Cleric

Table of Contents

System: D&D5e

In a world without gods, spiritualism on Athas has unlocked the secrets of the raw forces of which the very planet is comprised: earth, air, fire, and water. However, other forces exist which seek to supplant them and rise to ascendancy in their place. These forces have taken up battle against the elements of creation on the element’s own ground in the form of entropic perversions of the elements themselves: magma, rain, silt and sun.

Clerics are the masters of elemental forces; they possess unique supernatural abilities to direct and harness elemental energy, and cast elemental spells. All things are comprised of the four elements in some degree, thus clerics can use their elemental powers to heal or harm others. Due to their affinities with the elements, clerics possess a number of supernatural elemental abilities. Though dimly understood, there exists a connection between elemental forces and the nature of undeath. Clerics can turn away, control, or even destroy undead creatures. Athas is a dangerous world; this practicality dictates that clerics must be able to defend themselves capably. Clerics are trained to use simple weapons and, in some cases, martial weapons; they are also taught to wear and use armor, since wearing armor does not interfere with elemental spells as it does arcane spells.

Role: ????

Class Features

As a Cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Pistols, and Rifles
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Level Proficiency Bonus Features Cantrips Known Spell Slots Per level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

Spellcasting

As a conduit for divine power, you can cast cleric spells. (Note: you will need to apply the filters to see Cleric specific spells)

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your element: Fire, Earth, Air, or Water. Each domain is detailed at the end of the class description. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

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.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the table below.

Cleric Level Destroys Undead of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Domains

The following are the domains available to Clerics in Athas.

Air Domain

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Air Domain Spells
Cleric Level Spells
1st fog cloud, guiding bolt
3rd gust of wind, wind wall
5th control winds, wind walk
7th whirlwind, chain lightning
9th elemental swarm, control weather

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Bonus Cantrip

At first level, you gain the bonus cantrip Gust from the wizard list of cantrips.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Earth Domain

You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Earth Domain Spells
Cleric Level Spells
1st magic stone, earth tremor
3rd erupting earth, earthbind
5th wall of stone, stone shape
7th move earth, flesh to stone
9th earthquake, elemental swarm

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Bonus Cantrip

At first level, you gain the bonus cantrip Acid Splash from the wizard list of cantrips.

Channel Divinity: Caustic Earth

Starting at 2nd level, you can use your Channel Divinity to cause fissures in the earth to erupt caustic mud to damage to your foes. Each hostile creature within 30 feet of
you must make a Constitution saving throw. A creature takes acid damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Dampen Earth

Starting at 6th level, when you or a creature within 30 feet of you takes acid or earth damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Earth

At 17th level, you gain the ability to command earth elementals. You gain the wizard spell Conjure Elemental as if it were a cleric spell of 7th level. It is at its base a 7th level spell and not a 5th level spell. You can still cast it with a higher slot, but you cannot cast it with a lower 5th level slot (or 6th for that matter).

Fire Domain

You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Domain Spells
Cleric Level Spells
1st burning hands, control flames
3rd fireball, continual flame
5th wall of fire, flame strike
7th conjure elemental, fire storm
9th incendiary cloud, elemental swarm

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Bonus Cantrip

At first level, you gain the bonus cantrip Fire Bolt from the wizard list of cantrips.

Channel Divinity: Purifying Flames

Starting at 2nd level, you can use your Channel Divinity to cause an eruption of fire to burst from you and expand outward for 30 feet. Each hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Spreading Flames

At 6th level, when you deal fire damage to any opponent, that fire lingers and they continue to burn until they put it out. On top of any damage from any fire spell, the target(s) need to make a Dexterity saving throw to put out the flames or they will take an addition 1d4 fire/burning damage. The flames continue until they put it out. If they do not succeed, they can try again, but they’ll continue to take burning damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.

One with the Flames

At 17th level, you infuse your body with the power of fire becoming partially immune to all fire damage. You gain 20/Fire damage resistance and thus ignore the first 20 points of fire damage from any source, magic, tech, or otherwise.

Tempest Domain

The various storms of Athas (wind, sand, thunder, lightning, and even radiation) obey your commands.

Tempest Domain Spells

Templar Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Water Domain

You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Water Domain Spells
Cleric Level Spells
1st fog cloud, created or destroy water
3rd water walk, water breath
5th control water, ice storm
7th cone of cold, wall of ice
9th Abi Dalzim’s Horrid Wilting, elemental swarm

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Bonus Cantrip

At first level, you gain the bonus cantrip Shape Water from the wizard list of cantrips.

Healing Waters

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Drowning Wave

Starting at 2nd level, you can use your Channel Divinity to cause an eruption of water to burst from you and expand outward in 6 foot waves for 30 feet. Each hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes crushing damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Connected by Water

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 ice damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Flow Like Water

At 17th level, you can liquefy your body but still retain complete control over your movements. You can use this to move through any porous surface or between cracks. You can maintain your liquid form for a number of rounds equal to your level plus your casting ability modifier.

Images

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