Primary Briefing
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬DwarvesSpeciesExpand ▼
In the ancient songs of bards and the carvings adorning mighty stone fortresses, whispers speak of a people born of the depths, shaped by Shivath’s core long before the first stars lit the heavens. According to these tales, the dwarves inhabited a hidden world beneath the surface, where the Pillars of Creation hold the weight of reality itself.
Myths say that the dwarves were the guardians of a primordial power, something no mortal was ever meant to comprehend. They are said to be smiths of unparalleled skill, crafting not just weapons but songs and memories within the very metal they worked. Their hammers echoed with a rhythm that, scholars claim, was the heartbeat of the world itself.
There came a time, however, in an age barely remembered, when these subterranean folk were forced to rise. Some legends tell of a great collapse in their hidden realms, caused by chaotic forces. Others, darker still, whisper that they fled from something awakened in the deep, something that should have remained buried.
Today, the dwarves walk among other races, bearing their wisdom, a distrust of magic, and a mastery of craftsmanship that remains unmatched. Their stories are steeped in secrets, and their connection to Shivath’s foundations is a mystery yet to be unraveled.
Core Traits
- Creature Type: Humanoid
- Size: Medium (about 4-5 feet tall)
- Speed: 30 feet
Darkvision
You have Darkvision with a range of 120 feet.
Dwarven Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
§AcolyteBackgroundExpand ▼
- Ability Scores:. Intelligence, Wisdom, Charisma
- Feat:. Magic Initiate (Cleric)
- Skill Proficiencies:. Insight, Religion
- Tool Proficiency:. Calligrapher's Supplies
- Equipment:. Choose A or B: (A) Calligrapher's Supplies, Book, Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
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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.
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Life Domain (Cleric)
Level
Features
Source
3rd
Disciple of Life, Life Domain, Life Domain Spells, Preserve Life
XPHB
6th
Blessed Healer
XPHB
17th
Supreme Healing
XPHB
Level 3: Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
Level 3: Life Domain
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Level 3: Life Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
Level 3: Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.