##### 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. \columnbreak 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.) \pagebreak >##### 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. \columnbreak ### 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. \pagebreak ### 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. \columnbreak #### 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. \pagebreak #### 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. \columnbreak ___ >## 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_ \pagebreak
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©2019 Caleb Wichman
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