Cleric
First Level
At first level, you receive:
- Proficiency in the Faith skill, as well as 4 skills of your choice
- Two cantrips
At each level, including first, you receive:
- Two new powers (or upgrades to existing powers) (you can trade in two powers for one cantrip)
- Two points of Mana
Faith
Faith is a skill that reflects an expression of the faith in their divine source. Because faith is not based on knowledge, but rather conviction, clerics tend to gain access to magic through increased closeness with their divine source, rather than by studying scrolls and traversing tomes. They can't absorb new knowledge that way, but they can occasionally call upon their faith to perform acts of divine intervention that aren't possible with the spells on their list alone.
- Faith allows you to learn and cast spells from the Divination and Invocation (divinity) schools of magic, in addition to your two chosen Domains (see below).
- It also has special ability [[Channel Divinity]]: tbd.
- The skill is based on Wisdom.
Domains
Based on your faith's ethos, you may select two domains of your choice. Domains grant the ability to learn and cast additional spells, and may also include other powers as well. The list:
- Any spell sphere not already allowed to clerics, if appropriate, can be learned as a Domain
- There are vairous Cleric-specific domains on the [[Spells]] page
Talents
At level 2, 5, 9, 13, and 17, you may choose one talent for which you qualify.
- Battle Priest: gain proficiency in heavy armor and +X HP. Or whatever
- Literally all Paladin abilities could be in this tree
- Aspect of Divinity: choose one of the below:
- Deflection: gain a bonus to AC equal to your Charisma bonus. This overlaps with any bonuses from armor (although provides a minimum of +2).
- Resistance: gain resistance to one chosen energy type.
- Righteous Weapons: your weapons (and unarmed attacks) inflict 1d6 bonus divine damage.
- Divine Health: your body is perpetually fit and healthy. You are immune to nonmagical disease, and have advantage against magical disease and poison.
- more to come...
- Manifest: tbd
- Extra Domain
- Minor Miracle: Pick one...
- Walk on Water
- Water into Wine
- Duplicate/Purify Food/Water
- Prophet: tbd
- ...
Notes
Cleric magic should be mostly on the Spells list, not exclusive to Clerics (even if it's relatively hard to access for non-Clerics). That means it needs to fit into the existing taxonomy. Here's a stab at it:
- Invocation (divinity) is the invocation of a divine being itself, as opposed to a general extraplanar energy. To get a sense for it: Magic Circle, Exorcism, Holy Word, Wall of the Faithful, Commune, Vengeful Gaze of God, Choir of Judgment, Divine Blast, etc.
- Invocation (shadow) will handle the dark side of things
- Evocation (radiance) is the use of pure radiant energy: Searing Light, Holy Light, Aura, Pillar of Light (zone of pally bubble), Sunburst, etc
Other ideas:
- Thaumaturgy (healing): straight-up healing. Kinda boring, but probably necessary.
- Evocation (force) could contain Power Word: Shield and its variants