Cleric
Cleric
Proficiencies
armour: Light armour, medium armour
Weapons: Simple weapons
Tools: None
Defences: Wisdom and either Strength, Constitution, or Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A weapon (if proficient)
- An underlay
- (a) scale mail,
(b) studded leather jerkin, or
(c) chain mail (if proficient) - (a) a standard crossbow and 20 bolts or
(b) any simple weapon - (a) a priest’s pack or (b) an explorer’s pack
- A standard shield (if proficient) and a holy symbol
Divine Domain
Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Harness Divine Powerᵀ
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Prophet
At 20th level, you are the perfect servant of your God. Your Wisdom score increases by 4, and your maximum for this score also increases by 4.
Divine Domains
Forge Domain
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithril have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armour and powerful weapons to protect them.
Forge Domain Spells
Cleric Level | Spells |
---|---|
1st | identify, searing smite |
3rd | heat metal, magic weapon |
5th | elemental weapon, protection from energy |
7th | fabricate, wall of fire |
9th | animate objects, creation |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armour and smith’s tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armour. At the end of a long rest, you can touch one nonmagical object that is a suit of armour or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to DR if it’s armour or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object (see Chapter 5: Equipment for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than the value listed for the character's cleric level in the Artisan's Blessing Table. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Artisan's Blessing
Cleric Level | Value | Cleric Level | Value |
---|---|---|---|
1 | - | 11 | 51200 gp |
2 | 100 gp | 12 | 102400 gp |
3 | 200 gp | 13 | 204800 gp |
4 | 400 gp | 14 | 409600 gp |
5 | 800 gp | 15 | 819200 gp |
6 | 1600 gp | 16 | 1638400 gp |
7 | 3200 gp | 17 | 3276800 gp |
8 | 6400 gp | 18 | 6553600 gp |
9 | 12800 gp | 19 | 13107200 gp |
10 | 25600 gp | 20 | 26214400 gp |
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armour, you gain a +1 bonus to DR.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage.
- While wearing heavy armour, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Grave Domain
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
Grave Domain Spells
Cleric Level | Spells |
---|---|
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | blight, death ward |
9th | antilife shell, raise dead |
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
You also learn the Spare the Dying cantrip, which doesn't count towards the number of cleric cantrips that you know. For you, it can be cast as a bonus action, does not require verbal components to cast and has six times the range (30-feet at 1st level, 60-feet when you reach 5th level, 90-feet when you reach 11th level and 120-feet when you reach 17th level).
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Sentinel at Death’s Door
At 6th level, you gain the ability to impede death’s progress. Each round, the first time that you or a creature that you can see within 30 feet of you suffers a critical hit, that hit is turned into into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Tempest Domain
Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Tempest Domain Spells
Cleric Level | Spells |
---|---|
1st | fog cloud, thunderwave |
3rd | gust of wind, shatter |
5th | call lightning, sleet storm |
7th | control water, ice storm |
9th | destructive wave, insect plague |
Bonus Proficiencies
At 1st level, you gain proficiency with four martial weapon groups and heavy armour.
Wrath of the Storm
At 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, it must make a Dexterity defence check vs your passive spellcasting attack score. If the creature fails the defence check, it takes 1d8 lightning damage and 1d8 thunder damage. If the creature succeeds at the defence check, it takes half as much damage.
You can rebuke a number of attacks equal to your Wisdom modifier (minimum one). Wrath of the Storm always triggers automatically when you are hit, unless you declare on your turn that you will not use it in response to being hit by certain targets. Alternatively, you can also declare that you will only use Wrath of the Storm when hit by a specific target. You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Welcome to D20 with Stormchaser
If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.
I hope you have fun, and if you have any questions at all, don't hesitate to ask.
Enjoy!
Thanks
Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!
Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".
Art Credits
Cover: "Surreal lightning over the ocean"
by Imgur Gallery 3CpCAad
Theme by /u/blckthorn
Links
Stormchaser Roleplaying on Patreon
The Stormchaser d20 RPG
Part 1: Creating a Character
Chapter 3.1: Barbarian
Chapter 3.2: Bard
Chapter 3.3: Cleric
Chapter 3.4: Druid
Chapter 3.5: Engineer
Chapter 3.6: Fighter
Chapter 3.7: Monk
Chapter 3.8: Paladin
Chapter 3.9: Ranger
Chapter 3.10: Rogue
Chapter 3.11: Sorcerer
Chapter 3.12: Warlock
Chapter 3.13: Wizard
Expanded Subclass Spells
Chapter 5: Equipment
Part 2: Playing the Game
Part 3: The Rules of Magic
Appendices