Archcleric (5e Class)
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- 1 Archcleric
- 1.1 Godly Recognition
- 1.2 Prerequisites
- 1.3 Class Features
- 1.4 Divine Spell Progression
- 1.5 Blessed
- 1.6 Empowered Casting
- 1.7 Eyes of the Saints
- 1.8 Hallowed Servant
- 1.9 Divine Protection
- 1.10 Ability Score Increase
- 1.11 Holy Eminence
- 1.12 Fear of God
- 1.13 Channel Divinity Upgrade
- 1.14 Paragon
- 1.15 Reference
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 cuts down evil wherever you go, you have been chosen by your god to embark on the path of the Archcleric.
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 a 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.
- 12th Level Cleric.
Only the strongest souls and the strongest clerics are worthy of such a promotion, and as such you must be of at least a 12th level cleric before your soul becomes strong enough to stand up to such a strong imbuement of divine energies.
- Defining Moment.
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.
|Created Ju Hee Yoon|
|1st||Divine Spell Progression, Blessed|
|2nd||Empowered Casting, Eyes of the Saints|
|3rd||Hallowed Servant, Divine Protection|
|4th||Ability Score Increase, Holy Eminence|
|5th||Fear of God|
|6th||Channel Divinity Upgrade|
|7th||Ability Score Increase|
Divine Spell Progression
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.
Starting at 1st level, you gain the following features:
- You have advantage on saving throws against effects that would charmed, frightened, possess or poisoned 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.
Starting at 2nd level, the magic you receive from you deity is of far greater quality then you've previously known. You gain an additional bonus to your Spell Save DC and Spell Attack Modifier equal to half your spell casting modifier to yours. Additionally, you gain the Lay on Hands ability, with the pool equal to 10 times your archcleric level.
Eyes of the Saints
Also at 2nd level, your eyes are looking at the world and all it has 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. In addition, at 5th level, you may add your Wisdom modifier to your initiative rolls.
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 takes 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 an area of 10ft or less the casting time becomes 1 Round.
- You can choose to allow or disallow creatures of a certain alignment creatures.
- All creatures that are exempt from entering the area that is 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 also cast the spell magic circle, with a casting time of 1 Round, once per short rest.
Also at 3rd level, your divine energy has begun to manifest on your body coating you in a thin veil of light or darkness. You now add half your Wisdom 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 necrotic damage.
Ability Score Increase
When you reach 4th level, and again at 7th, 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.
Also at 4th level, all that surrounds you seem 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 as well as the air you breath and the blood that runs through you is always pure, this grants you immunity to poison damage and the poisoned condition. If your god is an evil alignment the literal effect is the same but the physical effect is the opposite, life around you seems to be leeched away as well as poisons and diseases present.
Fear of God
At 5th level, when a creature damages you with an attack they must make a Intelligence saving throw, if they fail they take 3d6 psychic damage, as the screams of angels or the wails of the damned fill their mind.
Channel Divinity Upgrade
At level 6, you gain two additional charges of Channel Divinity and can use an action to spend your uses on the following effects:
- Summon Celestial: You can summon a celestial being as per the spell conjure celestial as if it were cast at 9th level.
- Sanctify: If you choose to purify an area, no creature that dies in the area can return as an undead and any undead in the area that is a CR equal to half your level or lower area instantly destroyed. Additionally, the area is immune to any form of desecration except by means of a Wish spell. The area can be as large as 1/2 mile radius centred on you.
- Desecrate: If you choose to desecrate an area, any creature that dies in that area immediately returns as undead with an intelligence and wisdom of 1/3 of their original (rounded down) and their alignment is shifted to evil. Undead created this way do not obey you, however, when you cast this spell you can give a general simple command, such as hunt, go there, wait here, follow me, which they will have a heavy inclination to follow. The area can be as large as 1/2 mile radius centred on you.
You are only able to cast spells inline with your alignment as such an archcleric of a lawful good god wouldn't be able to cast use the Summon Fiend or Desecrate effects here and an archcleric of a chaotic evil wouldn't be able to use the Sanctify or Summon Celestial effects. However, archclerics of neutral gods when they reach 6th level must pick one of each and are unable to change their chosen option at any point.
Finally, at 8th level, at your DMs digression, you are granted an audience with your deity who gives you a divine favour for your unwavering loyalty. This may be an item, information, an ability, or something else. After this meeting your Wisdom score and your Wisdom score maximum raises by 2. Also, you may create a holy or unholy halo, depending on your deity, around yourself as a bonus action. This halo sheds bright light in a 10-foot-radius and dim light in additional 10-foot-radius, clearly denoting your status as well as causes creatures of an alignment opposed alignment to your god's to suffer disadvantage on attack rolls against you.
Xanathar's Guide to Everything
- 3rd Level: Summon Lesser Demon
- 4th Level: Summon Greater Demon