
Primary Briefing
Warm greetings. My name is Szaemai, and I am a Junior Field Researcher from the University of Nabhi. Right now, part of my mission leaves me time sufficient to aid in the tribulations of the various people of this Mazda and such I am happy to offer my services to the Keepers of the Archive and any patron in need of my services.
As a cleric to Our Lady, Mistress of the Ever-Ticking, Auryn, I am able to provide support to any team I may be assigned to, and thanks to Her blessings, may also fare well on solo missions. I would count my greatest blessings as my skill in stealth, magic healing and diplomacy. Any other important information which may regard a specific mission I am able to discuss in my free time and without compromise.
Any information which may regard Her objectives will be greatly appreciated and I can assure it will not go without proper payment. Were to be any followers of Her faith reading this brief, I would surely be interested in knowing and holding a conversation in Her honor.
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬ChangelingsSpecies
Eons ago, during a single night lost to history, all mortal beings shared the same dream. It did not matter who they were or where they came from—each one wished for the same thing: to be something more.
The Dream Realm, that strange place where minds wander as they sleep, responded. From this collective yearning, the first Changeling was born—a being shaped not by flesh, but by the desires of those who dreamed. It had no face, no name, for it was the embodiment of aspiration, not individuality.
Changelings were created to adapt to the dreams of others, able to shift their forms to become what others needed them to be. But this gift came with a price: with each form they took, they forgot a little more of who they truly were.
It’s said that this is why Changelings are wanderers—eternal seekers of a truth they may never find. Some embrace their ever-changing nature, while others yearn for a fixed identity, a name they can truly call their own.
Core Traits
- Creature Type: Humanoid
- Size: Small or Medium
- Speed: 30 feet
Size
You are Medium or Small. You choose the size when you select this race.
Changeling Instincts
Thanks to your connection to the Dream Realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger
As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
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 , 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 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.
Time (Cleric)
Source: Homebrew (Shivath)
Time Domain (Cleric)
Bend Moments and Guard the Broken Continuum
The riddle of time is one of creation's oldest mysteries, and all the more tragic since its near destruction. Its shattered pieces fade in and out of the world, offering power to those who know how to capture a moment before it vanishes.
Clerics of the Time Domain guard broken histories, delayed prophecies, and futures that should have happened but did not. Their magic freezes speed, suspends harm, and briefly reconciles realities where an outcome was possible.
Subclass Progression
| Level | Features |
|---|---|
| 3rd | Level 3: Time Domain; Level 3: Time Domain Spells; Level 3: Blinding Speed; Level 3: Shattered Time; Level 3: Time Splinter; Level 6: Time Surge; Level 17: Greater Time Surge |
Level 3: Time Domain
You gain the features in this subclass at the Cleric levels specified in the Time Domain Features table.
| Cleric Level | Feature |
|---|---|
| 3rd | Blinding Speed, Shattered Time, Time Domain Spells, Time Splinter |
| 6th | Time Surge |
| 17th | Greater Time Surge |
Level 3: Time Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Time Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | Longstrider, Magic Missile, Blur, Hold Person |
| 5th | Haste, Slow |
| 7th | Freedom of Movement, Death Ward |
| 9th | Mislead, Steel Wind Strike |
Level 3: Blinding Speed
You have Advantage on Initiative rolls.
Level 3: Shattered Time
After you finish a Long Rest, roll a number of d20s equal to your Wisdom modifier (minimum of one die) and record the results. You can replace an attack roll, saving throw, or ability check made by yourself or a creature you can see within 20 feet of yourself with one of these recorded rolls. You must choose to replace the roll as a Reaction after seeing the d20 but before the DM says whether the roll succeeds or fails.
Each recorded roll can be used only once, and unused recorded rolls vanish when you finish a Long Rest.
Level 3: Time Splinter
When you take damage or are forced to make a saving throw, you can take a Reaction and expend one use of your Channel Divinity to vanish into a splinter of time. You are removed from the present until the start of your next turn. While removed this way, you can't be seen or targeted, and you are immune to damage and effects.
At the start of your next turn, you return to an unoccupied space of your choice within 10 feet of the space you left. If no unoccupied space is available in that range, you appear in the nearest unoccupied space, choosing freely if more than one space is equally near.
✧Magic InitiateFeat
Magic Initiate
Feat
You gain the following benefits.
Two Cantrips.
You learn two cantrips of your choice from the level=0;1, level=0;1, or level=0;1 spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
Level 1 Spell.
Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change.
Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable.
You can take this feat more than once, but you must choose a different spell list each time.
Source: Player's Handbook (2024) (XPHB), page 201