Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier (minimum 1) + 1
Hit Dice Size: 1d8
Saving Throws: Sanity, Composure
Skill pts at 1st level: 2
Skill pts per level: 1
Proficiencies: Armor: None
Weapons: Simple weapons
Starting at 1st level, the high powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.
Armor of Conviction
While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Also, in addition to the spells you normally prepare, you always have shield of faith prepared.
Sacred Archery
You gain proficiency with light armor, medium armor, and ranged martial weapons.
Spirit Soldier
You gain proficiency with light armor, medium armor, and all shields
Your holy vocation comes to the fore through your choice of a Cleric Domain. As a cleric of your chosen god, you must choose one of your deity's domains. (For more information, consult your deity's page). Your choice of domain will likely help inform your character’s goals, desires, and even personality. At 1st level you gain archetype spells and other features. Your domain grants you additional features at 2nd, 6th, 8th, and 17th level.
Domain Spells
With your domain, you gain access to a list of domain spells at the levels noted in your domain description. Once you gain a domain spell it is always prepared and doesn’t count against the spells you can prepare each day. If you gain a domain spell that is not on the cleric spell list, it is considered a cleric spell for you.
Also at 1st level, your clerical vocation anoints you with certain graces for spreading your message to the people. Choose one of the following.
Clerical Charisma
Crowds find your public presence irresistible. You gain two skill points in the Persuasion skill. Whenever you use Persuasion to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.
Ordination
Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle. Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.
Zeal of the Convert
You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Intimidation checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead
Sanctioned by the highest powers, you can cast spells to enact sacred miracles. You have Full Caster spell progression and your spellcasting Ability is Wisdom.
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). You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
You can use a holy focus as a spellcasting focus for your cleric spells.
At 2nd level, you are able to channel the energy of your greater entity directly, and use it for a variety of magical effects. You start with two of these effects: Turn Undead and an additional effect dependent on your chosen Cleric domain. Some domains provide additional uses of Channel Divinity as your cleric level increases, detailed under the heading of your chosen archetypes.
You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.
Some Channel Divinity effects require saving throws. The DC for this is the same as your cleric spell save DC.
From 6th level you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. Finishing a short or long rest regains your expended uses.
Channel Divinity: Turn Undead
As a bonus action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. One undead creature within 30 feet that can see or hear you must make a Courage saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source. A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. A creature that succeeds on its saving throw is rattled until the end of its next turn.
At 2nd level, after much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until you finish a long rest and rededicate yourself.
Chaste
In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed. You also gain two skill points for the following skills only: Insight, Persuasion, or Religion.
Destitute
In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inkeeps offer free lodging.
Devotional Integrity
You adhere to a strict code of morality and ethics. When an action you take is honest and non-violent, until the end of your turn you are immune to the rattled condition and you do not suffer disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that action.
Image of the Divine
You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain two skill points for the following skills only: Insight, Intimidation, or Persuasion.
Merciful
In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws, you have advantage on death saving throws.
Rule of Ritual
You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a short rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it, and when you grant expertise dice with a spell of 1st-level or higher, the expertise die you grant increases by one step.
Secrecy
Your mission from your deity requires you to work undercover, concealing your true self with a secret identity. In exchange for forgoing the pleasure of true connection and friendship, you gain an expertise die on Deception checks.
Severity
In exchange for forgoing weaknesses such as helping or protecting others (except when it serves you), you add your Wisdom modifier to checks made to find valuable objects, and on opposed checks made against the Persuasion check of another creature.
Silence
In exchange for speaking only to cast spells, you are able to compel other creatures to action with only a glance. When a creature within 10 feet of you makes a Persuasion check, you may add your Wisdom modifier to the result.
At 3rd level, you gain a sign of faith of your choice. Signs of faith are detailed at the end of your class description. The Signs Known column of the Cleric table shows when you gain new signs.
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
Also at 4th level, your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.
Auspicious Collaborator
The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions. People of all backgrounds are more drawn to help you than they would ordinarily be. You gain an expertise die on The City checks and on Persuasion checks related to seeking aid.
Divine Authority
Your connection to religious hierarchy opens many doors. Sermons you give and courtesy calls you make to different religious groups put you in contact with a local representative of your faith, who is happy to strongly recommend you to another local leader. You gain an expertise die on Insight and Persuasion checks made against local leaders to whom you are recommended that would otherwise be indifferent towards you.
Engaging Proclaimer
Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain an expertise die on Deception and Disguise checks to gather and hold the attention of 2 or more people.
Reputation
Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight, and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to are one stage better than normal (the indifferent become friendly, the hostile become indifferent).
Symbol of Might
The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain an expertise die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you, if they were previously.
At 5th level your greater entity grants you improved ways to turn undead or other abhorrent beings. You gain this feature again at 8th, 11th, 14th, and 17th level. Each time you gain Empowered Turning, choose one of the following:
Command the Turned
If you choose, creatures you turn instead regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) which they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one.
Destroy the Turned
Creatures turned by you of CR 1 or less are immediately destroyed, transformed into dust by a blinding flash of light. Creatures that succeed their Saving throw take a number of d6 equal to your proficiency bonus in radiant or necrotic damage (your choice). You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 2, CR 3, CR 4, and then CR 5 each subsequent time you select this option.
Multiple Turning
When you use your Channel Divinity to turn, you can target an additional creature. You can select this option multiple times.
Turn Ideology
Choose one of the following: Chaotic, Evil, Good, or Lawful. When you use Turn Undead, you can also target creatures with the chosen alignment trait. You can select this option multiple times.
Turn Supernatural
Choose a creature type from celestial, elemental, fey, or fiend. When you use Turn Undead, you can also targer creatures of that type. You can select this option multiple times
At 9th level, you bring the true presence of your ideals wherever you go. Choose one of the following.
Cosmic Idealist
Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You gain the chosen alignment trait or alignment traits. You can identify creatures that have the same alignment traits as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them. Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.
Eyes of the Heart
You have a way of really seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.
Spiritual Salve
Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check, or a Composure or Fortitude saving throw that they fail. If they do so, they must use the new roll. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a long rest.
At 10th level, the potency of your faith increases. Choose one of the following.
Divine Intervention
Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. 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 Narrator 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 14 days. Otherwise, you can use it again after you finish a long rest.
After each failed divine intervention roll, add 1 to the number required to succeed until it is a success, at which point it resets to your cleric level or below. At 20th level, your call for intervention succeeds automatically, no roll required.
Imminent Turning
A powerful connection to the life force of your greater entity extends the range of your Turn Undead. You may now Turn Undead from up to 300 feet away.
Master Ritualist
Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared.
Prayer of Protection
After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest.
At 20th level, your secret inner divinity is finally revealed. You can use your Channel Divinity to become a conduit of the divine, flooding the world around you with the unfettered power of the Moral Planes. Once you have used either of these options, you cannot use that option again until you finish a long rest.
Channel Divinity: Curse of Gehenna
You can use an action to evoke baleful energy from Gehenna to harm creatures you are able to see. Choose up to thirty creatures you can see. Each creature makes a Composure saving throw or takes 5d10 damage force damage and 5d10 necrotic damage, or half damage on a success. When you use this feature, you also choose one of the following conditions: blinded, confused, dazed, deafened, frightened, poisoned, rattled, or slowed. A creature that failed its saving throw also gains the chosen condition. At the end of each of its turns, a creature can repeat the saving throw to end the effect on itself.
Channel Divinity: Blessing of Caelum
You can use an action to evoke energy from the Upper Planes to heal creatures you are able to see. Choose any number of creatures you can see and divide 200 hit points of healing among them. A creature that regains at least 25 hit points from this feature is also healed of one level of fatigue and one level of strife, and if it is blinded, charmed, confused, deafened, doomed, frightened, paralyzed, petrified, poisoned, rattled, slowed, or stunned those conditions end for it.
When you gain access to a new sign of faith, choose one of the following.
In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.
Your insight and sympathy more than make up for your lack of formal medical training. You gain an expertise die on Medicine checks.
You have a deep relationship with religious and Metropolitan history and art. You gain an expertise die on The City checks. In addition, you may choose to use Wisdom when making The City checks.
During a short rest, you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended hit dice twice, taking the higher result. You may not expend your own hit dice while using this feature, since you use all of your energies to heal your companions.
Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction.
Your greater entity acts as a buffer to shield you from hardship or your religious self-discipline sustains you even during harsh times, preventing the first level of fatigue and strife you would take each journey.
When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.
You have the ability to interpret messages sent to you in dreams or visions by your greater entity. After each long rest you know either:
a piece of information that will help you in your endeavours before the end of your next long rest,
or, how one action will play out before the end of your next long rest. Roll a d20. Before the end of your next long rest, you may choose to replace any roll made by a creature that you can see within 30 feet of you with the result of this d20 roll.
The Narrator lets you know which benefit is available whenever you finish a long rest.
Your connection to a greater entity allows you to sense poison or disease in food, drink, or other consumables. You must have had direct contact with them or their container in order to sense this corruption.
Divine intuition guides you through the tangled paths of constructed or inhabited areas without confusion. Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You also sense if there are traps within 30 feet, but not the location or nature of the traps.
Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest.
Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.
Years of devoted learning have given you a deep understanding regarding the evolution of religion, theology, and the figures involved. You gain an expertise die on Religion checks. In addition, you may choose to use Wisdom when making Religion checks.
Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain an expertise die on Intimidation checks. In addition, you may choose to use Wisdom when making Intimidation checks.