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Cleric

Clerics, embodying divine purpose, serve as pivotal figures in both combat and peace through their unwavering faith. Empowered by their deities, they are equipped with divine magic that reflects their deep devotion, enabling them to heal, protect, and smite evil. With diverse backgrounds and often chosen through visions, clerics undergo rigorous training within their religious orders to hone their magical abilities and deepen their understanding of their faith's teachings.


These divine agents travel extensively to spread their deity’s message or remain close to their temples to safeguard the faithful. Their training under experienced clerical members not only enhances their magical prowess but also prepares them to navigate the challenges of their sacred roles, from confronting malevolence to managing ecclesiastical politics.


As symbols of hope and moral fortitude, clerics ensure the presence of goodness in a dark world, embodying heroism through their commitment to their faith and the protection of their allies. Their roles are essential, blending the thrill of battle with the profound satisfaction of aiding others, truly reflecting the essence of divine servitude and heroism.

Cleric Proficiencies

Proficiencies

  • Max Hit Points: 8
  • Hit Points Per Level: 5
  • Saving Throws: Cognitive
  • Weapons: Simple, Ranged, and Caster Weapons
  • Armor: All Armor & Accessories
  • Skills & Feat: You gain 6 levels of skill proficiencies, and 1 feat.
  • Spellcasting Focus: Simple, Ranged, and Caster Weapons

Spellcasting Stats

  • Spellcasting Modifier (SM): Wisdom (CHA, INT, or WIS)
  • Spellcasting DC (SD): 8 + Proficiency Modifier (PM) + Spellcasting Modifier (SM)
  • Spell List: Support

Fighting Stats

  • Fighting Modifier (FM): Dexterity (DEX or STR)
  • Fighting DC (FD): 8 + Proficiency Modifier (PM) + Fighting Modifier (FM)

Cleric Subclasses

Tier 1 Cleric Features

Tier 1 is the features you will receive from levels 1-5

Divinity

At 1st level,  whenever you restore hit points or heal a creature, You can add a bonus equal to (PM) + your Cleric level to the amount healed.


You increase healing by 5% of missing life.


The feature increases by 5% when you reach 6th level (10%), 10th level (15%), 14th level (20%), and 18th level (25%).

Blessed Medic

At 2nd level, You can use Medicine skill checks from 120 feet away. In addition, you automatically succeed on Divination and Medicine skill checks below DC 10 + Your Level.

Ability Score Increase or Feat

At 4th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Skill Proficiency

At 5th level, you can choose between the following:


Ability Score Increase: 

Increase an ability score by 2, or two ability scores by 1.


Skill Increase:

You gain proficiency 1 levels of proficiency in 3 skills.

Tier 2 Cleric Features

Radiance

At 7th level, You can see in both magical and non magical darkness within 120 feet of you as if it were bright light.

Your weapon and spells deal an additional 3+ (PM) Radiant damage. Your spells deal an additional 8 + (PM) radiant damage against aberrations, fiends, and undead.

Mass Healing Word

At 9th level, (Recharge 3-6) You can utter a prayer, healing up to six creatures within 60 feet of you that you can see for (PM)d6 + SM.

Ability Score Increase or Feat

At 10th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Tier 3 Cleric Features

Gloomwarden

At 12th level, (Recharge 5-6) At the start of your turn, you can utter an ancient incantation that fills a 30-foot radius around a point you can see with magical darkness until the start of your next turn.

Eternal Judgment

At 14th level, (Recharge 3-6) As a bonus action, you can cast an incantation making an aberration, fiend, or undead creature you can see vulnerable to all damage until the start of your turn.

Ability Score Increase or Feat

At 15th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Tier 4 Cleric Features

Doom

At 17th level, At the start of your turn, all enemies in magical darkness to make a Cognitive saving throw against your Spellcasting DC or suffer 1 level of exhaustion.

Ability Score Increase or Feat

At 19th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Soul Requiem

At 20th level, on your turn you can begin casting a 5 round ritual. When the ritual is finished you destroy all enemies within 120 feet of you.

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