optional class features: cleric

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Optional Class Features: Cleric Optional Class Features: Cleric Optional Class Features: Cleric Optional Class Features: Cleric Optional Class Features: Cleric

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Page 1: Optional Class Features: Cleric

Optional Class Features: ClericOptional Class Features: ClericOptional Class Features: ClericOptional Class Features: ClericOptional Class Features: Cleric

Page 2: Optional Class Features: Cleric

1st-level cleric feature

You start with the following equipment, in addition to the

equipment granted by your background:

(a) a simple melee weapon, or (b) a longsword,

warhammer or battleaxe (if proficient)

(a) leather armor, (b) scale mail (if proficient), 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 (if proficient) and a holy symbol

1st-level cleric feature

Beginning at 1st level, your faith in your deity protects you

from your enemies. While you are wearing no armor and not

wielding a shield, your AC equals 10 + your Dexterity

modifier + your Wisdom modifier.

1st-level Grave Domain feature, which replaces the Circle of

Mortality feature

At 1st level, you stand as a warden at the Black Gates of

death, keeping nearby allies out of the grave.

You project an aura of stygian vigilance that extends 10ft

from you in every direction. At 18th level, the range of this

aura increases to 30ft. When a creature within your aura is

reduced to 0 hit points but not killed outright, you can use

your reaction to make a Wisdom saving throw. The DC

equals 15 or half the damage the creature took, whichever

number is higher. If you succeed, the creature is reduced to 1

hit point instead, and you can’t use this feature on that

creature again until you finish a long rest. You can use this

reaction a number of times equal to your proficiency bonus,

and you regain all expended uses when you finish a long rest.

In addition, you learn the spare the dying cantrip. For you,

it has a range of 30ft, and you can cast it as a bonus action.

1st-level Life Domain feature, which replaces the Bonus

Proficiencies feature

When you choose this domain at 1st level, you gain

proficiency in the Medicine skill and with herbalism kits and

heavy armour.

1st-level Light Domain feature, which replaces the Bonus

Cantrip feature

When you choose this domain at 1st level, you gain the light

and dancing lights cantrips and either the create bonfire or

produce flame cantrip (your choice). For you, these cantrips

count as cleric cantrips.

2

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Page 3: Optional Class Features: Cleric

1st-level Light Domain feature, which replaces the Bonus

Cantrip feature

At 1st level, you learn the druidcraft cantrip and one other

druid cantrip of your choice. You also gain proficiency in one

of the following skills of your choice: Animal Handling,

Nature, or Survival.

1st-level Tempest Domain feature, which replaces the Bonus

Proficiencies feature

When you choose this domain at 1st level, you gain

proficiency with martial weapons and heavy armor.

Additionally, you learn the gust and shape water cantrips.

1st-level War Domain feature

Your seminary studies mix martial training with theological

study, making you as much warrior as priest. You learn one

Fighting Style option of your choice from the paladin class. If

you already have a style, the one you choose must be

different.

Additionally, if you’re proficient with a simple or martial

melee weapon, you can use it as a spellcasting focus for your

cleric spells.

1st-level War Domain feature, which replaces the Channel

Dvinity: Guided Strike feature

Starting at 2nd level, you can use your Channel Divinity to

ensure weapon strikes land with supernatural accuracy.

When you or a creature within 30 feet of you makes a

weapon attack roll, you can use your Channel Divinity to

grant a +10 bonus to the roll. You make this choice after you

see the roll, but before the DM says whether the attack hits or

misses.

6th-level War Domain feature, which replaces the Channel

Divinity: War God’s Blessing feature

Beginning at 6th level, as an action, you can use your

Channel Divinity to imbue yourself with holy energy as an

action. Choose one of the following benefits, which lasts for 1

minute:

When you are hit by an attack, you can use your reaction

to gain a bonus to your AC against that attack. The bonus

equals your Wisdom modifier.

Once on each of your turns, you can add your Wisdom

modifier to the attack roll or the damage roll of a weapon

attack you make. You can choose to use this feature before

or after the roll, but before any effects of the roll are

applied.

3

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Page 4: Optional Class Features: Cleric

Front Cover Art: 'Taram the Cleric' by Guilherme Batista

Rooster Icon in front cover "Rooster Homebrew" splotch

made by Smashicons from www.flaticon.com

Page 2: 'Cleric of the Flaming Rose' by unknown

Page 3: 'Cathedral' by Karine Villette

Changed mace to "any simple melee weapon"

Changed warhammer (if proficient) to warhammer,

longsword or battleaxe (if proficient)

More variety without really any buff. I still wanted to limit it

a little, as I think that helps make starting with any martial

weapon feel more special for those who can. But if I can have

a warhammer, it feels like I be able to have a battleaxe or a

longsword.

Added feature

It's the same as monk Unarmoured Defence, obviously. It

just feels like clerics should have this; tonsured Benedictine

monks in sackcloth, Buddhist priests in saffron robes.

Another word for a clergyman is literally "man of the cloth".

Thematically, clerics shouldn't need armour for their AC just

as much as is the case for monks or barbarians. This doesn't

really make cleric's stronger, or give them higher AC than

they would have anyway. I think especially looking at racial

power creep to AC (Warforged, Loxodon, Lizardmen) then

this isn't OP.

Removed 0hp = max healing

Added reaction ability based on Barbarian's Relentless

Rage

I never liked the 0hp = max healing idea; love the "Not

Today" theme, but I'm not a super fan of the mechanics. I do

feel like this is still pretty strong, especially for level 1 (it's not

that far from on-tap Death Ward) but I'm pretty happy with it.

So I tried to limit it; it uses your reaction, you need to

succeed on at least a DC 15 save (which is fairly steep at level

1), 10ft range, and each creature only gets one (successful)

use per long rest. Might still be too strong for level 1, but I

much prefer where this is headed.

Added proficiency in Medicine and with Herbalism Kits

Very minor ribbon buff. If you're the healer cleric, you

should have Medicine proficiency and be able to make

potion's of healing, right?

Added dancing lights

Added choice of create bonfire or produce flame

Very minor ribbon buff. Sure a damage cantrip is nice but

it's not like it's outdoing sacred flame or toll the dead. \[T]/

Added druidcraft

Fairly minor ribbon buff. Shillelagh is rather good, but

certainly nothing gamebreaking here.

Added gust and shape water

Another minor ribbon buff. I did think about thunderclap

and/ or lightning lure, but thought it might be a little much.

Added a fighting style from the Paladin.

Added using a weapon as a spellcasting focus

Part 1 of the War Domain rework. I grew up on

Warhammer, I want proper Warrior Priests dammit!

Realistically, it's not a huge huge buff (especially given that

extra attacks got moved, but that's next) though it's not

nothing.

Rolled "Guided Strike" and "War God's Blessing" together

Part 2 of the War Domain rework. Small buff, as Guided

Strike always felt a little underwhelming. And Guided Strike

+ War God's Blessing felt really underwhelming as basically

two features giving you the same thing. Compare to other

domains that get two CD effects; Knowledge Domain or

Trickery Domain's CDs together feel a lot more substantial

Added feature

Part 3 of the War Domain rework. This one is a bit meatier.

It's all still only once per turn, plus the stronger effect (AC

buff) uses your reaction, plus Channel Divinity is a limited

use feature that competes with other strong effects

(particularly now that Harness Divine power exists) so I don't

think it'll break anything.

Wording is based on War Wizard's Arcane Deflection and

Ranger's Foe Slayer. And yes I know Foe Slayer is technically

a level 20 feature but that's garbage, it's nowhere near strong

enough for a level 20 capstone; it compares more closely to

Devotion Paladin's Sacred Weapon or Hexblade Warlock's

Hexblade’s Curse, which are both level 3.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Page 5: Optional Class Features: Cleric

 

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