Beruflich Dokumente
Kultur Dokumente
Equipment
TESTMUSTER 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
You start with the following equipment, in addition to of your choice by 1. As normal, you can't increase an
the equipment granted by your background: ability score above 20 using this feature.
• (a) a mace or (b) a warhammer (if proficient) (c) or
staff
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Destroy Undead
• (a) scale mail, (b) leather armor, or (c) chain mail (if
proficient)
(Starting with Level 5)
Starting at 5th level, when an undead fails its saving
throw against your Turn Undead feature, the creature is
• (a) a light crossbow and 20 bolts or (b) any simple instantly destroyed if its challenge rating is at or below
weapon a certain threshold, as shown in the Destroy Undead
• (a) a priest's pack or (b) an explorer's pack table.
• A shield
The Cleric
TESTMUSTER Cleric Level Destroys Undead of CR ...
5th 1/2 or lower
Proficiency
Level Features 8th 1 or lower
Bonus
11th 2 or lower
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1st +2 Divine Domain, Lay on Hands
2nd +2 Divine Domain feature 14th 3 or lower
3rd +2 - 17th 4 or lower
4th +2 Ability Score Improvement
Pain Suppression (Starting with Level 10)
5th +3 Destroy Undead (CR 1/2) You can calm others and help them forget the pain.
6th
7th
+3
+3
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Divine Domain feature
Divine Domain feature
Once per short or long rest you chooses one target
within 30 feet and infuses itfor 1 one round (can be
used as a reaction). The target creature gain resistance to
Ability Score Improvement, piercing, bludgeoning, and slashing damage.
8th +3
Destroy Undead (CR 1)
9th +4 Divine Domain feature Mass Cure (Starting with Level 10)
10th +4 TESTMUSTER
Pain Suppression,
Mass Cure
A wave of healing energy washes out from a point of
your choice within range.
Choose up to six creatures in a 30-foot-radius sphere
11th +4 Destroy Undead (CR 2) centered on that point. Each target regains hit points
12th +4 Ability Score Improvement equal to 3d8 + Wisdom modifier. Mass Cure has no
effect on undead or constructs. You an use this ability
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13th +5 Divine Domain feature
two times per long rest. You can regain one use per
14th +5 Destroy Undead (CR 3) short rest.
15th +5 -
16th +5 Ability Score Improvement At 14th Level you regain hit points equal to 5d8 +
Wisdom modifier and on 18th level you regain 7d8 +
Destroy Undead (CR 4), Wisdom modifier.
17th +6
18th +6 - TESTMUSTER
Divine Domain feature
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bodies have healing powers that can be used to free
themselves or others from pain and wounds. One might
the battlefield wherever possible. Every time you use
Lay on Hands or Preserve Life on someone and you
have to move toward the target, you do not provoke
suspect that this power is magical, but it is not. No
magical energy is released and the origin must be from attack of opportunities for this move.
somewhere else. It has been speculated that it is a God-
given power, but even unbelievers have "the healing Blessed Healer (Starting with Level 7)
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hand". The origin is therefore unfounded, but anybode
can be very grateful for this gift. Anyway, everyone
The healing you cast on others heal you as well. When
you use Lay on Hands to a creature other than you, you
regain hit points equal to 2 + your Wisdom modifier.
healed by one believe in miracles and are sure it must be
some godlike power.
Remedy (Starting with Level 9)
The healing hand can heal wounds and other ailments You can heal many ailments with a simple touch. When
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and exceeds normal medical abilities. Nevertheless, it
is very convenient to have further medical knowledge,
you use Lay on Hands, you can choose to cure one of
the following effects instantly, instead of cure wounds:
blinded, deafened, diseased or poisoned.
since even a healer does not have unlimited powers and
simple interventions can be done in the normal medical
way. Immunity (Starting with Level 13)
You gain immunity to Diseases and Poison.
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How hard the wounds may be, a master of this gift
Supreme Healing
can heal everything. Only mental damage can not be (Starting with Level 17)
When you would normally roll one or more dice
cured because the human psyche often wanders in other
ways. There are few healing hands and most of them are to restore hit points with Lay on Hands you use the
wandering healers or sedentary physicians. Whatever it maximum number possible for each die. For example,
may be, it's always good to know a talented person with instead of restoring 2d8 hit points to a creature, you
this gift.
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Revive
restore 16 hit points.
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Lay on Hands is more effective. Whenever you use a
Lay on Hands, you use d8 instead of d6.
body, the creature returns to life with 1 hit point. You
can use this ability once every 3 long rests.
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or tear in an object you touch, such as broken chain
link, two halves of a broken key, a torn cloack, or a
diseases, curses, or similar effects; they take effect when
the creature returns to life. The spell can’t return an
undead creature to life.
leaking wineskin.
As long as the break or tear is no larger than 1 foot in
any dimension, you mend it, leaving no trace of the This spell closes all mortal wounds, but it doesn’t restore
former damage. missing body parts. If the creature is lacking body parts
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Mending can physically repair a magic item or construct,
but you can’t restore magic to such an object.
or organs integral for its survival – its head, for instance
– the revive fails.
Preserve Life (Starting with Level 2) Coming back from the dead is an ordeal. The target
You can use your healing powers to heal the badly takes a -4 penalty to all attack rolls, saving throws, and
injured. As an action, you focus on a creatures within ability checks. Every time the target finishes a long rest,
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30 feet whilie holding your hand in its direction. Then
you can evoke healing energy that can restore a number
the penalty is reduced by 1 until it disappears.
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You can't use this feature on an undead or a construct.
Revive can even provide a new body if the original no
longer exists, in which case you must speak the creature’s
Board and lodging (Starting with Level 6) name. The creature then appears in an unoccupied
Persons of the healing hand, like you, are known and
honored on all Sera. To grant you accommodation is an space you choose within 10 feet of you.
honor. You get almost anywhere a free accommodation,
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Verimian legate TESTMUSTER 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
Requirement: You have to be a human Verimian with moving. If there's nowhere to move, the creature can
surname Auralies to choose this class. use the Dodge action.
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Divine Strike
The Verimian legates are faithful people of Verima who
travel out into the world to preach their do their faith in
(Starting with Level 6)
You gain the ability to infuse your weapon strikes with
clients. They are eager to convince others of their belief in divine energy. Once on each of your turns when you hit a
"Verotes" and possess powers given by thoir God. creature with a weapon attack, you can cause the attack to
deal an extra 1d6 radiant damage to the target.
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The Verimian church is located in Aures but is also
represented in the other lands and finds new believers
everywhere. The Verimian legates are the bearers of this
When you reach 8 th level, the extra damage increases
to 1d8. When you reach 14th level, the extra damage
increases to 2d8.
belief. They preaching in towns and villages to convince
new believers. Through the faith of the believers, the Light (Starting with Level 7)
power of the Church, who preach the still very young You touch one object that is no larger than 10 feet in
divine faith, is increasing.
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As an action, you present your holy symbol and speak a If your deity intervenes, you can't use this feature again
prayer censuring the undead. Each undead that can see for 7 days. Otherwise, you can use it again after you
or hear you within 30 feet of you must make a Wisdom finish a long rest.
saving throw. If the creature fails its saving throw, it is At 20th level, your call for intervention succeeds
turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move
automatically, no roll required.
459
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as far away from you as it can, and it can't willingly
Calm down (Starting with Level 9) TESTMUSTER
You attempt to suppress strong emotions in a
group of people. You can use this ability once
per long rest.
Each humanoid in a 20-foot-radius sphere
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centered on you must make a Charisma
saving throw; a creature can choose to fail this
saving throw if it wishes. If a creature fails its
saving throw, choose one of the following two
effects.
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You can suppress any effect causing a target to
be charmed or frightened. When this spell ends,
any suppressed effect resumes, provided that its
duration has not expired in the meantime.
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