Brezyia

Short Rest    Long Rest
Human Cleric
  • add_circle_outline bookmark_add Channel Divinity: At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.
  • add_circle_outline bookmark_add Channel Divinity: Turn Undead: As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
  • add_circle_outline bookmark_add Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.
  • add_circle_outline bookmark_add Harness Divine Power (optional): You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

    The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
  • add_circle_outline bookmark_add Spellcasting: As a conduit for divine power, you can cast cleric spells.
    • bookmark_addCantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrips of your choice at 4th and 10th level.
    • bookmark_addPreparing and Casting Spells: To cast a spells of 1st level and higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

      You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

      You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    • bookmark_addSpell Casting Ability: Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

      Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
      Spell attack modifier = your proficiency bonus + your Wisdom modifier
    • bookmark_addRitual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
    • bookmark_addSpell Casting Focus: You can use a holy symbol (found as an item) as a spellcasting focus for your cleric spells.
Life Domain
  • add_circle_outline bookmark_add Life Domain Spells:
  • add_circle_outline bookmark_add Bonus Proficiency: When you choose this domain at 1st level, you gain proficiency with Heavy Armor.
  • add_circle_outline bookmark_add Disciple of Life: Also starting at 1st level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell's level.
  • add_circle_outline bookmark_add Channel Divinity: Preserve Life: Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

    As an action, you present your holy Symbol and evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level.

    Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Acolyte
  • add_circle_outline bookmark_add Skill Proficiencies: Insight, Religion
  • add_circle_outline bookmark_add Languages: Any two languages of your choice.
  • add_circle_outline bookmark_add Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp.
  • add_circle_outline bookmark_add Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

    You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
  • add_circle_outline bookmark_add Suggested Characteristics: Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
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