Cleric
Base Class: Cleric

Duties include investigation of bodies, autopsies, resurrection, processing evidence, working with other law enforcement personnel, tracking criminals. They also root out and eliminate undead, diseases, and necromancers.

They have abilities to aid in these endeavors and typically specialize in Necromantic, Abjurative, Divining, and Evocative magics.

Domain Spells

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

Kelemvor's Chosen Spells

Cleric Level Spells
1st comprehend languages, identify
3rd gentle repose, lesser restoration
5th revivify, dispel magic
7th arcane eye, death ward
9th contact other plane, raise dead

Divine Autopsy

At first level merely by touching a corpse, and invoking your god, you are able to discern time and cause of death. You also add double your proficiency bonus to all medicine checks made on, or with regard to, corpses or those afflicted with a non-magical disease.

Mortal Arbitration

Not Your Time

At 2nd level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

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.

Channel Divinity: Justice for the Fallen

Channel Divinity to make a bolt of radiant energy strike as a ranged attack on an enemy that you can perceive within 60 feet. It deals 1d8 damage at 2nd level and increases by 1d8 every three cleric levels thereafter. When an ally becomes bloodied, loses consciousness, or dies the damage is increased by 1d8, 2d8, or 3d8 respectively until the ally regains their health. This effect is cumulative with the number of allies afflicted, but not the number of afflictions suffered over the course of an encounter by an individual ally.

 

Bane of the Unliving

Upon reaching sixth level any melee weapon that you are proficient with becomes magical and deals Radiant damage, if you so choose, for the purposes of combat with undead enemies. You must choose the type of damage you are using before making any attack rolls. When making an attack roll against an undead, you can give yourself advantage on the attack. If the attack hits, it deals extra damage equal to your Wisdom modifier. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses on a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Life and Death

At 17th level your knowledge and mastery over the forces of life and death have reached a point where you are now able to invoke Kelemvor, as one of his Chosen, and receive a direct portion of his power for 1 minute. Roll a d6 and receive charges of Kelemvor's power equal to the amount rolled.

Requires concentration. Any creature that the cleric touches with any part of their body they may, as an action, cause to either be restored to life with full hit points, heal to full, die instantly if lower CR than your level with a chance to live if they make a successful Wisdom saving throw, or take radiant damage equal to 6d10+40 with a Wisdom save for half damage. Undead receive full damage. Each action uses one charge of the power bestowed upon the cleric.

Once you use this feature you cannot use it again until 3 days have passed and you must have prayed to Kelemvor during that time and offered thanks for his blessing of wisdom and power.

Kelemvor's Chosen Image

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