Clérigo



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.


Cleric

Hit Points

  • Hit Dice: 1d8 por nível de Clérigo
  • Hit Points (nível 1): 8 + mod. CON
  • Hit Points (nível 2+): 1d8 (ou 5) + mod. CON por nível de Cleric

Proficiências

  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Saving Throws: WIS, CHA
  • Skills: 2 dentre History, lnsight, Medicine, Persuasion, ou Religion
  • Tools: none

Equipment

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol


Deities and Domains




DomíniosDivindade
Knowledge (PHB)Selune, Anubis
Life (PHB)Mitra
Light (PHB)Mitra, Ishtar
Tempest (PHB)Thalassa, Kriesha
Trickery (PHB)Bast, Laverna
War (PHB)Crom, Karthatok
DomíniosDivindade
Death (DMG)Raven, Serqet
Forge (XGE)Vulcan
Grave (XGE)Anubis
Arcana (SCAG)Selune, Serqet
Order (TCE)Andur, Kriesha
Protection (UA)Andur, Vulcan
DomíniosDivindade
ChaosLaverna, Tiamat
DarknessRaven
DestructionCrom, Tiamat
HuntBast, Kathatok
LoveIshtar
OceanThalassa

Novos Domínios

Order (TCE)

Cleric LevelFeature
1stBonus Proficiency, Voice of Authority
2ndChannel Divinity: Order's Demand
6thEmbodiment of the Law
8thDivine Strike
17thOrder's Wrath
Cleric LevelDomain Spells
1stcommand, heroism
3rdhold person, zone of truth
5thmass healing word, slow
7thcompulsion, locate creature
9thcommune, dominate person

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

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.

Channel Divinity: Order’s Demand

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.

Embodiment of the Law

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.

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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order’s Wrath

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.


Protection (UA)

Cleric LevelFeature
1st Heavy Armor proficiency, Shield of the Faithful
2nd Channel Divinity: Radiant Defense
6th Blessed Healer
8th Divine Strike
17th Indomitable Defense
Cleric LevelDomain 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

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor.

Shield of the Faithful

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.

Channel Divinity: Radiant Defense

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.

Blessed Healer

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.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Indomitable Defense

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.


Chaos

Cleric LevelFeature
1stSlight Lunacy
2ndChannel Divinity: Chaos Surge
6thBedn Reality
8thExploding Cantrip, Improved Surge
17thParagon of Chaos
Cleric LevelDomain Spells
1stdissonant whispers, protecion from evil and good
3rdmirror image, shatter
5thfear, magic circle
7thconfusion, hallucinatory terrain
9thanimate objects, mislead

Slight Lunacy

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.

Channel Divinity : Chaos Surge

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.

Bend Reality

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.

Exploding Cantrip

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.

Improved Surge

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.

Paragon of Chaos

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.

Darkness

Cleric LevelFeature
1stEyes of the Night, Shadow Touch
2ndChannel Divinity: Fade to Black
6thShadow Grasp
8thPotent Spellcasting
17thMidnight Shroud
Cleric LevelDomain Spells
1starms of hadar, hex
3rddarkness, invisibility
5thfear, vampiric touch
7thevard's black tentacles, greater invisibility
9thcontagion, enervation

Eyes of the Night

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.

Shadow Touch

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.

Channel Divinity: Fade to Black

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 :

  • You gain advantage on all Dexterity (Stealth) checks.
  • You have advantage on saving throws against being frightened.
  • You gain resistance against radiant and necrotic damage.
  • As a move action, you may teleport to a distance up to 30ft to an unoccupied space that you can see that is in dim light or darkness.

Shadow Grasp

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.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric spell.

Midnight Shroud

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.

Destruction

Cleric LevelFeature
1stMartial Proficiency, Destruction Fury
2ndChannel Divinity: Sundering Invocation
6thAppetite for Destruction
8thDivine Strike
17thHand of Devastation
Cleric LevelDomain Spells
1stinflict wounds, wrathful smite
3rdenlarge/reduce, shatter
5thfireball, lightning bolt
7thice storm, staggering smite
9thcloud kill, destructive wave

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Destruction Fury

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.

Channel Divinity: Sundering Invocation

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.

Appetite for Destruction

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.

Divine Strike

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.

Hand of Devastation

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.

Hunt

Cleric LevelFeature
1stBlessing of the Hunter
2ndChannel Divinity: Enhanced Senses
6thLand's Stride, Pack Hunter
8thDivine Strike
17thMaster of the Hunt
Cleric LevelDomain Spells
1sthunter's mark, ensnaring strike
3rdlocate animals or plants, pass without trace
5thconjure animals, conjure barrage
7thlocate creature, freedom of movement
9thcommune with nature, conjure volley

Blessing of the Hunter

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.

Channel Divinity: Enhanced Senses

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 :

  • Sight : You gain advantage with ranged attacks, you can see twice as far as normal.
  • Hearing : You cannot be surprised and you dont have disadvantage to attack invisible creatures.
  • Olfaction : You may track by smell.
  • Taste : You may detect and are immune to digested poison.
  • Touch : You may move at full speed while using stealth.

Land's Stride

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.

Pack Hunter

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.

Divine Strike

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.

Master of the Hunt

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.

Love

Cleric LevelFeature
1stBonus Proficiencies, Charming Personality
2ndChannel Divinity: Love Hurts
6thChannel Divinity: Bliss
8thMoth to the Flame
17thLoving Soul
Cleric LevelDomain Spells
1stcharm person, shield of faith
3rdenthrall, suggestion
5thbeacon of hope, calm emotions
7thaura of purity, charm monster
9thdominate person, greater restoration

Bonus Proficiencies

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.

Charming Personality

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.

Channel Divinity : Love Hurts

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.

Channel Divinity: Bliss

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.

Moth to the Flame

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.

Loving Soul

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.

Ocean

Cleric LevelFeature
1stBlessing of the Tides
2ndChannel Divinity: Deepwater Cold
6thUnderwater Resistance
8thPotent Spellcasting
17thOcean Surge
Cleric LevelDomain Spells
1stAbsorb Elements (EEPC), Create or Destroy Water
3rdGust of Wind, Water Breathing
5thTidal Wave (EEPC), Water Walk
7thControl Water, conjure minor elemental (Water)
9thMaelstrom (EEPC), Conjure elemental (water)

Blessing of the Tides

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.

Channel Divinity : Deepwater Cold

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.

Underwater Resistance

Starting at 6th level you gain resistance to cold damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric spell.

Ocean Surge

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

Expanded Spell List

The following spells expand the cleric spell list.:

  • 1st Level :
    • Cause fear (XGE)
  • 3rd Level :
    • Aura of vitality
    • Spirit Shroud (TCE)
  • 4th Level :
    • Aura of life
    • Aura of purity
  • 5th Level :
    • Skill empowerment (XGE)
    • Summon Celestial (TCE)
    • Wall of light (XGE)
  • 6th Level :
    • Sunbeam
  • 8th Level :
    • Sunburst
  • 9th Level :
    • Power word heal

Blessed Strikes - replaces Divine Strike or Potent Spellcasting

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.

Channel Divinity: Harness Divine Power - (enhances Channel Divinity)

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.

Alternate Domain : Trickery

  • 1st lvl : Blessing of the Trickster : You can use on yourself as well as a willing creature.
  • 1st lvl : You gain proficiency in Stealth and Deception.
  • 2nd lvl : Channel Divinity (Invoke Duplicity) : Starting at 2nd levei, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the iIlusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, any attack rolls against you by that creature has disadvantage, given how distracting the illusion is to the target.
  • 6th lvl : Channel Divinity (Cloak of shadows) : Starting at 6th level, you can use your Channel Divinity to vanish. As a reaction, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
  • 8th lvl : Potent spellcasting : replaces Divine Strike