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| ! style="width:25%"|[[Cleric/Holy_Pledge|Holy Pledge]] | | ! style="width:25%"|[[Cleric/Holy_Pledge|Holy Pledge]] |
| |} | | |} |
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| = Cleric: Subklassen =
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| = Vanilla = | | = Vanilla = |
| <tabber> | | <tabber> |
| |-|Knowledge Domain^FRHoF^= | | |-|Knowledge Domain= |
| {{Zitat|''The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.''
| | <span style="font-variant:small-caps"><sup>Forgotten Realms: Heroes of Faerun</sup></span> |
| | <blockquote> |
| | ''The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.'' |
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| ''Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. On Onos, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Milthos and Nyuna, among many others.''}} | | ''Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. On Onos, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Milthos and Nyuna, among many others.'' |
| | </blockquote> |
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| === Level 3: Blessings of Knowledge === | | === Level 3: Blessings of Knowledge === |
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| As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required). | | As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required). |
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| |-|Life Domain^PHB^= | | |-|Life Domain= |
| {{Zitat|''The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.''
| | <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> |
| | <blockquote> |
| | ''The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.'' |
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| ''Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.''}} | | ''Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.'' |
| | </blockquote> |
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| === Level 3: Life Domain Spells === | | === Level 3: Life Domain Spells === |
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| When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12. | | When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12. |
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| |-|Light Domain^PHB^= | | |-|Light Domain= |
| {{Zitat|''The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.''
| | <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> |
| | <blockquote> |
| | ''The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.'' |
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| ''The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.''}} | | ''The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.'' |
| | </blockquote> |
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| === Level 3: Light Domain Spells === | | === Level 3: Light Domain Spells === |
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| You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. | | You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. |
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| |-|Trickery Domain^PHB^= | | |-|Trickery Domain= |
| {{Zitat|''The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.''
| | <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> |
| | <blockquote> |
| | ''The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.'' |
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| ''Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.''}} | | ''Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.'' |
| | </blockquote> |
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| === Level 3: Trickery Domain Spells === | | === Level 3: Trickery Domain Spells === |
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| * '''Healing Illusion.''' When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level. | | * '''Healing Illusion.''' When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level. |
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| |-|War Domain^PHB^= | | |-|War Domain= |
| {{Zitat|''War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.''
| | <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> |
| | <blockquote> |
| | ''War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.'' |
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| ''Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.''}} | | ''Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.'' |
| | </blockquote> |
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| === Level 3: War Domain Spells === | | === Level 3: War Domain Spells === |