Cleric
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
| Core Cleric Traits | < |
|---|---|
| Primary Ability | Wisdom |
| Hit Dice Die | D8 per Cleric level |
| Saving Throws Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Tool Proficiencies | None |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP |
Becoming a Cleric
As a Level 1 Character
- Gain all the traits in the Core Cleric Traits table.
- Gain the Cleric’s Level 1 Features, which are listed in the Cleric Features table.
As a Multiclass Character
- Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
- Gain the Cleric’s Level 1 Features, which are listed in the Cleric Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
| Level | Proficiency Bonus | Class Features | Channel Divinity | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Divine Order | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Channel Divinity | 2 | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Cleric Subclass | 2 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Sear Undead | 2 | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 3 | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Blessed Strikes | 3 | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Divine Intervention | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Subclass feature | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | — | 4 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 4 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Greater Divine Intervention | 4 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips from this feature with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
- Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
- Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
Level 2: Channel Divinity
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
- Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
- You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
- Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Level 3: Cleric Subclass
You gain a Cleric subclass of your choice. The Life Domain, Light Domain, Trickery Domain, and War Domain subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
Level 5: Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.
Level 7: Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
- Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
- Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Level 10: Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.
Level 14: Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
- Divine Strike. The extra damage of your Divine Strike increases to 2d8.
- Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
Level 19: Epic Boon
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Fate is recommended.
Level 20: Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.
Cleric Spell List
This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
Cleric Cantrips (Level 0 Spells)
| Spell | School | Special |
|---|---|---|
| Guidance | Divination | C |
| Light | Evocation | — |
| Mending | Transmutation | — |
| Resistance | Abjuration | C |
| Sacred Flame | Evocation | — |
| Spare the Dying | Necromancy | — |
| Thaumaturgy | Transmutation | — |
| Toll the Dead | Necromancy | |
| Word of Radiance | Evocation |
Level 1 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Bane | Enchantment | C |
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Create or Destroy Water | Transmutation | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Guiding Bolt | Evocation | — |
| Healing Word | Abjuration | — |
| Inflict Wounds | Necromancy | — |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Sanctuary | Abjuration | — |
| Shield of Faith | Abjuration | C |
Level 2 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | — |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | — |
| Calm Emotions | Enchantment | C |
| Continual Flame | Evocation | M |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | — |
| Gentle Repose | Necromancy | R, M |
| Hold Person | Enchantment | C |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Prayer of Healing | Abjuration | — |
| Protection from Poison | Abjuration | — |
| Silence | Illusion | C, R |
| Spiritual Weapon | Evocation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
Level 3 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Animate Dead | Necromancy | — |
| Aura of Vitality | Abjuration | C |
| Beacon of Hope | Abjuration | C |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Feign Death | Necromancy | R |
| Glyph of Warding | Abjuration | M |
| Magic Circle | Abjuration | M |
| Mass Healing Word | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
| Sending | Divination | — |
| Speak with Dead | Necromancy | — |
| Spirit Guardians | Conjuration | C |
| Tongues | Divination | — |
| Water Walk | Transmutation | R |
Level 4 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Aura of Purity | Abjuration | C |
| Banishment | Abjuration | C |
| Control Water | Transmutation | C |
| Death Ward | Abjuration | — |
| Divination | Divination | R, M |
| Freedom of Movement | Abjuration | — |
| Guardian of Faith | Conjuration | — |
| Locate Creature | Divination | C |
| Stone Shape | Transmutation | — |
Level 5 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Circle of Power | Abjuration | C |
| Commune | Divination | R |
| Contagion | Necromancy | — |
| Dispel Evil and Good | Abjuration | C |
| Flame Strike | Evocation | — |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Hallow | Abjuration | M |
| Insect Plague | Conjuration | C |
| Legend Lore | Divination | M |
| Mass Cure Wounds | Abjuration | — |
| Planar Binding | Abjuration | M |
| Raise Dead | Necromancy | M |
| Scrying | Divination | C, M |
| Summon Celestial | Conjuration | C, M |
Level 6 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Blade Barrier | Evocation | C |
| Create Undead | Necromancy | M |
| Find the Path | Divination | C, M |
| Forbiddance | Abjuration | R, M |
| Harm | Necromancy | — |
| Heal | Abjuration | — |
| Heroes' Feast | Conjuration | M |
| Planar Ally | Conjuration | — |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Word of Recall | Conjuration | — |
Level 7 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Conjure Celestial | Conjuration | C |
| Divine Word | Evocation | — |
| Etherealness | Conjuration | — |
| Fire Storm | Evocation | — |
| Plane Shift | Conjuration | M |
| Power Word Fortify | Enchantment | — |
| Regenerate | Transmutation | — |
| Resurrection | Necromancy | M |
| Symbol | Abjuration | M |
Level 8 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Antimagic Field | Abjuration | C |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Holy Aura | Abjuration | C, M |
| Sunburst | Evocation | — |
Level 9 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Astral Projection | Necromancy | M |
| Gate | Conjuration | C, M |
| Mass Heal | Abjuration | — |
| Power Word Heal | Enchantment | — |
| True Resurrection | Necromancy | M |
Cleric Subclasses
A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. You can choose from the following Cleric Subclasses:
Pap (Cleric)
A papok az istenek birodalmaiból merítik hatalmukat, és ezzel csodákat hajtanak végre. Egy istenség, egy panteon vagy más halhatatlan lény által megáldva a pap képes elérni a Külső Síkok isteni mágiáját—ahol az istenek lakoznak—és ezen erővel képes támogatni szövetségeseit vagy szembeszállni ellenségeivel.
Mivel hatalmuk isteni ajándék, a papok rendszerint olyan templomokhoz vagy szentélyekhez kötődnek, amelyek az általuk tisztelt istenségnek vagy halhatatlan erőnek vannak szentelve. A papi mágia használata nem igényel formális kiképzést, mégis sok pap elsajátít imákat és szertartásokat, amelyek segítik őket az isteni erő elérésében.
Nem minden templomi szolgáló pap. Sok pap csupán egyszerű hivatást követ, imádságokkal és szertartásokkal szolgálva istenét, de varázserő nélkül. Sokan állítják magukról, hogy az istenek akaratát közvetítik, ám igen kevesen képesek felhasználni ezen istenek hatalmát úgy, ahogyan egy pap megteheti.
| Pap Alapvető Tulajdonságai | < |
|---|---|
| Elsődleges Tulajdonság | Bölcsesség |
| Életerő Kocka | D8 minden Pap szint után |
| Mentődobás Jártasságok | Bölcsesség és Karizma |
| Képzettségek | Válassz 2-t: Történelem, Észlelés (Insight), Gyógyítás (Medicine), Meggyőzés (Persuasion) vagy Vallás |
| Fegyver Jártasságok | Egyszerű fegyverek |
| Eszköz Jártasságok | Nincs |
| Páncél Jártasság | Könnyű és Közepes páncél, valamint Pajzsok |
| Kezdő Felszerelés | A vagy B csomag: (A) Páncéling, Pajzs, Buzogány, Szent Szimbólum, Pap Felszerelés és 7 arany; vagy (B) 110 arany |
Pappá Válás
1. Szintű Karakterként
- Megkapod a Pap Alapvető Tulajdonságai táblázat összes elemét.
- Megkapod a Pap 1. szintű Képességeit, ahogyan a Pap Képességei táblázat felsorolja.
Többosztályú Karakterként
- Megkapod a következő tulajdonságokat a Pap Alapvető Tulajdonságai közül: Életerő Kocka, valamint Könnyű és Közepes páncél, illetve Pajzsok használata.
- Megkapod a Pap 1. szintű Képességeit. A többosztályúság szabályai alapján számítsd ki a varázshelyeidet.
Pap Osztályképességek
A megadott szinteken a Pap a következő képességeket szerzi meg. A részletek a Pap Képességei táblázatban találhatók.
| Szint | Jártasság Bónusz | Osztályképességek | Isteni Csatornák | Kánttripek | Előkészített Varázslatok | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Varázslás, Isteni Rend | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Isteni Csatorna | 2 | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Pap Alosztály | 2 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Tulajdonságfejlesztés | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Undead Perzselése | 2 | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Alosztály Képesség | 3 | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Áldott Csapások | 3 | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Tulajdonságfejlesztés | 3 | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Isteni Beavatkozás | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Tulajdonságfejlesztés | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Fejlettebb Áldott Csapások | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Tulajdonságfejlesztés | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Alosztály Képesség | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | — | 4 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epikus Adomány | 4 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Nagyobb Isteni Beavatkozás | 4 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
1. Szint: Varázslás
Megtannultál imával és meditációval varázsolni. A varázslás szabályai a könyv 7. fejezetében találhatók. Az alábbiak azt mutatják meg, hogyan alkalmazod ezeket a Pap varázslatokkal.
Kánttripek. Három kánttripet ismersz a Pap varázslistáról. Ajánlottak: Guidance, Sacred Flame, Thaumaturgy. Szintlépéskor egy kánttripet másikra cserélhetsz.
- és 10. szinten egy újabb kánttripedet tanulsz.
Varázshelyek. A táblázat mutatja, hány varázshelyed van. Hosszú Pihenő végén mind visszatér.
Előkészített 1+ szintű varázslatok. Kezdetben négy 1. szintű varázslatot készítesz elő (ajánlottak: Bless, Cure Wounds, Guiding Bolt, Shield of Faith).
A szinted növekedésével az előkészített varázslatok száma nő.
Előkészített listád módosítása. Minden Hosszú Pihenő után átállíthatod az előkészített varázslataid listáját.
Varázslási Tulajdonság. A Bölcsesség.
Varázslási Fókusz. Szent Szimbólumot használhatsz fókuszként.
1. Szint: Isteni Rend
Egy szent szerepnek szenteled magad:
- Védelmező. Jártasságot szerzel Harci fegyverekben és Nehéz páncélban.
- Thaumaturg. Egy extra Pap kánttripet ismersz, és Bölcsesség módosítód hozzáadódik az Arcana vagy Religion próbákhoz (minimum +1).
2. Szint: Isteni Csatorna
Képes vagy közvetlenül a Külső Síkokról csatornázni az isteni energiát.
Kezdésként két lehetőséged van: Divine Spark és Turn Undead.
- Divine Spark. Varázslatos Akció; 1d8 + Bölcsesség módosító gyógyítás vagy Radiant/Necrotic sebzés (mentődobással). A kockák száma nő 7., 13. és 18. szinten.
- Turn Undead. Varázslatos Akció; a 30 lábon belüli Undead lények Bölcsesség mentődobást tesznek. Sikertelenségnél 1 percre Megfélemlített + Cselekvésképtelen lesznek, és menekülni próbálnak.
3. Szint: Pap Alosztály
Választasz egy Pap alosztályt. A következők elérhetők:
- Life Domain(Life Domain)
- Light Domain(Light Domain)
- Trickery Domain(Trickery Domain)
- War Domain(War Domain)
4. Szint: Tulajdonságfejlesztés
Tulajdonságfejlesztést vagy egy képességet szerezhetsz.
5. Szint: Undead Perzselése
A Turn Undead használatakor annyi d8-at dobsz, amennyi a Bölcsesség módosítód (minimum 1d8). Minden Undead, amely elbukja a mentést, Radiant sebzést szenved el.
7. Szint: Áldott Csapások
Az isteni erő átitatja a támadásaidat.
- Divine Strike. Minden körödben egyszer +1d8 Radiant vagy Necrotic sebzést adhatsz egy fegyveres támadáshoz.
- Potent Spellcasting. A Pap kánttripeid sebzéséhez hozzáadod a Bölcsesség módosítódat.
10. Szint: Isteni Beavatkozás
Varázslatos Akcióként elmondhatsz egy tetszőleges 5. szintű vagy alacsonyabb Pap varázslatot varázshely és összetevők nélkül.
Hosszú Pihenő után használhatod újra.
14. Szint: Fejlettebb Áldott Csapások
A választott lehetőséged erősödik:
- Divine Strike → +2d8 sebzés
- Potent Spellcasting → ideiglenes életerőt adhatsz magadnak vagy másnak (értéke: 2 × Bölcsesség módosító)
19. Szint: Epikus Adomány
Egy Epikus Adományt vagy más képességet szerezhetsz (ajánlott: Boon of Fate).
20. Szint: Nagyobb Isteni Beavatkozás
Használhatod a Wish varázslatot az Isteni Beavatkozás részeként.
Ezután 2d4 Hosszú Pihenőt kell kivárnod, mielőtt újra használhatnád.
Pap Varázslista
(A varázslatnevek változtatás nélkül maradnak.)
Cleric Cantrips (0. szint)
| Spell | School | Special |
|---|---|---|
| Guidance | Divination | C |
| Light | Evocation | — |
| Mending | Transmutation | — |
| Resistance | Abjuration | C |
| Sacred Flame | Evocation | — |
| Spare the Dying | Necromancy | — |
| Thaumaturgy | Transmutation | — |
| Toll the Dead | Necromancy | |
| Word of Radiance | Evocation |
1. Szintű Pap Varázslatok
(Spell names unchanged.)
| Spell | School | Special |
|---|---|---|
| Bane | Enchantment | C |
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Create or Destroy Water | Transmutation | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Guiding Bolt | Evocation | — |
| Healing Word | Abjuration | — |
| Inflict Wounds | Necromancy | — |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Sanctuary | Abjuration | — |
| Shield of Faith | Abjuration | C |
2. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | — |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | — |
| Calm Emotions | Enchantment | C |
| Continual Flame | Evocation | M |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | — |
| Gentle Repose | Necromancy | R, M |
| Hold Person | Enchantment | C |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Prayer of Healing | Abjuration | — |
| Protection from Poison | Abjuration | — |
| Silence | Illusion | C, R |
| Spiritual Weapon | Evocation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
3. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Animate Dead | Necromancy | — |
| Aura of Vitality | Abjuration | C |
| Beacon of Hope | Abjuration | C |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Feign Death | Necromancy | R |
| Glyph of Warding | Abjuration | M |
| Magic Circle | Abjuration | M |
| Mass Healing Word | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
| Sending | Divination | — |
| Speak with Dead | Necromancy | — |
| Spirit Guardians | Conjuration | C |
| Tongues | Divination | — |
| Water Walk | Transmutation | R |
4. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Aura of Purity | Abjuration | C |
| Banishment | Abjuration | C |
| Control Water | Transmutation | C |
| Death Ward | Abjuration | — |
| Divination | Divination | R, M |
| Freedom of Movement | Abjuration | — |
| Guardian of Faith | Conjuration | — |
| Locate Creature | Divination | C |
| Stone Shape | Transmutation | — |
5. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Circle of Power | Abjuration | C |
| Commune | Divination | R |
| Contagion | Necromancy | — |
| Dispel Evil and Good | Abjuration | C |
| Flame Strike | Evocation | — |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Hallow | Abjuration | M |
| Insect Plague | Conjuration | C |
| Legend Lore | Divination | M |
| Mass Cure Wounds | Abjuration | — |
| Planar Binding | Abjuration | M |
| Raise Dead | Necromancy | M |
| Scrying | Divination | C, M |
| Summon Celestial | Conjuration | C, M |
6. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Blade Barrier | Evocation | C |
| Create Undead | Necromancy | M |
| Find the Path | Divination | C, M |
| Forbiddance | Abjuration | R, M |
| Harm | Necromancy | — |
| Heal | Abjuration | — |
| Heroes' Feast | Conjuration | M |
| Planar Ally | Conjuration | — |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Word of Recall | Conjuration | — |
7. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Conjure Celestial | Conjuration | C |
| Divine Word | Evocation | — |
| Etherealness | Conjuration | — |
| Fire Storm | Evocation | — |
| Plane Shift | Conjuration | M |
| Power Word Fortify | Enchantment | — |
| Regenerate | Transmutation | — |
| Resurrection | Necromancy | M |
| Symbol | Abjuration | M |
8. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Antimagic Field | Abjuration | C |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Holy Aura | Abjuration | C, M |
| Sunburst | Evocation | — |
9. Szintű Pap Varázslatok
| Spell | School | Special |
|---|---|---|
| Astral Projection | Necromancy | M |
| Gate | Conjuration | C, M |
| Mass Heal | Abjuration | — |
| Power Word Heal | Enchantment | — |
| True Resurrection | Necromancy | M |
Pap Alosztályok
A következő pap alosztályok érhetők el:
- War Domain(War Domain)
- Light Domain(Light Domain)
- Trickery Domain(Trickery Domain)
- Life Domain(Life Domain)