The acolyte felt the lash of the priest’s cane crack against his back. Holding back tears that would surely earn him another lashing, the young boy spoke through gritted teeth. “But Fraté, it was a very long cant and I only misspoke one word in the twentieth stanza…”

“One word? My son, that one word makes all the difference in the world. The Gods have given us a great gift and a huge burden. Our power comes from speaking the words given to us exactly and by rote. Only thus can we be faithful to the responsibility they gave us - only thus can we make their will manifest upon the world. Now, begin again…from the first stanza.”

To the people of Arcanis, there is no doubt of the Gods’ existence. In temples across the Known Lands, clerics can be seen manifesting the will of the Gods in the form of miracles. These clerics extol the virtues of their temples’ tenets, acting as moral arbiter and proselytizer of the faith to the believers, comforting with words from the scripture or rousing them into fanatical zealots.

All the deities of Arcanis, from those of the Pantheon of Man to the ssethric deities, are inscrutable to mortal minds.

The Gods are complex entities that lie beyond comprehension. Each has different facets, known as aspects. To some, the aspect of a deity may resonate profoundly, causing them to devote their entire lives in pursuit of personal enlightenment and sharing that with others. Those that say that there is nothing more ferocious than a mother defending her young have never seen a cleric protecting their followers.

God Favored Weapon
Althares Light Hammer or warhammer
Anshar Unarmed strike
Beltine Staff
Cadic Dagger or Short-Bow
Hurrian Longsword
Illiir Gladius
Larissa Shortsword or Whip
Neroth War scythe or Sickle
Nier Greatsword
Saluwe’ Spear or Natural Weapon
Sarish Dagger
Yarris Trident
Belisarda Longbow
Fire Dragon Flail

Favored Weapons

Every Cleric gains proficiency in their deity’s favored weapons and may start with one in lieu of the mace or warhammer option of their equipent.

Divine Aspects


Every deity has an array of aspects, the various incarnations that the deity embodies. You must choose one of these aspects as the focus of your faith. Each aspect has its own tenets, restrictions and holy edicts that guide your actions.

When you select your aspect, you take a vow to uphold these tenets and abide by these edicts.

Your aspect grants your aspect 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.

Some features of your chosen aspect require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Elorii never worship a deity other than Belisarda, unless they’re paying homage to one of their dead Elemental Lords, and they never allow creatures of other races to worship Her. She is the last of the gods of the Eternal People and they guard Her jealously.

Similarly, Black Talon ss’ressen do not worship any deity other than the Fire Dragon and do not teach any of Its tenets to any other race. He is the god that led them out of their bondage and deserves the devotion of all Black Talons.

The exception to this is the minor ssethric deity known as Jeggal Sag. The few male ss’ressen that listen to its call are more shaman than priest.

Check with your GM if you are going to play a cleric that doesn’t follow these guidelines.

Breaking Your Vows

A cleric tries to hold true to the beliefs and edicts of the divine aspect they have chosen to follow, but even the most fervent cleric is fallible. Sometimes their path proves too demanding, the situation calls for choosing the lesser of two evils, or the heat of moment causes a cleric to transgress their oath.

If you break your vow to abide by the beliefs of your aspect, you must seek absolution from a cleric of the same divine aspect. You might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, you start fresh. For truly dire transgressions, a quest or trial to prove your devotion to your vows may be imposed, at the GM’s discretion.

If you willfully violate your vow and show no sign of repentance, the consequences can be more serious. At the GM’s discretion, you may be forced to abandon this class and adopt another.



Aspect of Althares

Althares is the patron of sages, scholars and all those who seek knowledge. In His aspect as the Scholar, His domain includes knowledge and alchemy, as well as runesmithing and the art of enchanting items.

Race Restrictions Elorii, ss’ressen and tiefling may not choose this archetype.

Tenets of Faith

Clerics who venerate Althares, the Scholar share the following tenets and traditions of belief:
Guardianship: The Gifts of Althares are a sacred trust. Ensure that they are not misused.
Improvement: Everything can be made better, stronger, and more durable.
Intellect over Emotion: A cleric of Althares should always think clearly and not allow emotions to cloud their thoughts. Though compassion and empathy have their place in your heart, rage, jealously and other emotions that blunt your intellect do not.
Knowledge: Seek out knowledge, whether it was lost during the fall of the Imperium of Man or from an elder civilization. All can be used to raise mankind to the heights it once enjoyed.
Service: The arts of the Artificer are meant to improve the lives of all. Use your skills and insights for the betterment of others.

Cleric Level Spell
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Favored Weapon

Althares and his followers favor the Warhammer and gain proficiency with them.

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Runic Inscription

At 6th level you have learned how to inscribe a temporary spell rune onto an item and empower it with a spell. You can only inscribe a spell that you know of 5th level or lower and you must expend a spell slot to inscribe the rune. The level of the spell slot you expend is the slot level at which the rune is inscribed.

Inscribing a temporary rune takes 1 hour and you can inscribe a rune on any non-magical armor, weapon, or shield that does not already have a rune, either permanent or temporary. You must remain in contact with the item during the entire process.

At the end of the hour, you select a spell that you know and expend a spell slot to store that spell into the temporary rune. Until the temporary rune is activated, you cannot recover the spell slot you expended when you created it.
For example, you can inscribe a temporary rune and store cure wounds as a 1st level spell by expending a 1st level spell slot. If you expend a 5th level spell slot, the cure wounds spell stored in the rune is cast as a 5th level spell.
This rune remains active for a number of days equal to its slot level used to inscribe the rune. After this time has elapsed, the rune fades away with no effect.
Any creature that is in possession of an item with a temporary rune inscribed upon it may activate it with a touch. This takes the same amount of time as casting the spell stored within the rune and the creature must remain in contact with the rune for the entire time. The creature who activates the rune makes any decisions necessary for the spell, such as targets.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number o f minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading: Holding an object as you meditate, you can see visions o f the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell as the most recent significant event involving the object and that owner. If the object w as owned by another creature in the recent past (within a number o f days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading: As you meditate, you see visions o f recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.



Aspect of Anshar

Anshar is well known throughout Arcanis; Her most popular aspects being that of the Far Traveler, the Suffering Martyr, the Weeping Goddess, and the Guardian of Outcasts. Anshar looks after the destitute, the oppressed and the outcast, and because of this, a large number of dark-kin and gnomes find themselves worshipping Her.
Those that venerate her aspect as the Far Traveler study, maintain and search for her gates. Legends say that during the Imperium of Man, Ansharan Portals were ubiquitous, but now only a relative handful are known and used. Others are lost and remain hidden, awaiting discovery and activation.

Race Restrictions: Dwarves, elorii, and ss’ressen may not choose this archetype.

Tenets of Faith

Clerics who revere Anshar, the Far Traveler share the following tenets and traditions of belief: Austerity: Wealth and material possessions are only another form of imprisonment. Bear no weapons, use no armor, and give all that you receive to those in need.
Compassion: Everyone suffers. Do not judge others for the choices that brought suffering upon themselves.
Endure: To experience pain is to know the world. Take on the pain of others, for it will only make you stronger.
Journey: The world is infinite in its wonders, a gift from the Gods. Travel to its far corners and spread their teachings.
Search: Seek out and connect with the most distant members of humanity, making us one family again.

Cleric Level Spell
1st Expeditious retreat, Longstrider
3rd Enhance ability, Misty step
5th Create food and water, Tiny hut
7th Dimension door, Freedom of movement
9th Greater restoration, Passwall

Path of Poverty

Clerics of Anshar forgo the use of all weapons and armor.

They wear modest clothing, retain magical items they recover that may assist them in their work, and only buy what they need to live. Any other wealth they gain is donated to the poor and downtrodden. In lieu of an engraved pendant of gold or silver, the Ansharan clerics wear a thorny vine wrapped tightly around their left forearm or neck. This vine serves as the holy symbol of Anshar.

You do not need to provide any material components except your holy symbol for your cleric spells of 6th level and lower. Cleric spells of 7th level or higher require spell components as normal. Depending on the situation, your GM might require a material component regardless of this feature.

Path of the Stars

When you choose this aspect at 1st level, you become attuned to one Ansharan Portal, usually one in your home nation. You can attune to other portals you encounter by spending 10 minutes meditating while in contact with the portal.

Path of Flesh and Bone

Beginning at 1st level, while you are not wearing armor and not wielding a shield, you gain the following benefits:

  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes to a d6 at 5th level, a d8 at 11th level and a d10 at 17th level.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Channel Divinity: The Gatekeeper

Starting at 2nd level, you may use your Channel Divinity to magically force open or secure a door or opening. As an action, you present your holy symbol and speak a prayer to the Far Traveler to cast either arcane lock or knock without expending a spell slot.

Unfettered Movement

Once you reach 6th level, when you are affected by any effect or condition that would reduce your speed or restrict your movement you can use your reaction to cast freedom of movement on yourself, without expending a spell slot. When cast this way, the spell’s duration is reduced to 1 minute.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Hands of Anshar

Beginning at 8th level your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once on each of your turns when you hit a creature with an unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Her Paths Are Mine

Starting at 17th level you may, as an action, transport yourself and up to eight willing creatures of your choice to any Ansharan Gate you have attuned yourself to regardless of distance, even if you are on a different plane of existence.

You regain the use of this ability after completing a short or long rest.


pTJc1pT.png

Aspect of Belisarda

Last of the Elemental Lords of the elorii, Belisarda is known as the Life Mother to Her children. Their most ancient relic recounts the tale of how each of the Elemental Lords gave of their own essence to create four of the elorii subraces. It is Belisarda alone, however, who breathes life into all five.
Race Restrictions: Only elorii may choose this archetype. Elorii will never teach creatures of other races how to worship Belisarda.

Tenets of Faith

Clerics who revere Belisarda, the Life Mother share the following tenets and traditions of belief.
Acceptance of Our Sins: As slaves of the ssanu, the elorii committed genocide numerous times. We must never commit such grievous sins again.
Sacredness of Life: The myriad forms of life are to be treasured and nurtured. The undead are a perversion of life and must be destroyed.
Service: You are a shepherd and guardian of the Eternal People. They are all your children.
Remembrance: The Elemental Lords may be gone, but their stories must still be told. Keep the sacred traditions of the Eternal People alive within you.
Tolerance: The humans and their gods transgressed against us gravely, but these are not those humans. While forgiveness is still, if ever, far off, we should strive to tolerate them, in accordance with the words of Ardelia, the Prophetess of Belisarda.

Cleric Level Spell
1st Cure wounds, entangle
3rd Lesser restoration, Pass without trace
5th Protection from energy, Revivify
7th Death Ward, Guardian of Faith
9th Mass cure wounds, Raise dead

Sense Unlife

Starting at 1st level, while you are conscious you know if there are undead within 60 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
This effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Unfortunately, this ability comes at a price. Undead creatures automatically sense your presence. Consequently, you will be the preferred target of undead adversaries.
Additionally, highly intelligent undead may consider you a dire threat.

Lifewarden’s Radiance

Any time you cast a spell that deals radiant damage you regain a number of hit points equal to your Wisdom modifier.
Alternatively, as an action you may touch a friendly creature to form a radiant bond with them for 1 minute. As long as you and your ally remain within 30 feet of each other, your ally regains a number of hit points equal to your Wisdom modifier whenever you cast a spell that deals radiant damage.
While you have a radiant bond, you do not regain hit points from this feature, only the creature you chose. You can only have one radiant bond active at a time.

Channel Divinity: Aura of the Life Mother

Also starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and chant a prayer to the Life Mother, invoking healing energy that can restore a number of hit points equal to five times your cleric level. Choose any number of 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 cannot use this feature on an undead creature or a construct.

Hands of our Mother

Beginning at 6th 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 level slot used + your Blood Rank.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Bastion of Life

Starting at 17th level you become the ultimate embodiment of Belisarda’s will. As a bonus action, you can cast death ward on yourself only, without expending a spell slot.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses after completing a long rest.



Aspect of Beltine

Beltine is the Warden of the Afterlife and the Mistress of the Kiln. When mortals die, if they are not judged worthy of entry to the Paradise of the Gods they are refined in Beltine’s Kiln, made ready for a new life. As the Nurturer of the Spirit, She has dominion over healing the sick and caring for the wounded. No one should go to the Kiln before it’s their time.
Race Restrictions: Elorii, ss’ressen, and tiefling may not choose this archetype.

Tenets of Faith

Clerics who revere Beltine, the Nurturer of the Spirit share the following tenets and traditions of belief.
Compassion: Ease the pain of those who suffer and help all those who are injured. The sick and the dying come to you for comfort. Prepare those whose time ends for the journey to the Kiln or the Paradise of the Gods.
Generosity: Help all those who come to you, regardless of reward.
Mercy: Give aid and comfort to all, especially your defeated foes. They are also in need of your care.
Nonviolence: You are a healer, first and foremost. You should not cause harm when you can solve a dilemma by other means.
Suffer Not the Undead to Persist: Mindless or malevolent undead are an abomination in the eyes of the Grey Lady. Only they should be denied mercy.

Cleric Level Spell
1st Bless, Cure wounds
3rd Lesser restoration, Spiritual Weapon
5th Beacon of hope, Revivify
7th Death ward, Guardian of faith
9th Mass cure wounds, Raise dead

Our Lady’s Mercy

Starting at 1st level, your healing spells are more effective.
Whenever you cast 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 level slot used.

Channel Divinity: Vision of the Kiln

Also starting at 2nd level, you can use your Channel Divinity to force a living humanoid creature to stare into the depths of Beltine’s Kiln. As an action, you present your holy symbol and speak a prayer to Beltine. You can force one living creature that can see or hear you within 60 feet to make a Wisdom saving throw. If they fail their save they become stunned for 1 minute or until they take any damage as visions of the kiln of unworthy souls fill their minds. At the end of each of its turns, any creatures stunned by this ability may make a new Wisdom saving throw to end this effect. You cannot use this feature upon constructs or creatures without a soul.

Nurturing Conduit

Beginning at 6th level, you learn how to create conduits of power between your allies, allowing you to heal two creatures at once. As a bonus action you can set up a conduit between two willing creatures (one may be you) that are within 30 feet of each other.
As long as the conduit is active, and both creatures remain within 30 feet of each other, any time you cast a spell of 1st level or higher that restores hit points to one of those two creatures, the other is also healed a number of hit points equal to 2 + your Wisdom modifier + the spell level slot used.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12 hit points.


ZUQQkWv.png

Aspect of Cadic

The Dark Hand of Illiir performs the tasks that the Head of the Pantheon should not be seen doing. He is the patron of thieves and spies and also of musicians and tricksters. Cadic is the deity of necessary evils, of doing what is needed even if dishonorable. As the Lord of Shadow, He is the deity of twilight and all that occurs in the gloom of night.
Race Restrictions: Dwarves, elorii, ss’ressen, and tiefling may not choose this archetype.

Tenets of Faith

Clerics who revere Cadic, the Lord of Shadow share the following tenets and traditions of belief:
Balance: Those who live perpetually in darkness may succumb to it. Seek out the wonders of the light to uplift your heart from the blackness that you must deal with daily. Cadic created music not only to woo Larissa, but for others to find solace and peace, as well.
Hide in Plain Sight: Do not be the dour, dark and brooding stereotype of a Cadican, unless it suits your purpose.
Wear a mask by playing the fool or the besotted drunkard, the better to lull others into thinking you are not a threat.
Once they turn their back to you, reveal your true heart.
Justice: Those on the lower rungs of society come to you as a last recourse for justice. Those who use their position or wealth to hide from the law cannot hide from you.
Sacrifice: Sacrifice your purity. Allow the followers of the other Gods to retain theirs, let them shine in the light of their honor, stay within the shadows they cast and do what must be done.
Subterfuge: Seeking a fair fight is for fools; use every trick, every advantage. Play upon childhood terrors, remind them why they feared the shadows.

Cleric Level Spell
1st Disguise self, Shadow step
3rd Darkness, Pass without trace
5th Dispel magic, Invisibility
7th Arcane eye, Dimension door
9th Far Step, Modify memory

Manipulation of Shadow

You reach into a nearby shadow and pull out one of the following items: a set of thief’s tools, 50 feet of rope, a short bow, or a matched set of two daggers.

Although these items are shaped from pure shadow and very cold to the touch, they are as solid as any real object.

The items you create dissipates into shadowy mist a minute after they are created.
Starting at 5th level, weapons you make with Manipulation of Shadow are considered magical weapons and have a bonus to hit and damage equal to half your proficiency bonus.

Channel Divinity: Shadows Embrace

Starting at 2nd level, you may use your Channel Divinity to help you and your allies traverse the realm of the Lord of Shadow. As an action, you grasp your holy symbol and utter a whispered prayer that can allow creatures to see in darkness. Choose a number of creatures within 30 feet of you up to your Wisdom modifier. For 1 hour, you and the chosen creatures have darkvision to a range of 60 feet and advantage on all Dexterity (Stealth) checks.

Hidden by Shadows

At 6th level, you have advantage on all Dexterity (Stealth) checks as long as you can benefit from some level of concealment.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the coldest darkness. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
When using a weapon created from Manipulation of Shadow you may add your Wisdom modifier to this necrotic damage.

My Shadow Obeys

Starting at 17th level you may, as an action, animate your own shadow. Your shadow uses the same statistics as a regular shadow with the following exceptions: it cannot create new shadows; its hit points are equal to your maximum hit points; and it adds your Wisdom bonus to its Armor Class, attack, and damage rolls.
This shadow is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any commands that you issue to it (no action required by you as you and your shadow possess a telepathic link with a range of 100 feet). If you don’t issue any commands, your shadow moves to defends you from hostile creatures but otherwise takes no actions Your shadow remains in existence for 1 minute. Once you use this feature, you cannot use it again until you complete a short rest.



Aspect of the Fire Dragon

The Fiery One is the caring but harsh patron of the Black Talon ss’ressen. His fiery visions led the Black Talons to their new home and he guides his scaly worshippers wherever they might be. By devoting themselves to the Blazing Wyrm, his clerics strive to emulate the fierce yet compassionate might of the Blazing Wyrm.
Race Restrictions: Only Black Talon ss’ressen may choose this archetype. Black Talon ss’ressen will not teach other races how to worship the Fire Dragon.

Tenets of Faith

Clerics who revere the Fire Dragon as the Blazing Wyrm share the following tenets and traditions of belief.
Compassion: The Blazing Wyrm is a demanding but caring deity. Seek to guide and protect those who may not be able to protect themselves.
Nobility: The Blazing Wyrm taught the Black Talons many lessons, among them was nobility of action. Yours is an ancient and noble race. Do not give into your baser instincts and act honorably towards all.
Order: Protect and follow the mandates of the high priestesses. Enforce your people’s social order. Seek out those who wish to disrupt it and deal with them swiftly.
Loyalty: Never waver in your devotion to the Black Talons and to the Blazing Wyrm.
Savagery: When the battle is joined, allow the fire of your Lord to burn within your soul. Give in to your passions.

Cleric Level Spell
1st Burning hands, Scales of the Dragon
3rd Beast sense, Dragon’s Roar
5th Breath of the dragon, Fly
7th Wall of fire, Guardian of Faith
9th Flame strike, Dragon’s Fury

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

The Fire Within

At 1st Level you learn the fire bolt cantrip. You also have advantage on all saving throws made to resist Ss’ressen Frenzy.

Channel Divinity: Enforced Piety

Starting at 2nd level, you can use your Channel Divinity to force ssethric creatures to bow to the power of the Fire Dragon. As an action, you present your holy symbol and speak a prayer censuring ssethrics. Each ssethric that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it’s saving throw, it is forced to its knees and is restrained for 1 minute or until it takes any damage.

Channel Divinity: Control thy Rage

Also starting at 2nd level, you can use your Channel Divinity to help your ss’ressen allies resist their furry. As an action, you present your holy symbol and speak a prayer calling for your ss’ressen allies to regain control of their rage. Each ss’ressen that can see or hear you within 30 feet that is in the grip of Ss’ressen Frenzy can immediately make a new saving throw, with advantage, to end their frenzy.

Our Lord’s Embrace

At 6th level, you gain resistance to fire damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with bursts of fire. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage. When you reach 14th level, the extra damage increases to 2d8.

Path of the Drake

At 17th level you can, as an action, change into an adult red dragon as if you had cast shapechange. You do not need any material components other than your holy symbol.
Once you use this feature, you cannot use it again until you complete a long rest.



Aspect of Hurrian

Hurrian is praised for His honor, his devotion to humanity, and his abhorrence of the necessary evil that is war and armed conflict. Clerics who venerate His aspect as the Defender of Man seek to protect the innocent from the wicked. They are both shield and sword, guarding all of the children of the Pantheon of Man.
Race Restrictions: Elorii, ss’ressen, and tiefling may not choose this archetype. Of the dwarves, only Tir Betoqi dwarves may choose to be clerics of Hurrian.

Tenets of Faith

Clerics who revere Hurrian, the Defender of Man share the following tenets and traditions of belief.
Guidance: Be an inspiration for others. Anyone with the strength and will to protect those who cannot protect themselves walks in Hurrian’s grace.
Justice: Punish the wicked and those who would use their strength to oppress their fellow men.
Patronage: Train and mentor those who have the desire to defend others. Teach them the way of the sword and shield and, most importantly, the sacred text of Defender of Man.
Protection: Always defend the weak and defenseless. The loss of an innocent life is unacceptable if it can be avoided.
The Reluctant Warrior: Hurrian is the Reluctant Warrior; follow His example and only take up arms when absolutely necessary.

Cleric Level Spell
1st Divine Favor, Shield of Faith
3rd Aid, Protection from poison
5th Beacon of hope, Protection from energy
7th Guardian of faith, Locate creature
9th Decree of salvation, Mass cure wounds

Bonus Proficiencies

At 1st level, you gain proficiency with longswords and heavy armor

I Shall Be Your Shield

Starting at 1st level, you can shield your allies from harm. Any time a friendly creature within 5 feet of you is targeted by an attack, damaging spell, or any ability that requires an attack roll, you may use your reaction to interpose yourself between them and their attacker. The attacker’s entire attack action, damaging spell, or ability is resolved against you instead, gaining resistance to any damage suffered.
You may use this ability a number of times equal to your Wisdom Bonus. You regain all uses of this ability after completing a long rest.

Channel Divinity: Wall of Iron

Starting at 2nd level, you can use your Channel Divinity to gird yourself in Hurrian’s Courage. As a bonus action, you present your holy symbol and speak a prayer to the Defender of Man to cast heroism on yourself (and only yourself). You do not need to expend a spell slot or maintain concentration on the spell. This ability cannot be enhanced by the expenditure of a higher level spell slot.

Channel Divinity: His Shield Shall Guard Me

Also, starting at 2nd level, you can use your Channel Divinity to deflect an attack with deft efficiency. When you are successfully struck by a melee or ranged attack, you may use your Channel Divinity as a reaction to negate the hit, causing it to miss.

Fortress of Iron

At 6th level, all friendly creatures who are adjacent to you gain your shield bonus to their Dexterity saving throws.
Additionally, any time after you are successfully struck in melee you may use a reaction to shove your opponent, as long as they are within reach. You must be armed with a shield to use either of these abilities.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with electrical energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage. When you reach 14th level, the extra damage increases to 2d8.

Bastion of Iron

Starting at 17th level, any time you are the subject of a critical hit, you gain resistance against that attack.


WZ3IXOP.png

Aspect of Illiir

The patron of emperors, kings and lords has many titles. He is the Head of the Pantheon of Man, the Perfect Form, and the Champion of Civilization. Clerics who praise Him as the Light Everlasting focus on His dominion over radiant light in all its forms. The light that illuminates the path, the light that burns away the darkness, and the light of the truth are all of the Light Everlasting.
Race Restrictions: Tiefling, elorii, and ss’ressen may not choose this archetype. Of the dwarves, only those from Solanos Mor may choose to be clerics of Illiir. Additionally, only males may become clerics of Illiir.

Tenets of Faith

Clerics who revere Illiir, the Light Everlasting share the following tenets and traditions of belief: Equality: Light shines on all creatures and gives them strength without thought to race, nation or creed.
Honor: Treat all you meet with fairness and gentility. Let your word be your bond. Deceive no one, including yourself.
Illumination: Bring the light of civilization to all corners of the Known Lands. Dispel the darkness of barbarity, ignorance and deceit.
Order: Illiir abhors chaos and seeks the peace that stability brings. Seek to establish order where anarchy reigns.
Self-Knowledge: Let your light shine first and foremost on yourself. Do not turn away from what you see within your own soul.
Steadiness: The Light Everlasting does not waver or diminish. Be steadfast and endure the challenges you face with your light undimmed.

Cleric Level Spell
1st Bless, Guiding bolt
3rd Continual flame, Branding Smite
5th Aura of Vitality, Blinding Smite
7th Aura of Life, Guardian of Faith
9th Holy Weapon, Dawn

Bonus Cantrip

When you choose this aspect at 1st level, you learn the cantrip light.

Wrathful Radiance

Starting at 1st level, when you are hit by a melee attack you may, as a reaction, scorch the offender with divine wrath. Your attacker must make a Charisma saving throw.
If they fail, take 2d8 radiant damage, or half as much on a successful saving throw. You can use this feature a number of times equal to your Wisdom bonus (minimum of 1), regaining all expended uses after completing a long rest.

Channel Divinity: Cleansing Radiance

Starting at 2nd level, you can use your channel Divinity to call forth a wave of brilliance that chases away the shadows.
As an action, you brandish your holy symbol and create a 30-foot burst of bright radiant energy. In the burst, any illusion spells or magical effects that create darkness of 4th level or lower are instantly dispelled.

Channel Divinity: Word of Righteousness

At 6th level, you can use your Channel Divinity to utter a powerful prayer to Illiir. As an action, you may use your Channel Divinity to force any number of creatures within 30 feet to make a Charisma saving throw.
Any creature that fails this save suffers 2d10 + your cleric level thunder damage and is stunned until the end of their next turn. Creatures that succeed on their saving throw are not stunned and only take half damage.
Celestial creatures who are servants of Illiir, members of your church, and val’Assanté are immune to this effect.

Empowered Radiance

Starting at 8th level, you now add your Wisdom modifier to the damage of any spells you cast or class features you have that deal radiant damage.

Radiant Presence

Starting at 17th level, while you are conscious, you can radiate a 30-foot aura of light, burning the unclean and protecting you from their foul magic. Your aura moves with you and sheds bright light in a 15-foot radius around you and dim light for an additional 15 feet beyond that.
Any undead or infernal creatures that start their turn within your aura must make a Constitution saving throw or suffer 3d10 radiant damage. Any friendly creatures within your aura gain resistance to necrotic damage as long as they remain in your aura. Lastly, your aura instantly dispels any magical darkness it touches.
You may suppress or reactivate this effect as a bonus action.




Aspect of Larissa

The Lady of Luck and the Mistress of the Forbidden Pleasures. The Oracle of the Gods and the Divine Temptress. Larissa has a dual nature many struggle to understand. Clerics that follow Her aspect as the Divine Harlot revel in Her devotion to pleasure, sensuality and ecstasy. They seek to free others of their inhibitions and bring about the peace that follows a night of pleasure.
Race Restrictions: Elorii, ss’ressen, and tiefling may not choose this archetype. Of the dwarves, only the Tultipetan dwarves may become clerics of Larissa.

Tenets of Faith

Clerics who revere Larissa, the Divine Harlot share the following tenets and traditions of belief:
Indulgence: Experience every excess. Plumb the depths of every vice. Deny yourself nothing.
Moderation: Lose control and regain it. Let yourself go but always be able to come back.
Peace: Indulging in depravity is just so much easier if everyone sets aside their swords and finds common ground.
Sensuality: Take pride in your body and do not hide it behind layers of steel and cloth. Feel the world around you press against your skin.
Temptation: Seduce and entice others into joining your exploration of the senses. Show those you meet that they too have needs and desires that should not be denied.

Cleric Level Spell
1st Charm person, Disguise self
3rd Calm emotions, Enthrall
5th Tongues, Hypnotic pattern
7th Compulsion, Charm Monster
9th Dominate person, Modify Memory

Vestments of the Lady

Beginning at 1st level, while not wearing armor and not wielding a shield, your Armor Class is 10 + your Dexterity modifier + your Charisma modifier.

Dominant Personality

Beginning at 1st level, you may choose to use Charisma instead of Wisdom as your spellcasting ability score for your cleric spells.

Dance of Steel

Clerics of Larissa gain proficiency in shortswords and whips
Also at 1st level, whenever you use an Attack action, you may make an additional weapon attack as a bonus action, but only while wielding a shortsword or whip.
You can use this feature a number of times equal to your Dexterity bonus (minimum of 1), regaining all expended uses after completing a long rest.

Channel Divinity: Undeniable Presence

Starting at 2nd level, you can use your Channel Divinity to capture everyone’s attention, make a grand entrance, or pull attention away from a friendly ally. As an action, you touch your holy symbol and whisper a pray to Larissa.
Each creature that can see or hear you within 30 feet must make a Wisdom saving throw; a creature being attacked by your companions gains advantage on their saving throw. A creature that fails its saving throw is charmed by you for 1 minute or until it takes any damage.
At the end of each of its turns, any creatures stunned by this ability may make a new Wisdom saving throw to end this effect.

Unnerving Beauty

Once you reach 6th level, whenever you are targeted with a melee weapon attack or unarmed strike, you may use your reaction to overhelm the attacker with pleasure, interrupting their action. The target must succeed on a Charisma saving throw or become stunned for the 1 minute.
At the end of each of its turns, an affected creature can make another Charisma saving throw. On a successful save the spell ends for that creature.
Once you use this feature, you cannot use it again until you complete a short rest.

Divine Strike

At 8th level, you gain the ability to strike with uncommon accuracy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type as the weapon used. When you reach 14th level, the extra damage increases to 2d8.

Dance of Enticement

At 17th level when you dance you may captivate and entice those around you. You may dance as an action, forcing all intelligent creatures that can see you within 30 feet to make a Wisdom saving throw. A creature that fails its saving throw is stunned for the duration or until it takes any damage. As long as you continue to dance, any creatures who are not stunned and start their turn within 30 feet of you must make a new saving throw or become stunned.
Once your dance ends all effected creatures are freed of the stunned condition.
Your dance lasts for up to 1 minute, and you must use your action on each of your turns during that time to continue dancing. You must concentrate on this feature as if you were concentrating on a spell. If you lose concentration or don't use your action to keep dancing, this feature ends early.


I1sfRxA.png

Aspect of Neroth

Neroth is the most feared and misunderstood of the Pantheon of Man. Everyone will come to His embrace in time, but from there they will move on to the next stage of existence. Clerics who worship Neroth as the Lord of Tombs, revere His influence over the dead and prepare themselves for the Death Lord’s ultimate gift.
Race Restrictions: Elorii, ss’ressen, and tiefling may not choose this archetype.

Tenets of Faith

Clerics who revere Neroth, the Lord of Tombs share the following tenets and traditions of belief: Destroy the Evils of the World: In the Mythic Age, the primal evils were released from the Crucible of Sins. Neroth has tasked those who follow His teachings to destroy such evils that exist in the world and right this ancient wrong.
Endurance: Pain is the body crying out for the release of death. Teach yourself to overcome the demands of the body. Death will come in its proper time.
Give Proper Rites to the Dead: Those whose time has ended deserve a proper burial with the “final words” spoken over them. Give them the peace of the grave.
Keeper of Barrows: The crypts and graves of the faithful should not be desecrated. Protect the peace and sanctity of the tomb of those that are sanctified by the Pantheon of Man.
Practicality: The mindless dead were not worthy of the Gift of Neroth. They are your servants and your tools. Make use of them.

Cleric Level Spell
1st False life, inflict wounds
3rd Gentle repose, ray of enfeeblement
5th Animate dead, vampiric touch
7th Death ward, Neroth’s embrace
9th Insect plague, cloudkill

Bonus Cantrip

When you choose this aspect at 1st level, you learn the cantrip spare the dying and Toll the Dead.

Artful Healer

Starting at 1st level, you are proficient in Medicine and can use a healer’s kit to help your allies heal while at rest. During a short rest you may use an application of your healer’s kit to attend to a creature’s wounds, allowing them to add your Wisdom bonus + your proficiency bonus to any hit points recovered during their short rest.

Channel Divinity: Neroth Commands

Starting at 2nd level, you can use your Channel Divinity to attempt to control undead. As an action, you present your holy symbol, and speak a prayer forcing undead to obey your authority. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. Undead creatures that do not have the Incorporeal Movement trait suffer disadvantage on this saving throw. If the undead creature fails its saving throw, it is charmed by you for 1 minute or until it takes any damage. Undead with an Intelligence score of 4 or greater are immune to this effect.
Once you reach 5th level, when an undead without the Incorporeal Movement trait fails its saving throw against this feature you can choose to send them back to their rest (destroy them) once the charmed condition ends, as long as its challenge rating is at or below a certain threshold, as shown in the turn undead table.

Channel Divinity: Necromancer

Starting at 6th level, you can expend your Channel Divinity as an additional component when you cast any necromancy spell that creates undead creatures. If you do, any undead you create gains additional hit points equal to your cleric level and a bonus to attack, damage, and AC equal to your Wisdom modifier.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Neroth’s Gift

At 17th level you become undead. You gain all the racial traits listed in the Undead Heroes as well as the following traits:
Forever Bound to Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.
Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest.
Neroth’s Chosen: The Lord of the Tombs has done more than bless you, He has chosen you for some unknown, divine purpose. Although you are not alive, you are affected by any spell, potion, or magical effect which restores hit points, lost limbs, or otherwise mitigates injuries as if you were a living creature. Such effects that normally wouldn't affect undead only heal half the usual number of hit points unless they are cast by an undead (including yourself) or a worshiper of Neroth.



Aspect of Nier

While Hurrian is never eager to draw His weapons, Nier is the Reveler in Violence. In battle, everything else is burned away and all that remains is the glory of blood and death.
Clerics who worship His aspect as the Lord of Battle take up arms and armor and strive to achieve His battle frenzy.
Race Restrictions: Elorii, ss’ressen, and tieflingmay not choose this archetype. Of the dwarves, only Nol Dappan dwarves may choose to be clerics of Nier.

Tenets of Faith

Clerics who revere Nier, the Lord of Battle share the following tenets and traditions of belief: Alliance & Allegiance: Your companions are as important as your armor and steel, do not risk their lives needlessly. Know them, and love them as brothers and sisters.
Conflict: Civilizations flourish when they test their mettle against each other. By setting forces against each other you help them discover their strengths and weaknesses.
Inspiration: Be a blazing beacon on the battlefield. Lead by example and encourage your allies to new heights of glory on the battlefield.
Might: The strength of arms, battle skills, power, and your thirst for the blood of your enemies are all that matter.
No Mercy: Take no prisoners and leave only the dead behind.

Cleric Level Spell
1st Bless, guiding bolt
3rd Magic Weapon, Nier’s blade
5th Crusader’s Mantle, elemental weapon (fire only)
7th Freedom of movement, wall of fire
9th Destructive wave, flame strike

Aspect Proficiencies

When you choose this aspect at 1st level, you gain the following proficiency in heavy armor and martial weapons.

Warlord

Starting at 1st level, when you use an Attack action, you may make an additional weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom bonus (minimum of 1). You regain all expended uses after completing a long rest.

Channel Divinity: Battle Cry

Starting at 2nd level, you can use your Channel Divinity to inspire your allies. As an action, you present your symbol and shout a battle cry. Choose a number of friendly creatures equal to half your cleric level within 30 feet which can see and hear you. Both you and your chosen targets gain 1d10 + your Wisdom modifier temporary hit points that last for 1 minute.

Channel Divinity: Commanding Strike

Also starting at 2nd level, you can use your Channel Divinity to command your allies. As an action, you present your holy symbol and speak a prayer to the Lord of Battle.
Choose an ally within 60 feet of you who can hear or see you. That ally may use their reaction to make a single melee or ranged attack, with a bonus to their damage roll equal to your Wisdom modifier.
Clerics of Neir do not gain the Turn Undead Channel Divinity option.

Natural Tactician

Once you reach 6th level, as a bonus action you may command an ally within 60 feet that can see or hear you.
That creature may either take the Dash or Withdraw actions as a bonus action on their next turn or if they use Attack action during their turn they gaining advantage on their first attack.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of one) regaining all expended uses after completing a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with bursts of flame. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage. When you reach 14th level, the extra damage increases to 2d8.

Lord of War

At 17th level your mastery of armor reaches its apex, allowing you to shrug off damage. When you wear heavy armor, you have resistance to piercing, bludgeoning, and slashing damage.



Aspect of Saluwé

Most worship Saluwé as the Empress of the Heavens and the Green Goddess. She is the very earth that brings forth food. Priestesses of the Primal Huntress live to embody Saluwé’s more savage nature, reveling in the glory of the hunt and the seductive moment of the kill. They hone their skills, hunting ever more dangerous prey, and strive to embody the purity of the hunt itself.
** Race Restrictions:** Dwarves, elorii, ss’ressen, and tiefling may not choose this archetype. Additionally, only females may become clerics of Saluwé.

Tenets of Faith

Clerics who revere Saluwé, the Primal Huntress share the following tenets and traditions of belief:
Hunt: The hunt lets you feel the power of Saluwé beating in your heart. Do not hunt for sport, eat what you kill and honor the PrimalHuntress.
Justice: The blood of the innocent is sacred but the wicked and the cruel should feel the sting of your claws.
Protector: Protect those on the edges of civilization from the wild beasts of the land.
Self-Sufficiency: Forgo claws of iron and shells of steel; the Primal Huntress has given you everything you need for the hunt.
Strike the Balance: Strike a balance between the spread of civilization and the wilderness. Man will encroach upon virgin territory and use the bounty of the land to sustain themselves, but prevent them from despoiling the region with their wanton excess.//

Cleric Level Spell
1st Hunter's mark, Longstrider
3rd Beast sense, Pass without trace
5th Bestial form, Conjure animals
7th Freedom of movement, Locate creature
9th Crushing weight, Commune with nature

Hands of Our Mother

Starting at 1st level, as a bonus action, you extend your nails into very sharp claws. You can also retract your claws as a bonus action. You gain the following benefits when your claws are extended:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You may choose to use your claws when making unarmed strikes. Your claws deal 1d4 slashing damage. This damage increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 7th level.
  • When you use the Attack action with your claws on your turn, you can make one with your claws as a bonus action.
  • At 6th level, your claws deal magical slashing damage.

Hunter’s Senses

Starting at 1st level, you can sense the presence of beasts and other creatures around you. As an action, you grasp your holy symbol and whisper a prayer to the Primal Huntress. Until the end of your next turn, you know the location of any beast, ssethric, ooze, plant, or undead within 60 feet of you that is not behind total cover. You learn the type of each creature you sense, but not the identity.

Channel Divinity: Flurry of Claws

Also starting at 2nd level, you use your Channel Divinity to lash out at all creatures around you with your claws. As an action, you touch your holy symbol and growl a prayer to the Primal Huntress. You can make an unarmed strike against every creature adjacent to you.

Beast Form

Starting at 6th level, you can use your bonus action to magically assume the shape of a beast that you have seen with a challenge rating of 1 or lower without a flying or swimming speed. You can use this feature three times. You regain all expended uses when you finish a long rest.

You can stay in a beast shape for a number of hours equal to half your cleric level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

When you change into a creature, the following rules apply:

When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you are not knocked unconscious.

If you change into a creature that cannot speak or that has no hands, you cannot cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.

Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Bloodhound

Additionally starting at 6th level, you have advantage on ability checks made to track a creature you have injured with your claws in the last 24 hours.

Divine Strike

At 8th level, you gain the ability to infuse your attacks with deadly poison. Once on each of your turns when you hit a creature with a weapon attack, unarmed strike or an attack while in beast shape, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.

Unbridled Savagery

At 17th level, while engaged in battle you gain resistance to piercing, bludgeoning, and slashing damage.



Aspect of Yarris

Many rumors and even heresies swirl about Yarris, like the currents and tides of His domain. Some say Yarris is the sea itself and some even claim that He is not truly part of the Pantheon of Man, but an ancient deity that was later incorporated. Clerics who worship Yarris as the Lord of Waves see Him in every body of water. They often contract with ships, providing their services in return for the chance to travel across the seas.
Race Restrictions: Dwarves, elorii, ss’ressen, and tiefling may not choose this archetype.

Tenets of Faith

Clerics who revere Yarris, the Lord of Waves share the following tenets and traditions of belief: Change: Anything can happen out at sea. Storms can strike without warning, the wind blows where it will, and even the currents alter their course over time. Adapt and flow, like water over stones.
Community: The sea brings nations together by enabling the flow of goods and ideas. When we share our bounty with each other we avoid stagnation.
Intercede on Mankind’s Behalf: The depths of the ocean hide many predators that would feed on the brave people who sail upon Yarris’ back. Protect them from these creatures as well as the capricious nature of the seas themselves.
Respect: You cannot control the sea, nor stop the river when it floods. You must learn to work with the waters and understand them.
Seek the Pearls of Yarris: When the ancient Imperium of Man fell, the Pearls of Yarris, holy objects given to mankind by the Sea Lord Himself, were lost. Search for these lost artifacts and return them to His temple.

Cleric Level Spell
1st Create or destroy water, Fog Cloud
3rd Misty Step, Riptide
5th Water breathing, water walk
7th Steal water, freedom of movement
9th Conjure elemental (water only), Control Winds

Water is my Home

Starting at 1st level, you gain advantage on all Acrobatics and Athletics checks while upon open water, whether on a ship’s deck, a floating wreckage, or while swimming. You also gain a swim speed of 30 feet.

Channel Divinity: Turn Creatures of the Deep

Starting at 2nd level, as an action, you can present your holy symbol and speak a prayer censuring the undead spawned from watery graves, as well as water elementals.
Each such creature 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 undead or elemental 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.
Once you reach 5th level any sea-spawned undead creature or water elemental with a challenge rating at or below a certain threshold that fails its saving throw is destroyed. The undead and elementals affected are shown on the turn undead table.
Turn Creatures of the Deep replaces Turn undead for clerics of Yarris.

Channel Divinity: Her Unforgiving Embrace

Also starting at 2nd level, you may use your Channel Divinity to fill a creature’s lungs with bitter sea water. As an action, you present your holy symbol and speak a prayer to Yarris, forcing a creature you can see within 30 feet to make a Constitution saving throw. If the creature fails, they are stunned for 1 minute or until they take any damage. An affect creature can attempt another saving throw at the end of each of its turns to end this effect. Creatures that do not need to breathe automatically make their saving throw.

The Lord of Waves Protects Me

Starting at 6th level, you have resistance to cold damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with deathly cold. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage. When you reach 14th level, the extra damage increases to 2d8.

One with the Waves

Once you reach 17th level, you can cast freedom of movement once and you regain the ability to do so when you complete a long rest.


BackLinks