Note: This Cleric is modified from the SRD. While not a large number of changes, the change to the turning feature to fit the setting can be quite huge depending upon the game the GM wants to run and I felt necessitated relisting the full class.
After the first Orbital ring was completed, magic started to spread throughout the world of Audunis. Early on, those who were in employment to the gods were shown how to use magic. Clerics and Sorcerers were the first to discover how to manipulate the essence of life without runes.
As a cleric, you gain the following class features.
Hit Points Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Armor: Light armor, medium armor, shields
Weapons: All Simple weapons
Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a mace, (b) a warhammer (if proficient), or (c) a shotgun (if proficient)
• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol
As a conduit for divine power, you can cast cleric spells.
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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. For example, if you are a 3rd-‐‑level cleric, you have four 1st-‐‑level and two 2nd-‐‑level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-‐‑level spell cure wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level slot. Casting the spell doesn’t remove it from your list of prepared spells. 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.
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
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol (see “Equipment”) as a spellcasting focus for your cleric spells.
Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
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 and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn
Early on, Undead were not that common of a problem, that when Roman introduced the granting of cleric abilities to Death and the other gods, they shaped it in the master runes as a cleric being able to choose between turning Undead or Dire Creatures. At 2nd level, you chose which your cleric can turn, Undead or Dire Creatures.
As an action, you present your holy symbol and speak a prayer censuring your chosen choice to turn. Each creature of the type you chose at 2nd level 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.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starting at 5th level, when a turned creature fails its saving throw against your Turn feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Turned table.
Cleric Level Destroys Turned of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
The following Divine Domains are typically found in Audunis, though if you want to use domains from other sources, feel free to ask your GM
As presented in the SRD, the Life Domain can be used unchanged.
Imparting knowledge from his home universe, Roman helped introduce lady Death to the creation of domains as magic started spreading and people found themselves suddenly throwing fire around and healing others. Reigning in the chaos, Roman worked with Death and the other gods to bring the Life Domain to Audunis and set it in the master runes.
Occult Investigator (Unfinished)
Death has never been a final thing in this world for Death herself looks to keep the cycle of death and rebirth flowing, but where she and her transcended risen cannot travel, she turns to those who investigate the occult to stop the stagnation. Some are naturally curious people who stuck their heads in the wrong place or workshop, few were in a place of worship and found they had innate clerical skills, and others were approached by Death or one of her subordinates and directed to a place to get (or build) their gear and start investigating. It was after terrorists started creating undead that the Occult Investigator was officially created in the master runes, yet out of necessity and the strength of belief of those who needed it, it existed before then.
When you choose this domain at 1st level, you gain proficiency in the Arcana and Investigation skills as well as the Plasma Whip app. In addition, for you, the Plasma Whip app does radiant damage. You also have a very basic engineering harness for using your app and the programs granted with domain spells. While these programs use your cleric save DC and spell attacks, they are still programs for effects that specifically effect programs only.
O.I. Investigator Domain Spells
Cleric Level Spells & Programs
1st Detect Evil and Good, Create Combat Drone
3rd Ammo Reforge, Gentle Repose
5th Clairvoyance, Elemental Weapon
7th Death Ward
9th Dispel Evil and Good, Hallow
Channel Divinity: Soul Trap
Starting at 2nd level, you can use your Channel Divinity to trap the energy of undead creatures so that they don’t reanimate in Death Exclusion zones.
With an hour worth of work, you can take a gem stone worth at least 25 dozen and after doing the work, make an Arcana check. For each point above 10 you roll, you can trap the energy from undead in total CR up to that amount or the value of the gem, whichever is lower.
For example, you created a soul trap using a 25 dozen gem and rolled a 27. Since you rolled a 27, it can only store up to 17 CR worth of creatures in the gem (27-10).
When you reduce an undead to 0 HP and it is within reach of your Plasma Whip, you can use your reaction to store it in your Soul Trap. If its CR is less than 1/3 your cleric level, you automatically succeed. Otherwise they must make a Wisdom saving throw and are trapped if they fail. If they succeed, you can choose to use your use of Channel Divinity to force them to reroll and use use the new result. If they aren’t trapped by what would have been the start of their next turn, they still come back within 1d4 hours if they are in a Death Exclusion zone and it is not removed before then.
You can use your action and your use of Channel Divinity to attempt to trap all undead within 30 feet of you. Undead with more than 1/4 of their hit points remaining have advantage and undead with more than half their hit points are immune. Undead with a CR of 1/5 your level automatically fail, regardless of how many hit points they have, even if at full health.
Lesser Occult Rune
Upon reaching 6th level, your investigation into these matters has lead you to drawing various runes on your body. These runes can take various forms and after a long rest, you can spend an hour to change what runes you have. You start off with being able to have only one rune.
• Praesidio: This rune adds a flat +1 to your AC
• Custodia Tenebantur: adds +1 to all saving throws
• Ductu: adds + to attack rolls and raises your saving throw DC by 1
• Salutem: Raises your maximum hit points by your level
• Avdeling: When you use a spell or ability like Gentle Repose on a freshly killed creature, it cannot be animated as an undead for the duration of the spell or ability used, minimum of 48 hours.
Moderate Occult Rune
At 8th level, your dabbling into occult matters and runes has led you to being able to add stronger runes. You can now have a Moderate Occult Rune in addition to a Lesser Occult Rune. You could choose to take two lesser Occult Runes instead of a Moderate Occult Rune, but you cannot chose the same rune twice. Unlike Lesser Occult Runes, you cannot change a Moderate Occult Rune without seeking a tattoo artist to remove the rune(s) and waiting a month before you can scribe a replacement(s) after a long rest. At 14th level, you can take a second Moderate Occult Rune.
• Potest Etiam: Adds your wisdom modifier to all weapon attacks, cantrips, and apps you use
• Quo Minore: Choose a damage type (bludgeoning, piercing, slashing, fire, thunder, etc). Reduces damage of that type, including magical, by your wisdom modifier. You can take this rune more than once (once you are able to), and if taken for a damage type more than once, you instead gain resistance to to that damage type and if the damage is less than your wisdom modifier, you ignore it.
• Perniciosa: Choose a creature type. You deal an additional 2d8 damage to that type of creature when you deal damage with a program, spell, or weapon. The amount of times this can happen each round cannot exceed your wisdom modifier, minimum of once.
Greater Occult Rune
At 17th level, you have unraveled the strongest runes that can be scribed onto a living person and can now scribe one Greater Occult Rune onto your body or two Moderate Occult Runes in its place. Greater Occult Runes are so powerful that you cannot remove them once they are placed. The only way they can be removed is through the Wish spell or your body being mostly destroyed and getting resurrected by either True Resurrection or Reincarnate.
• Sobere: When you reduce an enemy to 0HP, you regain your wisdom modifier worth of hitpoints. If its undead, it must make a Constitution saving throw using your spell save DC. On a failure, it is destroyed and you regain twice the hitpoints.
• Avbrudd: As an action, you release a pulse of radiant energy in a 15ft radius around you and you can designate up to twice your wisdom modifier creatures (minimum 2) who are unaffected by this ability. You can instead chose to damage everything, including yourself, to extend the radius to 30ft. Creatures caught in this radius must make a constitution saving throw, or take 10d10 radiant damage, half on a successful save. If you chose to do the 30ft radius, you automatically fail the saving throw. You can only do this once and regain use of this ability after taking a long rest.
• Helbrede: When you cast a healing spell, the target regains an additional amount of hitpoints equal to your wisdom modifier, even if it already gains your wisdom modifier in healing.
• Vegg: Twice a day you, you are able to create a wall of radiant energy, just like as if you cast Wall of Force, only creatures that touch it take half your level in d6s of Radiant Damage.
• Sjelefelle: You are able to use yourself as a Soul Trap and trap up to twice your level in Undead in yourself. If you die, you release a nova of necrotic and radiant damage centered upon you in a 60ft radius that deals 1d10 damage for each CR of undead trapped inside of you. Half the damage is necrotic and half is radiant. If there is an odd point of damage, it is force damage. Dexterity saving throw for half, creatures and objects reduced to 0HP are disintegrated as if destroyed by the disintegration spell.
• Forbruke: When you use your reaction to trap a soul, you can instead attempt to consume it. The undead rolls a constitution saving throw against your Cleric spell save DC. If it wins, you take a number of d8s of necrotic damage equal to its CR. If it fails, you gain its CR in spell slots added together.
The second divine domain to be entered into the Master Runes, This was created solely by Roman for those who chose to fight to protect the lands and cities against dire creatures and other evils. Protection Clerics are the final wall against which hope rests, and they stand strong.
Protection Domain Spells
Cleric Level Spells
1st Shield, Shield of Faith
3rd Aid, Warding Bond
5th Beacon of Hope, Protection from Energy
7th Fire Shield, Resilient Sphere
9th Wall of Force, Wall of Stone
When you choose this domain at 1st level, you gain proficiency with all martial weapons lacking the two-handed property.
Also at first level, your are blessed with the ability to cast shield or Absorb Elements on a creature of your choice within 60ft using your reaction. Other than the target requirement of the spells, all other conditions must be met. In the case of Absorb Elements, the bonus to damage applies to the recipient of the spell, not you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Protector’s Stand
Starting at 2nd level, your god has given you the ability to use your Channel Divinity to heighten your protective abilities. For up to one minute, your shield radiates bright light for 15 feet and dim for an other 15 feet past this. Also, each round you gain your Wisdom modifier in temporary hitpoints.
At 6th level, you learn a special ritual to bless your shield. This ritual takes one hour to perform, but you gain the following benefits. The minimum bonus your shield, when equipped, may grant your AC is equal to your proficiency modifier. Your shield now counts as magical for effects that target objects, items, and equipment. For example, effects that damage non-magical equipment, but not magical. You can also call this shield to your arm with your reaction so long as its on the same plane of existence as you are. Lastly, this shield counts as a magical martial weapon for you in which you are proficient. Its a bludgeoning weapon that deals 1d6 +STR mod damage. When you take the attack action, you may also make an attack with your shield as part of the action. When you reach 14th level, when you take the attack action, you may also make one more additional attack with either your weapon or shield for three total attacks.
Starting at 8th level, when you are adjacent to an enemy attacking an other target, you can use your reaction in an attempt to defect the attack. Make an attack roll with your shield. If you match or beat your opponent’s attack roll, you block their attack and deal weapon damage.
At 17th level, you gain damage reduction equal to your wisdom modifier.