Clyde Caldwell, Legends, 1986 |
Important
The following is borrowed from the following freely accessible page, in French: https://5e-drs.fr/classes/clerc/It was translated through the Google Translate app: https://translate.google.com/translate?sl=fr&tl=en&u=https://5e-drs.fr/classes/clerc/
But it is not easily accessible in English (or any other language) since the original page contains scripts interfering with the translation process
This is why I compiled it here.
Anyway, this is a creation by Black Book Edition (https://www.black-book-editions.fr/) on top of the D&D5e SRD.
Preamble
To avoid confusion, in this document and unlike in the French SRD, I use the word "vocation" instead of "priest domain".
In SRD v5 terms, when you choose a cleric, you need to choose a "domain", with a default to be "Life". All other domains are not open. With the following rules, your domain is "Priest", which has its own "vocations".
The interesting thing about these "vocations" is that in rule terms, two priest "vocations" put together make mostly a cleric "domain".
This is a very elegant way to increase the level of possible customization of gods and goddesses' powers given to their priests, as well as giving more nuance to sub-orders of followers of a specific divinity.
The Priest Archetype for the D&D5 Cleric
Religious education
At level 1, the cleric can choose the type of education he has received in his order in accordance with the GM:
- Theoretical teaching. You develop a skill in accordance with the religious principles of your divinity. You gain proficiency over this skill. If you are already proficient in this skill, the bonus is doubled (i.e. you are expert). The GM determines this skill based on the religious realm of your deity (for example, Nature for a forest deity). If no skill seems obvious, you gain proficiency in the Medicine skill.
- Martial education. This variant is suitable for a god of war, metal, strength, justice or nobility, for example. You gain your choice of proficiency of martial weapons or heavy armor. If your deity only grants you access to one vocation, you gain proficiency in both martial weapons and heavy armor. However, you do not benefit from additional divine energy channeling at levels 4 and 8 (see below).
- Religious teaching. The same as theoretical teaching but with the following differences: The priest isn't proficient with intermediate armors, nor shields. In exchange, the priest wins access to a dedicated (homebrew) vocation: Devotion (see the following post), that isn't counted in the total number of vocations known by the priest.
Vocation spells
You get deity-specific spells that you pray to at the levels shown in the tables below, depending on the area. It is very common for a religion to encompass two divine vocations, such as war and thunder, death and time, or even knowledge and light. In this case, at each level indicated, you learn new spells from each of the two areas to which you have access, usually two spells of the same level.
If your divinity grants you only one vocation, you get in exchange an additional divine energy channel at 4th level (for a total of two) and then another at 8th level (for a total of four). So you can use your divine energy channel five times when you reach level 18.
Channeling Divine Energy: Vocation Power
From level 2, you get a channel of divine energy that depends on your vocation. If your divinity gives you access to two vocations, you must choose one or the other of the abilities and this choice is final. Regardless of the vocation, you must use an action to trigger this ability
Divine Energy Channel: Vocation Spell
At 6th level, you can cast a vocations spell using your Divine Energy Channel ability without spending a spell slot. When you cast the spell this way, if it normally requires an action to cast, you can cast it at the cost of a bonus action.
Channeling Divine Energy: Vocation Power
At 8th level, you gain the divine energy channel that depends on your second vocation, the one you didn't choose at 2nd level. Regardless of the vocation, you must use an action to trigger this ability. Although the effects of Channels of Divine Energy do not count as focus, you cannot benefit from the effects of both order abilities at the same time.
Aspect of the avatar
When you reach level 17, you literally embody the power of your divinity. You can use a channel of divine energy to assume the appearance of an avatar of your god for 1 minute. Your height increases by one category (from medium to large, for example) and you exude an aura of almost palpable power. Your voice easily carries 100 yards around you and all the creatures that hear you understand your words, even those that do not usually have spoken language. You get an advantage on all Strength and Charisma checks, and your weapon attacks increase damage by 1d4. Finally, for the duration of the transformation, you can cast each of your sphere spells once (at their normal level) without using a spell slot. To cast an estate spell this way, you must use your action this turn. If you only have one sphere, you can cast each spell twice.
Welcoming even a tiny part of a god's energy into the body of a mere mortal is exhausting. At the end of this transformation, you will suffer a fatigue level and you cannot reuse Aspect of the Avatar until you have completed a long rest.
List of Divine Vocations for the Priest Archetype
Air
Cleric Level | Spells |
---|---|
1 | feather fall |
3 | squall (see Custom Spells for the Priest Archetype) |
5 | fly |
7 | gazeous form |
9 | conjure elemental (air) |
Divine Energy Channel: Asphyxiation
This ability has exactly the same effects as casting the Desiccation spell , but the victim suffocates instead of losing the water in their body. You cast this spell as if you were using a spell slot of a level equal to your proficiency bonus (so you assign one target at 2nd level, two targets at 5th level, etc.).
Arts
Cleric Level | Spells |
---|---|
1 | minor illusion |
3 | ghostly instrument (see Custom Spells for the Priest Archetype) |
5 | hypnotic pattern |
7 | stone shape |
9 | seeming |
Divine Energy Channel: Divine Inspiration
You sing for a number of rounds equal to your proficiency bonus. During this time, you can use a reaction on each of your turns to allow an ally located within 18 yards and able to hear you to re- roll a die of their choice ( characteristic test , attack roll , saving or damage). Your Charisma modifier is added to the result of the new roll.
Charm/Love
Cleric Level | Spells |
---|---|
1 | charm person |
3 | suggestion |
5 | sending |
7 | confusion |
9 | modify memory |
Divine Energy Channel: Heavenly Splendor
For a number of rounds equal to your proficiency bonus, you put disadvantage on all enchantment spell saves you cast and gain advantage on Charisma checks.
Cold
Cleric Level | Spells |
---|---|
1 | frost ray |
3 | mantle of frost (see Custom Spells for the Priest Archetype) |
5 | sleet storm |
7 | ice storm |
9 | cone of cold |
Channel of Divine Energy: Coffin of Ice
Pick up to one target of your choice per Mastery bonus point, located within 30 feet of you and in your line of sight. Each target must succeed on a Strength saving throw , otherwise it is restrained for 1 minute. At the end of each of your turns, each target gets a new Strength saving throw . If she succeeds, the effects of the Divine Energy Channel end on her.
Death
Cleric Level | Spells |
---|---|
1 | icy contact |
3 | imaginary shadows (see Custom Spells for the Priest Archetype) |
5 | feign death |
7 | death ward |
9 | cloudkill |
Divine Energy Channel: Mortal Connection
You channel the energy of death through you for a duration equal to 1 round per point of mastery bonus. During this time, you can cast the icy touch magic trick as a bonus action and you have advantage on attack rolls for that spell.
Deception/Illusion
Cleric Level | Spells |
---|---|
1 | disguise self |
3 | invisibility |
5 | major image |
7 | confusion |
9 | mislead |
Divine Energy Channel: Doubling
You create an illlusionary double of yourself for a number of rounds equal to your proficiency bonus. This double disorients your opponents, and you gain an advantage in your melee attacks. Also, when a creature succeeds in an attack against you (out of area attack), roll 1d6. On a roll of 1 to 3, the attack affects the illusion; on a 4 to 6, you normally take damage. An attacker is immune to this trait if they are not using the sense of sight, as with Blind Sight, or if they can see through illusions as with the Supreme Sight spell.
Earth
Cleric Level | Spells |
---|---|
1 | entangle |
3 | sudden stalagmites (see Custom Spells for the Priest Archetype) |
5 | meld into stone |
7 | stoneskin |
9 | conjure elemental (Earth) |
Divine Energy Channel: Burrow
You can move through rock or dirt from a floor or wall, if they are natural, at half your normal speed for a number of rounds equal to your proficiency bonus. When the ability ends, if you remain trapped in matter, you are thrown to the nearest open space, you take 1d6 bludgeoning damage per yard of matter traversed, and you are stunned for 1 round.
Fire
Cleric Level | Spells |
---|---|
1 | burning hands |
3 | flaming sphere |
5 | fireball |
7 | wall of fire |
9 | conjure elemental (Fire) |
Divine Energy Channel: Flaming Weapons
You hit a weapon and it inflicts an additional 1d6 fire damage for one minute (10 rounds). You can assign two weapons at level 9 and up to three weapons at level 17.
Illness/Weakness
Cleric Level | Spells |
---|---|
1 | putrefaction (see Custom Spells for the Priest Archetype) |
3 | ray of enfeeblement |
5 | bestow curse |
7 | wilt (see Custom Spells for the Priest Archetype) |
9 | contagion |
Divine Energy Channel: Infected Weapon
For 1 minute, each time you successfully strike a weapon, the target takes an additional 1d4 points of poison damage per point of your proficiency bonus and the poisoned state for 1 round. If it succeeds on a Constitution saving throw , it halves the poison damage and ignores the poison state.
Justice/Nobility
Cleric Level | Spells |
---|---|
1 | unseen servant |
3 | strike of the righteous (see Custom Spells for the Priest Archetype) |
5 | zone of truth |
7 | spear of the righteous (see Custom Spells for the Priest Archetype) |
9 | expiation of the righteous (see Custom Spells for the Priest Archetype) |
Divine Energy Channel: Judgment of God
For 1 minute, once per round, when you land a successful attack with a weapon, you add 1d4 damage of the same type as that of the weapon. This damage die goes to d6 at 5th level, to d8 at 9th level, to d10 at 13th level and finally to d12 at 17th level.
Knowledge
Cleric Level | Spells |
---|---|
1 | comprehend languages |
3 | detect thoughts |
5 | clairvoyance |
7 | divination |
9 | contact other plane |
Divine Energy Channel: Secret Name
Pick a target that is in your field of vision and within 60 feet of you. You learn her secret name, and for a number of rounds equal to your proficiency bonus, she suffers disadvantage on her saving throws against all of your spells. At the end of this effect, you forget about this magic name.
Life/Healing
Cleric Level | Spells |
---|---|
1 | cure wounds |
3 | lesser restoration |
5 | vitality (see Custom Spells for the Priest Archetype) |
7 | panacea (see Custom Spells for the Priest Archetype) |
9 | greater restoration |
Divine Energy Channel: Healing Salute
You and up to five allies in your line of sight, within 30 feet of you, heal 1d6 hit points per point of Proficiency bonus.
Light
Cleric Level | Spells |
---|---|
1 | dancing lights |
3 | branding smite |
5 | daylight |
8 | halo of benevolence (see Custom Spells for the Priest Archetype) |
11 | sunbeam |
Divine Energy Channel: Burst of Light
A ray of light starts from your outstretched finger and spreads to a point of your choice within 30 meters and within your field of vision, where it explodes in a blinding light. Each creature in a 20-foot-radius sphere centered on this point must make a Dexterity saving throw . Those that fail take 1d10 radiant damage per point of proficiency bonus and are blinded on their next turn. Those that succeed only take half the damage and are not blinded.
Magic
Cleric Level | Spells |
---|---|
1 | mage hand, or prestidigitation |
3 | identify |
5 | dispel magic |
7 | counterspell |
9 | fabricate |
Divine Energy Channel: Arcane Magic
You pray for 10 minutes to prepare a spell from the wizard list of your choice, the level of which must be strictly lower than your proficiency bonus (this does not cause you to spend any channel of divine energy). Now you can cast it using a channel of divine energy. You must complete a long rest to be able to choose another spell. You then forget the previous one.
Nature
Cleric Level | Spells |
---|---|
1 | speak with animals |
3 | animal companion (see Custom Spells for the Priest Archetype) |
5 | speak with plants |
7 | hallucinatory terrain |
9 | commune with nature |
Divine Energy Channel: Legion of Beasts
You cast the spell summon animals , however the sum of the danger indices of the beasts you summon must be strictly less than your proficiency bonus (index 1 at level 2, index 2 at level 5, index 3 at level 9, etc.).
Night/Darkness
Cleric Level | Spells |
---|---|
1 | fog cloud |
3 | darkness |
5 | darkvision |
7 | greater invisibility |
9 | dream |
Divine Energy Channel: Vision of Darkness
You get the ability blind vision and you are immune to the special status blinded for a number of rounds equal to your proficiency bonus.
Protection
Cleric Level | Spells |
---|---|
1 | alarm |
3 | blur |
5 | magic circle |
7 | faithful hound |
9 | antilife shell |
Divine Energy Channel: Resistance
You gain resistance to all damage types for 1 round per point of mastery bonus. You can choose to use this ability on an ally in your line of sight within 30 feet at the same time as yourself.
Strength/Feats/Courage
Cleric Level | Spells |
---|---|
1 | heroism |
3 | enlarge (spell enlarge/reduce) |
5 | heroic blessing (see Custom Spells for the Priest Archetype) |
7 | halo of benevolence (see Custom Spells for the Priest Archetype) |
9 | aura of strength (see Custom Spells for the Priest Archetype) |
Divine Energy Channel: Divine Power
You increase your strength for a number of rounds equal to your proficiency bonus. During this time, you gain advantage on all of your Strength checks, saves, and melee attacks with weapons with the heavy property. In addition, you add 1d4 to the damage of your melee attacks or 1d6 with heavy weapons. During the duration of this ability, you are proficient in all heavy weapons.
Thunder/Storms
Cleric Level | Spells |
---|---|
1 | thunderwave |
3 | squall (see Custom Spells for the Priest Archetype) |
5 | call lightning |
7 | ice storm |
9 | chain lightning |
Divine Energy Channel: Electric Surge
For one minute, each time a creature makes a successful melee attack against you, it takes 1d4 lightning damage. Damage increases to 2d4 at 9th level and 3d4 at 17th level.
Time
Cleric Level | Spells |
---|---|
1 | expeditious retreat |
3 | misty step |
5 | haste |
7 | dimension door |
9 | hold monster |
Divine Energy Channel: Time Fold
This ability is an exception to the general rule of channeling divine energy, you only need a reaction to activate it. By spending your reaction, you act 1 full turn in addition to your normal turn. However, this additional turn does not grant you a new reaction. You cannot use, in the same round, an ability or a spell granting you an action, a bonus action and / or an additional reaction. If you are under the effect of a haste spell while using this ability, it ceases immediately. Additionally, you must complete a short or long rest before you can use this ability again.
Travels
Cleric Level | Spells |
---|---|
1 | longstrider |
3 | pass without trace |
5 | phantom steed |
7 | dimension door |
9 | tree stride |
Channel of Divine Energy: March of the Mists
You can cast the Misty Step spell by spending either a bonus action or a reaction (and without using a spell slot) once per turn for a number of rounds equal to your proficiency bonus.
War
Cleric Level | Spells |
---|---|
1 | divine favor |
3 | magic weapon |
5 | enhance ability |
7 | heroic blessing (see Custom Spells for the Priest Archetype) |
9 | stoneskin |
Channeling Divine Energy: Warrior Trance
You are inhabited by the warrior expertise of your divinity for 1 minute. During this time, you can divide your proficiency bonus between the attack roll or the damage roll of a melee attack each round as you like. You can announce which part of the bonus you add after rolling the dice, but before knowing the result of the action.
Water
Cleric Level | Spells |
---|---|
1 | grease |
3 | desiccation (see Custom Spells for the Priest Archetype) |
5 | water breathing |
7 | control water |
9 | conjure elemental (Water) |
Divine Energy Channel: Liquid Form
For a number of rounds equal to your proficiency bonus, you gain resistance to nonmagical slashing, piercing, and bludgeoning damage. Additionally, you can bend your body to fit through a narrow space (through a keyhole, under a door, etc.) at the cost of one action.
Conclusion
I find this Priest Archetype much better than the default Cleric from D&D5.
First, assuming a divinity will offer, on average, two vocations to their followers, it actually enables a priest to embrace all the vocations of their god/goddess, instead of having to chose one.
Second, it makes each god/goddess more nuanced and more unique: With the limited amount of domains available in D&D5, it was easy for two unrelated gods to share the same domains. Here, if having each god/goddess offer a combination of two vocations, every god/goddess can be unique.
Third: It is actually easy to retrieve a Priest Vocation from an existing D&D5 Cleric Domain: Just take one of the two spell for each level, and you're done.
This means adding the Vocations that are specific to Dragonlance to be very, very easy.
All in all, this is, IMHO, infinitely better than the original domain-based cleric of D&D5e.
You can find custom vocations in the following post, and how they are offered by Krynn's deities here.
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