Cleric/Subklassen
Weitere Optionen
| Übersicht | Feats | Subklassen | Holy Pledge |
|---|
Cleric: Subklassen
Vanilla
Knowledge Domain^FRHoF^
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.
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.
Level 3: Blessings of Knowledge
You gain proficiency with one type of Artisan's Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.
Level 3: Knowledge Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Knowledge Domain Spells table. These spells count as cleric spells for you, but they don't count against the number of cleric spells you prepare.
| Spell Level | Spells | |
|---|---|---|
| 1st | Comprehend Languages | Identify |
| 2nd | Detect Thoughts | Mind Spike |
| 3rd | Nondetection | Tongues |
| 4th | Arcane Eye | Confusion |
| 5th | Legend Lore | Synaptic Static |
Level 3: Mind Magic
As a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.
Level 6: Unfettered Mind
You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).
Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.
Level 17: Divine Foreknowledge
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).
Life Domain^PHB^
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.
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.
Level 3: Life Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Life Domain Spells table. These spells count as cleric spells for you, but they don't count against the number of cleric spells you prepare.
| Spell Level | Spells | |
|---|---|---|
| 1st | Bless | Cure Wounds |
| 2nd | Aid | Lesser Restoration |
| 3rd | Mass Healing Word | Revivify |
| 4th | Aura of Life | Death Ward |
| 5th | Greater Restoration | Mass Cure Wounds |
Level 3: Channel Divinity - Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Level 3: Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal your Proficiency Bonus plus the spell slot's level.
Level 6: Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one creature other than you, you regain Hit Points equal to your Proficiency Bonus plus the spell slot's level.
Level 17: Supreme Healing
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.
Light Domain^PHB^
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.
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.
Level 3: Light Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Light Domain Spells table. These spells count as cleric spells for you, but they don't count against the number of cleric spells you prepare.
| Spell Level | Spells | |
|---|---|---|
| 1st | Burning Hands | Faerie Fire |
| 2nd | Scorching Ray | See Invisibility |
| 3rd | Daylight | Fireball |
| 4th | Arcane Eye | Wall of Fire |
| 5th | Flame Strike | Scrying |
Level 3: Channel Divinity - Radiance of the Dawn
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
Level 3: Warding Flare
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.
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.
Level 6: Improved Warding Flare
You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
Level 17: Corona of Light
As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
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.
Trickery Domain^PHB^
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.
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.
Level 3: Trickery Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Trickery Domain Spells table. These spells count as cleric spells for you, but they don't count against the number of cleric spells you prepare.
| Spell Level | Spells | |
|---|---|---|
| 1st | Charm Person | Disguise Self |
| 2nd | Invisibility | Pass Without Trace |
| 3rd | Hypnotic Pattern | Nondetection |
| 4th | Confusion | Dimension Door |
| 5th | Dominate Person | Modify Memory |
Level 3: Channel Divinity - Invoke Duplicity
As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
- Cast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.
- Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.
- Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.
Level 3: Blessing of the Trickster
As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Level 6: Trickster's Transposition
Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.
Level 17: Improved Duplicity
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
- Shared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.
- 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.
War Domain^PHB^
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.
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.
Level 3: War Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the War Domain Spells table. These spells count as cleric spells for you, but they don't count against the number of cleric spells you prepare.
| Spell Level | Spells | |
|---|---|---|
| 1st | Guiding Bolt | Shield of Faith |
| 2nd | Magic Weapon | Spiritual Weapon |
| 3rd | Crusader's Mantle | Spirit Guardians |
| 4th | Fire Shield | Freedom of Movement |
| 5th | Hold Monster | Steel Wind Strike |
Level 3: Channel Divinity - Guided Strike
When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.
Level 3: War Priest
As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Level 6: War God's Blessing
You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Level 17: Avatar of Battle
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.