Clérigos são abençoados pelos deuses com poder divino. Os Sidhelien não veneram os deuses, portanto, elfos de Cerília não podem ser clérigos. Cada clérigo deve escolher um dos deuses de Cerília.
Divindades e Domínios – é necessário escolher uma divindade para o clérigo. O deus de um clérigo influenciará suas atitudes, as magias que ele será capaz de conjurar, e seus valores morais em relação ao mundo. Cada divindade possui uma lista de domínios, que representam conceitos de valores, forças e elementos importantes para a divindade.
Domínios | Divindade | |
---|---|---|
Knowledge (PHB) | Selune, Anubis | |
Life (PHB) | Mitra | |
Light (PHB) | Mitra, Ishtar | |
Tempest (PHB) | Thalassa, Kriesha | |
Trickery (PHB) | Bast, Laverna | |
War (PHB) | Crom, Karthatok |
Domínios | Divindade | |
---|---|---|
Death (DMG) | Raven, Serqet | |
Forge (XGE) | Vulcan | |
Grave (XGE) | Anubis | |
Arcana (SCAG) | Selune, Serqet | |
Order (TCE) | Andur, Kriesha | |
Protection (UA) | Andur, Vulcan |
Domínios | Divindade | |
---|---|---|
Chaos | Laverna, Tiamat | |
Darkness | Raven | |
Destruction | Crom, Tiamat | |
Hunt | Bast, Kathatok | |
Love | Ishtar | |
Ocean | Thalassa |
Cleric Level | Feature |
---|---|
1st | Bonus Proficiency, Voice of Authority |
2nd | Channel Divinity: Order's Demand |
6th | Embodiment of the Law |
8th | Divine Strike |
17th | Order's Wrath |
Cleric Level | Domain Spells |
---|---|
1st | command, heroism |
3rd | hold person, zone of truth |
5th | mass healing word, slow |
7th | compulsion, locate creature |
9th | commune, dominate person |
At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 psychic damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.
Cleric Level | Feature |
---|---|
1st | Heavy Armor proficiency, Shield of the Faithful |
2nd | Channel Divinity: Radiant Defense |
6th | Blessed Healer |
8th | Divine Strike |
17th | Indomitable Defense |
Cleric Level | Domain Spells |
---|---|
1st | compelled duel, protection from evil and good |
3rd | aid, protection from poison |
5th | protection from energy, slow |
7th | guardian of faith, Otiluke's resilient sphere |
9th | antilife shell, wall of force |
At 1st level, you gain proficiency with heavy armor.
Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Cleric Level | Feature |
---|---|
1st | Slight Lunacy |
2nd | Channel Divinity: Chaos Surge |
6th | Bedn Reality |
8th | Exploding Cantrip, Improved Surge |
17th | Paragon of Chaos |
Cleric Level | Domain Spells |
---|---|
1st | dissonant whispers, protecion from evil and good |
3rd | mirror image, shatter |
5th | fear, magic circle |
7th | confusion, hallucinatory terrain |
9th | animate objects, mislead |
Starting at 1st level, you are immune to Madness effects and have advantage agains any Enchantment effects that forces you to act against your will.
As an action you may give advantage to any ally within 30 feet (including yourself) for his next action, or disadvantage to an enemy. Each time you use this feature you spend one of your Channel Divinity uses.
Starting at 6th level, as a reaction you may force a reroll of any dice, be it from an yourself, an ally, or an enemy. The new result must be taken. You may use this feature again after a short rest or long rest.
Starting at 8th level, every time you cast any cleric cantrip that causes damage, you roll the dice. For every dice that hits the maximum damage for its kind, you may roll an additional dice of damage. However for every "1" rolled, you suffer 1 point of damage.
Starting at 8th level, your Chaos Surge feature is improved. Instead of rolling 2 dice for advantage or disadvantage, the affected creature may roll 3 dice, getting the best result for advantages, and the worst for disadvantages.
Starting at 17th level, you may become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, slashing, poison, and elemental damage and immunity to psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round as a bonus action, you can invoke a chaos magic surge, choosing yourself or another creature as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster. This form lasts for 1 minute. You may use this form again after a long rest.
Cleric Level | Feature |
---|---|
1st | Eyes of the Night, Shadow Touch |
2nd | Channel Divinity: Fade to Black |
6th | Shadow Grasp |
8th | Potent Spellcasting |
17th | Midnight Shroud |
Cleric Level | Domain Spells |
---|---|
1st | arms of hadar, hex |
3rd | darkness, invisibility |
5th | fear, vampiric touch |
7th | evard's black tentacles, greater invisibility |
9th | contagion, enervation |
Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision up to 60ft range; you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically give the benefit of this feature to a number of creatures you can see within 10 feet of you up to your Wisdom modifier. The shared benefit lasts for 1 hour. You can extend this benefit once, and you regain when you finish a long rest. You may extend the benefit duration by expending a spell slot of at least 1st level.
Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.
When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.
Starting at 2nd level, you can use your Channel Divinity to fade into the darkness.
As a bonus action, the shadows seems to draw around, as if they seek to protect you. This benefit lasts for one minute. While in this state you gain the following benefits :
As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.
You may use this feature a number of times equal to your Proficiency Bonus, you recover all uses once you complete a long rest.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric spell.
You can harness the shrouding power of night to protect your allies and stymie your foes. You may cast darkness using a first level spell slot, and whenever you do it, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
Cleric Level | Feature |
---|---|
1st | Martial Proficiency, Destruction Fury |
2nd | Channel Divinity: Sundering Invocation |
6th | Appetite for Destruction |
8th | Divine Strike |
17th | Hand of Devastation |
Cleric Level | Domain Spells |
---|---|
1st | inflict wounds, wrathful smite |
3rd | enlarge/reduce, shatter |
5th | fireball, lightning bolt |
7th | ice storm, staggering smite |
9th | cloud kill, destructive wave |
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability, you cannot use it again until you complete a short or long rest.
When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the slot's level and a bonus to weapon damage rolls equal to half the slot's level (minimum 1). This benefit lasts for one minute.
Starting at 2nd level, you can use your Channel Divinity to channel destructive energy.
As an action, you touch a creature or an unattended object within reach. A creature must make a Constitution saving throw, taking 1d8 thunder damage per your cleric level on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage.
Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you gain a bonus action to immediately make one additional weapon attack.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest.
Starting 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.
Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of dice. You then choose from among the rolled dice the results you wish to determine the spell's damage. You must select an amount of dice that match the quantity and type normally rolled to determine the spell's damage.
Cleric Level | Feature |
---|---|
1st | Blessing of the Hunter |
2nd | Channel Divinity: Enhanced Senses |
6th | Land's Stride, Pack Hunter |
8th | Divine Strike |
17th | Master of the Hunt |
Cleric Level | Domain Spells |
---|---|
1st | hunter's mark, ensnaring strike |
3rd | locate animals or plants, pass without trace |
5th | conjure animals, conjure barrage |
7th | locate creature, freedom of movement |
9th | commune with nature, conjure volley |
At 1st level, you become proficient in your choice of one of the following skills: Animal Handling, Athletics, Nature, Perception, Stealth, or Survival.
If you do not have darkvision, you gain it with a range of 30 feet.
You also gain proficiency with either the spear or bows.
Starting at 2nd level, you can spend one of your Channel Divinity uses to enhance one of your senses for 1 minute, receiving the following benefits :
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. Vou can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
When an ally within 30 feet of you makes a weapon attack against a creature you attacked in your previous turn, you can use your reaction to grant that ally advantage on the attack roll.
Starting 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 slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, you become an expert on hunting tactics. Any ally that's fighting the same enemy as you gain advantage against the enemy. If any ally is fighting the same enemy as you, you get advantage as well, and if you hit all your attacks causes double damage. This bonus applies even if you're fighting with a ranged weapon.
Cleric Level | Feature |
---|---|
1st | Bonus Proficiencies, Charming Personality |
2nd | Channel Divinity: Love Hurts |
6th | Channel Divinity: Bliss |
8th | Moth to the Flame |
17th | Loving Soul |
Cleric Level | Domain Spells |
---|---|
1st | charm person, shield of faith |
3rd | enthrall, suggestion |
5th | beacon of hope, calm emotions |
7th | aura of purity, charm monster |
9th | dominate person, greater restoration |
At 1st level, you become proficient in your choice of one of the following skills: Insight, Performance, or Persuasion.
In addition, you gain the friends cantrip if you don’t already have it. This cantrip does not count against your cantrips known.
You may use your CHA instead of WIS to calculate your spell attack bonus and spell save DC. Also you are skilled in making your charms subtle. Any creature you target with a spell or an ability that confers the charmed condition isn’t aware it has been charmed after the fact or of your charm attempt on a successful saving throw. When the charm ends,the creature attributes the feelings as natural, even if it no longer views you in the same way.
You can use your Channel Divinity to wrest the lifeforce from a creature and use it to heal allies. As an action, you present your holy symbol to one creature youcan see within 30 feet of yoy. The target must make a CON saving throw taking radiant damage equal to three times your cleric level on a failed save, or half as much damage on a successfull one. The, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.
As an action, you brandish your holy symbol and incite bliss in all creatures within 30 feet that can see you. Each creature of your choice inside the are of effect must make a Wisdom saving throw or be unable to take actions that would cause harm or damage to creatures or objects. Creatures immune to charm are unnafected by this power. This effect lasts for a number of rounds equal to your Charisma modifier (minimum of 1 round). An affected creature makes another saving throw at the end of its turn, ending the effect on itself early with a success. Any creature that takes damage is automatically free of the effect.
Starting at 8th level, As a reaction, you can impose a disadvantage on a creature's attacks against you or on its saving throws against your spells and abilities. This benefit lasts until the end of the current turn. You may use this feature a number of times equal to your Prof bonus. You recover all uses of this feature after a long rest.
Starting at 17th level, you become an avatar of unearthly beauty and love. Your enemies attack with uncertainty, fearful of damaging the wondrous beign they behold, while your magic draws upon your presence to augment its power. You may redirect any attack or spell that targets you to an adjacent creature to the attacker. This power lasts for a number of rounds equal to your Prof. Bonus plus your Charisma modifier. Once you use this feature you may use it again after finishing a long rest.
Cleric Level | Feature |
---|---|
1st | Blessing of the Tides |
2nd | Channel Divinity: Deepwater Cold |
6th | Underwater Resistance |
8th | Potent Spellcasting |
17th | Ocean Surge |
Cleric Level | Domain Spells |
---|---|
1st | Absorb Elements (EEPC), Create or Destroy Water |
3rd | Gust of Wind, Water Breathing |
5th | Tidal Wave (EEPC), Water Walk |
7th | Control Water, conjure minor elemental (Water) |
9th | Maelstrom (EEPC), Conjure elemental (water) |
You have proficiency with the Athletics skill and your swim speed is the same as your movement rate.
You gain the ability to breath underwater.
Starting at 2nd level, you may spend one of your Channel Divinity uses to freeze one enemy. The target is affected as if by a slow spell, except that the saving throw is based on Constitution instead of Wisdom. This effect lasts for 1 minute. It only affects living creatures that have blood.
Starting at 6th level you gain resistance to cold damage.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric spell.
As an action, you choose a point within 60 feet of you and cause swirling waters to envelope an area 15 feet in radius from the chosen point. Each hostile creature within the area must succeed a Strength saving throw, taking 3d8 bludgeoning damage and becoming knocked prone on a failed save. all friendly creatures within the area heal 3d8 hit points and if they are prone, they can choose to stand up and end the condition. Creatures with a swim speed automatically succeed on the saving throw.
Cleric Features
The following spells expand the cleric spell list.:
In battle, you are blessed with divine might. When a creature takes damage from one of your cantrip spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain a spell slot equal to half your Prof bonus or lower.