
Operative
Argia
Primary Briefing
Imported Mechanics
Species, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
§HermitBackground
- Ability Scores:. Constitution, Wisdom, Charisma
- Feat:. Healer
- Skill Proficiencies:. Medicine, Religion
- Tool Proficiency:. Herbalism Kit
- Equipment:. Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler's Clothes, 16 GP; or (B) 50 GP
Cleric
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Channel Divinity | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1st | +2 | Spellcasting; Divine Order | — | 3 | 4 |
| 2nd | +2 | Channel Divinity | 2 | 3 | 5 |
| 3rd | +2 | Cleric Subclass | 2 | 3 | 6 |
| 4th | +2 | Ability Score Improvement | 2 | 4 | 7 |
| 5th | +3 | Sear Undead | 2 | 4 | 9 |
| 6th | +3 | Subclass Feature | 3 | 4 | 10 |
| 7th | +3 | Blessed Strikes | 3 | 4 | 11 |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 12 |
| 9th | +4 | — | 3 | 4 | 14 |
| 10th | +4 | Divine Intervention | 3 | 5 | 15 |
| 11th | +4 | — | 3 | 5 | 16 |
| 12th | +4 | Ability Score Improvement | 3 | 5 | 16 |
| 13th | +5 | — | 3 | 5 | 17 |
| 14th | +5 | Improved Blessed Strikes | 3 | 5 | 17 |
| 15th | +5 | — | 3 | 5 | 18 |
| 16th | +5 | Ability Score Improvement | 3 | 5 | 18 |
| 17th | +6 | Subclass Feature | 3 | 5 | 19 |
| 18th | +6 | — | 4 | 5 | 20 |
| 19th | +6 | Epic Boon | 4 | 5 | 21 |
| 20th | +6 | Greater Divine Intervention | 4 | 5 | 22 |
Spell Slots per Spell Level
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Features
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 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 class's 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.
Light Domain (Cleric)
Source: Player's Handbook (2024) (2024-09-17)
Subclass Progression
| Level | Features | Source |
|---|---|---|
| 3rd | Light Domain; Light Domain Spells; Radiance of the Dawn; Warding Flare | XPHB |
| 6th | Improved Warding Flare | XPHB |
| 17th | Corona of Light | XPHB |
Level 3: Light Domain
Bring Light to Banish Darkness
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.
Light Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
Light Domain Spells
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | Burning Hands, Faerie Fire, Scorching Ray, See Invisibility |
| 5th | Daylight, Fireball |
| 7th | Arcane Eye, Wall of Fire |
| 9th | Flame Strike, Scrying |
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 [Area of Effect] 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.
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.