Friar

by CallMeCal

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Friar

Friar

Creating a Friar

Friar is a variant Cleric with some Wizard and Expert mixed in. Where a Cleric draws power from faith in - or even a relationship with - a particular deity or deities, a Friar draws power from their knowledge and understanding of divine magic and theology. They may or may not have personal faith as well, but their power comes from their knowledge.

Quick Build

You can make a Friar quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose an explorer's pack and 10 darts.

Class Features

Hit Points

Hit Dice: 1d6 per Friar level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Friar level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Any one
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, and Religion
Languages: Any one

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a sling and 20 bullets or (b) 10 darts
  • a quarterstaff, a spellbook, and a holy symbol

If you are using starting wealth, you have 2d4 x 10 gp

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Spellcasting

As a collector of magical knowledge, you have a spellbook containing divine spells that you have studied.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Cleric spells of your choice. Spells added to your spellbook by Friar class features count as Cleric spells for you.

Cantrips

At 1st level, you know three cantrips of your choice from the Cleric spell list. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Friar table.

Preparing and Casting Spells

The Friar table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Cleric spells that are available for you to cast. To do so, choose a number of Cleric spells from your spellbook equal to your Intelligence modifier + your Friar level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level Friar, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-levei spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Cleric spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Cleric spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Friar
Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Unarmored Defense, Spellcasting 3 2
2nd +2 Scholar 3 3
3rd +2 Focus of Study 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Focus of Study Feature 4 4 3 3
7th +3 Oracle 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Purity of Mind 5 4 3 3 3 2
11th +4 Focus of Study Feature 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Linguistic Mastery 5 4 3 3 3 2 1 1
15th +5 Divine Protection 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Focus of Study Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Doctorate 5 4 3 3 3 3 2 2 1 1

Ritual Casting

You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your Cleric spells.

Learning Spells of 1st Level and Higher

Each time you gain a Friar level, you can add three Cleric spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Friar table. On your adventures, you might find other Cleric spells that you can add to your spellbook.
(See the "Your Spellbook" sidebar.)

Scholar

By 2nd level, you have amassed a wealth of general and magical knowledge in your studies of the divine and their workings in the world. You can add half your proficiency bonus, rounded down, to any Intelligence or Wisdom check you make that doesn't already include your proficiency bonus.

In addition, you add the detect magic and identify spells to your spellbook.

Focus of Study

When you reach 3rd level, you choose to focus your scholarly pursuits on Healing, History, Magic, or Nature, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 11th, and 18th level.

Ability Score Increase

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.

Oracle

At 7th level, your study of the divine has allowed you occasional glimpses into the future. You add the augury spell to your spellbook if you haven't already, and you always have that spell prepared. (This does not count against your number of prepared spells.)

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the divine research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil cleric's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a Cleric spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the cleric who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Friars keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative f1ourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together afler you lost your previous spellbook in a mishap.

In addition, you may change the casting time of augury from one minute to one action for a single casting, after which you must finish a short or long rest before you can do this again.

Purity of Mind

At 10th level, your honing of your mind has made you immune to charm and fear effects.

Linguistic Mastery

Starting at 14th level, your studies have allowed you to read and write - but not speak - any language except secret ones.

Divine Protection

Beginning at 15th level, your mastery of the divine allows you to add your Wisdom bonus to all saving throws.

Doctorate

At 20th level, you automatically succeed on all Religion skill checks, as well as any check with your Focus of Study skill (Arcana, History, Medicine, or Nature).

Focus of Study

Sadly, nobody can know everything. There are only so many hours in a day, and only so many days in a lifetime. Therefore, a Friar must choose an area to focus their studies on.

Healing

Healing Friars focus on medicine and healing spells to keep people alive or even bring them back from the dead.

Healing Study

You gain proficiency with the Religion and Medicine skills. (If you were already proficient with either of these, you add double your proficiency modifier to checks with that skill.)

You learn one additional Cleric cantrip of your choice, and you add the following spells to your spellbook at the following levels if you haven't already:

Level Spell
3rd cure wounds, lesser restoration
6th revivify, beacon of hope
11th mass cure wounds, raise dead

Preparing these spells does not count against your number of spells prepared for the day.

Divine Recovery

By 6th level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Friar level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 6th-level Friar, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.

Emergency Heal

Beginning at 11th level, you can cast mass cure wounds once as a bonus action without expending a spell slot. You regain the ability to use this feature upon finishing a long rest; once per day, you may regain the ability to use this feature upon finishing a short rest.

Empowered Spell

Starting at 18th level, when you roll dice for a spell's damage or healing, you can spend an additional spell slot of any level to reroll a number of the dice up to your Intelligence modifier (minimum of one), plus 1 for each level higher than 1st of the additional spell slot expended. You must use the new rolls.

History

History Friars focus on information and skills, learning languages and tools and talents from all periods of history.

History Study

You gain proficiency with the Religion and History skills. (If you were already proficient with either of these skills, you add double your proficiency bonus on checks with that skill.)

At 3rd, 6th, 11th, and 18th levels, you gain proficiency with a language, skill, or tool of your choice. (If you are already proficient with the skill or tool you choose, you add double your proficiency bonus on checks with that skill or tool.)

Jack of All Trades

Starting at 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Reliable Talent

By 11th level, you have refined your skills to an exceptional degree. Whenever you make an ability check that includes your whole proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Peerless Skill

At 18th level, when you make an ability check, you can expend a spell slot of any level to roll a d10 and add the number rolled to your ability check, plus 1 for each level higher than 1st of the spell slot expended. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. You cannot use this feature and a Bardic Inspiration die on the same roll.

Magic

Magic Friars focus their studies on the arcane, adding sorcerous secrets to their divine knowledge.

Magic Study

You gain proficiency with the Religion and Arcana skills. (If you were already proficient with either of skills, you add double your proficiency modifier to checks with that skill.)

You learn one Wizard cantrip of your choice, plus an additional one at 6th and 11th levels, and you add the following spells to your spellbook at the following levels:

Level Spell
3rd two Wizard spells of 1st or 2nd level
6th two Wizard spells of 1st to 3rd level
11th two Wizard spells of 1st to 4th level
18th two Wizard spells of 1st to 5th level

In addition to these, you may add one Wizard spell you find (such as in a scroll or spellbook) of each level you can cast to your spellbook as though it were a Cleric spell.

Arcane Recovery

By 6th level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Friar level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 6th-level Friar, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.

Quickened Spell

At 11th level, you gain the ability to cast your spells more quickly. When you cast a spell that has a casting time of 1 action, you can spend an additional spell slot of any level to change the casting time to 1 bonus action for this casting.

Empowered Spell

Starting at 18th level, when you roll dice for a spell's damage or healing, you can spend an additional spell slot of any level to reroll a number of the dice up to your Intelligence modifier (minimum of one), plus 1 for each level higher than 1st of the additional spell slot expended. You must use the new rolls.

Nature

Nature Friars focus their studies on the natural world, learning about animals and plants.

Nature Study

You gain proficiency with the Religion and Nature skills. (If you were already proficient with either of these, you add double your proficiency modifier to checks with that skill.)

You learn one Druid cantrip of your choice, and you add the following spells to your spellbook at the following levels:

Level Spell
3rd speak with animals, spike growth
6th speak with plants, plant growth
11th grasping vine, tree stride

Preparing these spells does not count against your number of spells prepared for the day.

Nature Companion

At 3rd level, you attract a natural creature to be your companion. This must be a beast, plant, or fey creature of CR 1 or lower that is native to your current area. It gains one Sidekick level each time you gain a character level, gaining its 1st Sidekick level when you reach 4th level.

It acts after you on your initiative; you can command it to move up to its speed as part of your turn and it will do so. You can use a bonus action to command it to take an Action; it will take that Action this turn and repeat that Action on subsequent turns until it becomes impossible or you use another bonus action to give it a new command. You may have it take the Dash or Dodge action as part of your turn without spending a bonus action, but this cancels any existing command.

Favored Terrain

At 6th level, you become particularly familiar with certain types of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to either of your favored terrains, you add double your proficiency bonus if you would normally add your full proficiency bonus, or your full proficiency bonus if you would normally add half your proficiency bonus.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.

  • Your group can’t become lost except by magical means.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you forage, you find twice as much food as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose an additional type of favored terrain at 11th level.

Land's Stride

Starting at 11th level, moving through nonmagical difficult terrain costs you no extra movement. You 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.

Nature's Sanctuary

When you reach 18th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against a DC of 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.


Multiclassing

Prerequisites

To qualify for multiclassing into the Friar class, you must meet these prerequisites:
Intelligence 13 or higher
No levels of Cleric
If you have any levels of Friar, you cannot multiclass into Cleric.

Proficiencies

When you multiclass into the Friar class, you gain the following proficiencies:
Choose one from Arcana, History, Medicine, Nature, or Religion

Thanks for Reading!

A special thank you to all the redditors on r/DnDHomebrew who helped me refine this!




















©2019 Caleb Wichman


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