Archcleric (5e Class Prestige)

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Caster Definitions
In traditional D&D 5th edition all spellcasting classes gain their magic from either divine or arcane sources and as such for the sake of simplicity and unambiguous
features they will be defined at the top of this article.
Divine Casters are those that receive their spellcasting from gods these include members of the cleric, druid, paladin, ranger, or sorcerer(favored soul) classes.
Arcane Casters, on the other hand, pluck their magic directly from the weave to use their spellcasting, these include members of the bard, fighter(eldritch knight), 
rogue(arcane trickster), sorcerer(all except favored soul), warlock, and wizard classes.
Know that for homebrew classes outside first-party material the combination of this class with whatever it is isn't advised. Do so at you own risk DMs.

Archcleric[edit]

Intro 1

Intro 2[edit]

Whether you are the dark emissary of a forgotten god, the noble cleric that spreads his faith in the gospel he sings or a cleric of battle that cut down evil wherever you go, you have been chosen by your god to embark on the path of the Archcleric.

Prerequisites[edit]

In order to advance as an Archcleric, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

- Wisdom 19.

To serve your deity to the best of your abilities you must have quality experience, knowledge, and a sound judgement in the simplest and the most complex of situations.

- Proficiency in Religion.

Archclerics are both knowledgeable and possess a great deal of understanding of not just their religion but the religions and faiths of others as such you must already have a strong understanding of faith.

- Cleric.

Archclerics must already be skilled casters and clerics to be able to manifest more power from their deity.

- Character Level 12th.

Only the strongest souls are worthy of such a promotion, and as such you must be of at least 12th level before your soul becomes strong enough to stand up to such a strong imbuement of divine energies.

- Moment of Pride.

You must have completed a quest, performed some great deed or done something worthy of your deities recognition for them to have given you such a blessing.

Archcleric1.jpg

Class Features[edit]

Hit Points[edit]

Hit Dice: 1d8 per Archcleric level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Archcleric level after 1st

Proficiencies[edit]

Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution
Skills: Religion(Expertise)

Level
Features
1st Divine Spell Progression, Blessed
2nd Empowered Casting, Eyes of the Saints
3rd Hallowed Servant, Divine Protection
4th Holy Eminence, Ability Score Increase
5th
6th
7th
8th Paragon, Ability Score Increase

Divine Spell Progression[edit]

All levels you take in the Archcleric prestige class apply to your original spellcasting progression. As such if you had 12 levels in cleric and 3 in Archcleric you would have an 8th level spell slot as if you were a 15th level cleric.

Blessed[edit]

Starting at 1st level, you gain the following features:

- You become immune to effects that would charm, frighten, possess or poison you.

- You are constantly under the effect of the spell Detect Evil and Good

- You are constantly under the effect of the spell Sanctuary. If you make an attack or casts a spell that affects an enemy creature, this effect is suppressed until you take a short rest.

In addition, When a creature attempts to use divination magic against you or on an area you are in, you become aware of such magic in use and the target of such magic. As a reaction, you can turn the effect back on its caster forcing them to make a Wisdom saving throw against you spell saving DC. If they succeed their the spell simply fails. If they fail their save, they believe the spell fails and you may treat the spell as if you had cast it as well as become aware of the original casters location, the spell or effect they used.

Empowered Casting[edit]

Starting at 2nd level, the magic you receive from you deity is of far greater quality then you've previously know. You may now add your spell casting modifier to your Spell Save DC and Spell Attack Modifier an additional time. Additionally, you gain the Lay on Hands ability, with the pool equal to 8 times your archcleric level.


Archcleric2.jpg

Eyes of the Saints[edit]

Also at 2nd level, your eyes are look at the world and all it has like a fine toothed comb and have adapted to see the world as it truly is. You gain truesight up to 10ft, you can read and understand all writing you see, and you can see normally in darkness, both magical and nonmagical, to a distance of 120ft. At 4th level, you can add your spellcasting modifier to your initiative rolls.

Hallowed Servant[edit]

Beginning at 3rd level, you can freely cast the spell Hallow once per day, without requiring a spell slot or the material components, the spell has the following changes when cast by you:

- It take 12 hours to cast this spell instead of 24.

- The maximum range you can increase the spells range to becomes a mile and when you cast this spell on a area of 10ft or less the casting time becomes 1 Round.

- You can choose to allow certain creature types that would typically be unable to enter the spells area as well as you can choose to disallow Evil or Good aligned creatures.

- All creatures that are exempt from entering the area that are within the area while the spell is being caster become aware of the caster and can either leave the spell area or be drawn to the caster.

- You can hold the casting on the spell for up to a minute for a number of times up to your wisdom modifier. If the spell isn't resumed after a minute it fails.

In addition, you can cast the spell Magic Circle at will, with a casting time of 1 Round, once per short rest.

Divine Protection[edit]

Also at 3rd level, your divine energy has begun to manifest on your body coating you in a thin vail of light. You now add your spellcasting modifier to your Armor Class. Only creatures with truesight and celestials can see this protective vail. In addition, you gain resistance to radiant damage and immunity to necrotic damage.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 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.

Holy Eminence[edit]

Also at 4th level, all that surrounds you seems to become purified, food and drink in your presence falls under the effect of the Purify Food and Drink spell, land you sleep on becomes lush and fertile and the air you breath is always fresh, this grants you immunity to poison damage and the poisoned condition. Even you blood is pure and holy, to the point when any creature strikes you in melee combat and deals more then 10% of your maximum hit points takes 2d6 radiant damage as your blood sprays on them, and must make a Constitution save equal to your spell save DC or gains the cleanse condition list under Additional_Status_Conditions_(5e_Variant_Rule).

Sainted Knowledge[edit]

At level 5, you gain advantage on any religion and medicine check that you make. You also double your prociency for these two skills.

Fear of God[edit]

At level 6, You gain an 2 additional charges of Channel Divinity and can use an action to cause the following effect: Purge: You purify or desecrate a creature or area. If purified, no creature that dies in the area can return as an undead. Additionally the area is immune to any form of desecration except by means of a Wish spell. If you choose to desecrate an area, any creature thay dies in that area immediately returns as undead with an intellegence and wisdom of 1/3 of thier original (rounded down) and shift their alignment to evil. The area can be as large as 1/2 mile radius centered on you.

Paragon[edit]

Finally, at 8th level, at your DMs digression, you are granted an audience with your diety who gives you a divine favour for you unwavered loyalty. This may be an item, information, an ability, etc. Additonally, once per week, you may cast the spell "mass heal" at 9th level without expending a spell slot.




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