Clerics

Clerics are the servants of their chosen deity. In exchange for their faith and service, they are granted miraculous powers, as long as they constrain themselves to following their god's creed and perform their religion's rituals. Harnessing divine power, **clerics** shield their allies and smite their enemies. Although they are best known for healing magic, clerics can also hold their own in combat, facing evil toe to toe.

Clerics - and gods - came to Solasta along with the first humans, ⁣but the gods and their divine magic are now accepted by all species.

## Class Starting Equipment

* Mace OR Warhammer
* Scale Mail OR Leather
* Light Crossbow and Crossbow Bolt ×20 OR one weapon (Club, Dagger, Handaxe, Javelin, Light Crossbow, Mace)
* Shield and Holy Symbol (Amulet)
* Priest's Pack OR Explorer’s Pack

## Class Features

**Saving Throw Proficiencies ➜** Wisdom, Charisma

**Cleric Armor Proficiencies ➜** Light Armor, Medium Armor, Shield

**Cleric Weapon Proficiencie ➜** Simple Weapons

**Cleric Skills ➜** Choose 2 of these skills: History, Insight, Medicine, Persuasion, Religion

**Cleric Spellcasting ➜** Can cast spells from the Cleric Spells list.

**Ritual Casting ➜** You can cast a spell as a ritual if that spell has the ritual tag, and you have the spell prepared.

**Divine Domains ➜** Choose one of the divine domains granted by your deity.

**Scroll Scribing ➜** You have been trained to scribe magic scrolls (proficiency with Scroll Kit).

## Higher Level Features

**Level 2**

* **Channel Divinity ➜** Can use Channel Divinity actions once between rests.
* **Channel Divinity: Turn Undead ➜** Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 5**

* **Turn Undead (Destroy)** ➜ Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.

**Level 6**

* **Channel Divinity (Increased)** ➜ +1 Channel Divinity use between rests.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

* **Turn Undead (Destroy)** ➜ Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 1 or lower that fail the saving throw are instead destroyed.

**Level 11**

* **Turn Undead (Destroy)** ➜ Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 2 or lower that fail the saving throw are instead destroyed.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Divine Domains

These Cleric subclasses are granted at level 1.

### Elemental (Fire)

The Elemental domain allows a cleric to become one with the elements. The fire sub-domain makes you less vulnerable to fire damage and grants you fire-based attacks.

**Level 1**

* **Elemental Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Thunderwave, Fog Cloud
	+ Level 3: Levitate, Misty Step
	+ Level 5: Lightning Bolt, Fly
	+ Level 7: Ice Storm, Wall of Fire
	+ Level 9: Cone of Cold, Conjure Elemental

* **Primal Harmony (Fire) ➜** Resistance to Fire: damage is halved

* **Bonus Cantrip (Fire)** ➜ Fire Bolt

**Level 2**

* **Channel Divinity: Fire Burst** ➜ Channel Divinity to cause 3d8 fire damage to a target within 12 cells. A successful Dexterity save halves the damage.

**Level 6**

* **Scholar of the Elements** ➜ Use your reaction to become immune to your domain element. It heals you instead of wounding you.

**Level 8**

* **Call Upon Fire** ➜ The target suffers fire damage and must succeed at Strength save or be pushed. Can be used a number of times equal to your Wisdom bonus until a Long Rest.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Elemental (Ice)

The Elemental domain allows a cleric to become one with the elements. The ice sub-domain makes you less vulnerable to cold damage and grants you ice-based attacks.

**Level 1**

* **Elemental Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Thunderwave, Fog Cloud
	+ Level 3: Levitate, Misty Step
	+ Level 5: Lightning Bolt, Fly
	+ Level 7: Ice Storm, Wall of Fire
	+ Level 9: Cone of Cold, Conjure Elemental

* **Primal Harmony (Cold) ➜** Resistance to Cold: damage is halved

* **Bonus Cantrip (Cold)** ➜ Ray of Frost

**Level 2**

* **Channel Divinity: Ice Lance** ➜ Use Channel Divinity on a target within 12 cells. The target must make a Dexterity saving throw or be pushed away by 2 cells and suffer 2d8 cold damage.

**Level 6**

* **Scholar of the Elements** ➜ Use your reaction to become immune to your domain element. It heals you instead of wounding you.

**Level 8**

* **Call Upon Cold** ➜ The target suffers cold damage and must succeed with at Strength save or become restrained until the end of its next turn. Can be used a number of times equal to your Wisdom bonus until a Long Rest.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Elemental (Lightning)

The Elemental domain allows a cleric to become one with the elements. The lightning sub-domain makes you less vulnerable to lightning damage and grants you lightning-based attacks.

**Level 1**

* **Elemental Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Thunderwave, Fog Cloud
	+ Level 3: Levitate, Misty Step
	+ Level 5: Lightning Bolt, Fly
	+ Level 7: Ice Storm, Wall of Fire
	+ Level 9: Cone of Cold, Conjure Elemental

* **Primal Harmony (Lightning) ➜** Resistance to Lightning: damage is halved

* **Bonus Cantrip (Lightning)** ➜ Shocking Grasp

**Level 2**

* **Channel Divinity: Lightning Blade** ➜ Channel Divinity to cause 1d8 lightning damage to a target within 12 cells. On a failed Dexterity save, the target is also stunned until the end of its next turn.

**Level 6**

* **Scholar of the Elements** ➜ Use your reaction to become immune to your domain element. It heals you instead of wounding you.

**Level 8**

* **Call Upon Thunder** ➜ The creature in the area must succeed with a Constitution save or suffer thunder damage and become restrained until the end of their next turn. Can be used a number of times equal to your Wisdom bonus until a Long Rest.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Sun

The Sun domain encompasses the powers of cleansing light and warmth of the sun itself. Clerics who embrace this domain are beacons of light in a world of darkness.

**Level 1**

* **Sun Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Burning Hands, Faerie Fire
	+ Level 3: Scorching Ray, Darkvision
	+ Level 5: Daylight, Hypnotic Pattern
	+ Level 7: Fire Shield, Wall of Fire
	+ Level 9: Flame Strike, Greater Restoration

* **Holy Radiance ➜** When you cast Sacred Flame, your target has a disadvantage on the saving throw.

* **Bonus Cantrip** ➜ Light

**Level 2**

* **Channel Divinity: Herald of the Sun** ➜ Channel Divinity to engulf a visible enemy within 5 cells in radiant light, causing 1d8 radiant damage +2 per cleric level (half damage on a successful Constitution saving throw) and cause the blinded condition for 1 minute (negated if saving throw was successful).

**Level 6**

* **Channel Divinity: Indomitable Light** ➜ Channel Divinity to summon a sphere of sunlight, which affects light sensitive creatures and negates areas of darkness.
* **Soothing Hand** ➜ Heal an ally and remove one detrimental condition (Stunned, Blinded or Frightened only).

**Level 8**

* **Divine Strike** ➜ +1d8 radiant damage on weapon attacks, once per turn.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Battle

The Battle domain grants powerful combat spells. Its clerics can deal damage as well as providing front-line healing.
**Level 1**

* **Battle Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Magic Missile, Shield of Faith
	+ Level 3: Acid Arrow, Flaming Sphere
	+ Level 5: Fireball, Haste
	+ Level 7: Stoneskin, Phantasmal Killer
	+ Level 9: Hold Monster, Insect Plague

* **Bonus Proficiency ➜** Martial Weapons

* **Divine Fortitude** ➜ As an action, gain 3 temporary HP per cleric level. Recovered after a Long Rest.
* **Battle Magic** ➜ Can cast spells with a somatic component without a free hand, provided a weapon or shield is being wielded.

**Level 2**

* **Decisive Strike** ➜ On a successful attack, Channel Divinity to add 1d6 to your damage and stun your target (save negates). Increases by 1d6 every 3 cleric levels above level 2.

**Level 6**

* **Herald of Battle** ➜ Allies in adjacent cells gain +1 on attack rolls, damage, AC, and saving throws.

**Level 8**

* **Scholar of Battle** ➜ You can attack one more time, per combat turn, when you use the attack or shove actions.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Law

The Law domain focuses on protecting the innocent and punishing the guilty, granting powers and spells to control and tame the unlawful.
**Level 1**

* **Law Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Heroism, Shield
	+ Level 3: Branding Smite, Hold Person
	+ Level 5: Counterspell, Lightning Bolt
	+ Level 7: Banishment, Guardian of Faith
	+ Level 9: Hold Monster, Dispel Evil and Good

* **Commanding Presence ➜** Proficient in Intimidation. Advantage on Intimidation checks.

* **Unyielding Enforcer** ➜ Advantage on rolls to resist being shoved or moved by magical means.

**Level 2**

* **Channel Divinity: Holy Retribution** ➜ When a melee attack damages you, you can use your reaction to Channel Divinity and strike back using a melee weapon, adding 2d6 + cleric level psychic damage.
* **Channel Divinity: Force of Law** ➜ Channel Divinity when casting an attack spell to impose disadvantage on your targets saving throw.

**Level 6**

* **Word of the Law** ➜ Break the spellcasting concentration of an enemy.

**Level 8**

* **Anathema** ➜ Restrains a creature and inflicts force damage every turn until it succeeds with a WIS save or 1 minute has passed.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

**Level 14**

* **Anathema** ➜ Can now be used twice per short rest and the damage is increased by 2d6.

### Life

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life, and grants unrivaled healing abilities.

**Level 1**

* **Life Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Bless, Cure Wounds
	+ Level 3: Lesser Restoration, Spiritual Weapon
	+ Level 5: Revivify, Mass Healing Word
	+ Level 7: Death Ward, Guardian of Faith
	+ Level 9: Mass Cure Wounds, Raise Dead

* **Bonus Proficiency ➜** Proficient with Heavy Armor.

* **Disciple of Life** ➜ When casting a healing spell, the target regains additional HP equal to 2× spell level.

**Level 2**

* **Channel Divinity: Preserve Life** ➜ Restore hit points (5× cleric level) to one or more allies within 6 cells, up to half their hit point maximum.

**Level 6**

* **Blessed Healer** ➜ When you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hit points equal to 2× spell level.

**Level 8**

* **Divine Strike** ➜ +1d8 radiant damage on weapon attacks, once per turn.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Oblivion

The Oblivion domain shows the darker aspect of Maraike, that of the goddess of death. Clerics who choose this domain consider life and death as part of the same, greater cycle, and can use necromantic spells as well as any other.

**Level 1**

* **Oblivion Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Sleep, Inflict Wounds
	+ Level 3: Blindness, Ray of Enfeeblement
	+ Level 5: Vampiric Touch, Fear
	+ Level 7: Black Tentacles, Confusion
	+ Level 9: Contagion, Cloudkill

* **Gate Keeper ➜** As long as you are conscious, you and your fellow party members within 6 cells have advantage on death saving throws.

* **Bonus Cantrip** ➜ Chill Touch

**Level 2**

* **Channel Divinity: Herald of Pain** ➜ Channel Divinity to cause pain to enemies within 6 cells. Enemies failing a Wisdom save receive 1d8 necrotic damage and are poisoned.
* **Peaceful Rest** ➜ While camping, reduces the chances of being attacked and prevents from being surprised.

**Level 6**

* **Strike of Oblivion** ➜ +1d6 necrotic damage on your first attack of your turn.

**Level 8**

* **Mark of Fate** ➜ Mark a creature you see, so it receives additional damage from each attack.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

**Level 14**

* **Mark of Fate** ➜ You can now use it twice per rest.

### Insight

The Insight domain focuses on learning, memory, and deduction. Those who embrace this domain are renowned for their knowledge and wisdom.

**Level 1**

* **Insight Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Detect Evil and Good, Identify
	+ Level 3: Find Traps, See Invisibility
	+ Level 5: Slow, Remove Curse
	+ Level 7: Identify Creatures, Phantasmal Killer
	+ Level 9: Dispel Evil and Good, Dominate Person

* **Divine Intuition ➜** Advantage on ability checks using Arcana, History, and Nature.

* **Inspired Diplomat** ➜ You always know the odds when choosing between dialog choices that include an Skill Check (Persuasion, Deception, or Intimidation).

**Level 2**

* **Channel Divinity: Foreknowledge** ➜ Channel Divinity to see the immediate future and dodge your enemy's attacks better. For 1 minute, the first attack (except shove) made against you after your turn suffers disadvantage.

**Level 6**

* **Divine Eye** ➜ Advantage on checks to detect traps, hidden doors, and objects.

**Level 8**

* **Divine Lore** ➜ You know all languages, written and spoken. In addition, you can identify a magical item once per Long Rest.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

### Mischief (Lost Valley DLC)

Mischief is a way of life for followers of Misaye. Expect them to do the unexpected with a sly smile on their lips, even when the Lady of Luck turns the tables on them.

**Level 1**

* **Mischief Domain Spells** ➜ In your list and always prepared:
	+ Level 1: Charm Person, Expeditious Retreat
	+ Level 3: Blur, Invisibility
	+ Level 5: Hypnotic Pattern, Slow
	+ Level 7: Confusion, Greater Invisibility
	+ Level 9: Dominate Person, Hold Monster
* **Trickster ➜** Gain proficiency in Stealth and Deception.
* **Borrowed Luck ➜** After failing a saving throw (if you didn't have a disadvantage), you can use a reaction to reroll that saving throw. If you succeed, you will have a disadvantage on your next saving throw.

**Level 2**

* **Channel Divinity: Strike of Chaos ➜** When hitting a target with a weapon attack, you can Channel Divinity to deal additional psychic damage (1d6 + additional 1d6 for every 3 spell levels above level 2) for every and inflict a random condition from the following list: disadvantage on attack rolls, Blinded, Restrained, Paralyzed, none. The condition is only inflicted if the target fails a Wisdom saving throw against your spell save DC. The target repeats the saving throw at the end of each of its turns – on a successful one, the condition ends, otherwise it stays in effect for 1 minute.

**Level 5**

* **Strike of Chaos (Advanced) ➜** An additional 1d6 to the damage of the Strike of Chaos.

**Level 6**

* **Elusive Target ➜** When hit with a melee attack, you can use your reaction to gain the benefits of both Dodge and Disengage until the end of your next turn.

**Level 8**

* **Divine Strike ➜** Once on each of your turns, when you hit a creature with a weapon attack, you can deal additional 1d8 psychic damage to it. The damage is increased to 2d8 when you reach level 14.
* **Strike of Chaos (Advanced) ➜** An additional 1d6 to the damage of the Strike of Chaos.

**Level 10**

* **Divine Intervention** ➜ You attempt to request the help of your deity, with a success chance of 1% per cleric level.

**Level 11**

* **Strike of Chaos (Advanced) ➜** An additional 1d6 to the damage of the Strike of Chaos.

## Spell List

Cleric spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list. Some spells are only available to a specific sub-class (as stated in brackets in the list below).

**Cantrip**

* Chill Touch (Oblivion only)
* Fire Bolt (Elemental – Fire only)
* Guidance
* Light
* Ray of Frost (Elemental – Ice only)
* Resistance
* Sacred Flame
* Shine
* Shocking Grasp (Elemental – Lightning only)
* Spare the Dying
* Sparkle

**Level I**

* Bane
* Bless
* Burning Hands (Sun only)
* Charm Person (Mischief only)
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Expeditious Retreat (Mischief only)
* Faerie Fire (Sun only)
* Fog Cloud (Elemental only)
* Heroism (Law only)
* Identify (Insight only)
* Guiding Bolt
* Healing Word
* Inflict Wounds
* Magic Missile (Battle only)
* Protect vs Evil & Good
* Shield (Law only)
* Shield of Faith
* Sleep (Oblivion only)
* Thunderwave (Elemental only)

**Level II**

* Acid Arrow (Battle only)
* Aid
* Blindness
* Blur (Mischief only)
* Branding Smite (Law only)
* Calm Emotions
* Darkvision (Sun only)
* Enhance Ability
* Find Traps
* Flaming Sphere (Battle only)
* Hold Person
* Invisibility (Mischief only)
* Lesser Restoration
* Levitate (Elemental only)
* Misty Step (Elemental only)
* Prayer of Healing
* Ray of Enfeeblement (Oblivion only)
* Scorching Ray (Sun only)
* See Invisibility (Insight only)
* Silence
* Spiritual Weapon

**Level III**

* Beacon of Hope
* Bestow Curse
* Counterspell (Law only)
* Create Food
* Daylight
* Dispel Magic
* Fear (Oblivion only)
* Fireball (Battle only)
* Fly (Elemental only)
* Haste (Battle only)
* Hypnotic Pattern (Sun and Mischief only)
* Lightning Bolt (Elemental and Law only)
* Mass Healing Word
* Protection from Energy
* Remove Curse
* Revivify
* Slow (Insight and Mischief only)
* Spirit Guardians
* Tongues
* Vampiric Touch (Oblivion only)

**Level IV**

* Banishment
* Black Tentacles (Oblivion only)
* Confusion (Oblivion and Mischief only)
* Death Ward
* Fire Shield (Sun only)
* Freedom of Movement
* Greater Invisibility (Mischief only)
* Guardian of Faith
* Ice Storm (Elemental only)
* Identify Creatures (Insight only)
* Phantasmal Killer (Battle and Insight only)
* Stoneskin (Battle only)
* Wall of Fire (Elemental and Sun only)

**Level V**

* Cloudkill (Oblivion only)
* Cone of Cold (Elemental only)
* Conjure Elemental (Elemental only)
* Contagion
* Dispel Evil and Good
* Dominate Person (Insight and Mischief only)
* Flame Strike
* Greater Restoration
* Hold Monster (Battle, Mischief and Law only)
* Insect Plague
* Mass Cure Wounds
* Raise Dead

**Level VI**

* Blade Barrier
* Harm
* Heal
* Heroes Feast
* True Seeing

**Level VII**

* Conjure Celestial
* Divine Word
* Fire Storm
* Regenerate
* Resurrection
* Symbol

**Level VIII**

* Divine Blade
* Earthquake
* Holy Aura
* Spell Ward
* Thunderstorm