action, you can expend a use of your Channel Divinity to roll on the Seasonal Selection table below, triggering the associated effect.

Seasonal Selection

1d4 Effect
1 You cast a spell with a casting time of 1 Action. You expend spell slots as normal when you cast a spell in this way, and you can use this effect even if you have already cast a levelled spell as an action this turn.
2 Your Dark Roast pool regains a number of points equal to your level. In addition, up to 4 creatures of your choice within 30 feet of yourself gain an equal amount of temporary hit points, which act as the temporary hit points from your Dark Roast feature.
3 Creatures of your choice within 30 feet can use their reaction to move up to their movement speed. This movement does not provoke opportunity attacks.
4 A creature of your choice within 30 feet of yourself is forced to make a Wisdom saving throw against your Cleric save DC or be charmed by you for 1 minute, or until you or your allies do something to harm it.

Level 6: Inner Warmth

At 6th level, the caffeine flowing through your veins provides you with a deceptive resilience. You gain proficiency in Constitution saving throws, and you have advantage on saving throws to avoid exhaustion.

Level 8: Potent Spellcaffeine

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

Level 17: Double Shot

At 17th level, even the most potent of drinks are within your power to claim. As an action, creatures of your choice within 30 feet of yourself instantly gain the benefits of a short rest. In addition, after your turn ends, each chosen creature immediately takes a turn (in initiative order).

Once you use this feature, you cannot use it again until you finish a long rest. In addition, a creature cannot benefit from this feature more than once in an hour.

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