Categories
Classes Dungeons & Dragons Roleplaying

DnD Classes Cleric

Dungeons and Dragons – Mystara

Classes – Cleric

This is an series of articles on which 5th Edition classes are available in my campaign and where you will find a teacher. It starts out with Humans and Dwarves being the source of all classes, due to the other races still being in development so this will be updated as that expands as well. Expect to see additions due to those races over the next year or two. This is a long term project so I am not rushing to complete it, doing one sub race at a time.

5e-wiz-ph DnD Players Handbook
5e-wiz-ph – D&D 5E Players Handbook

Cleric – Overview

Hit Dice: 1d8

Proficiencies

  • Armour: Light and Medium Armour.
  • Weapons: All Simple Weapons.
  • Tools: None.
  • Saving Throws: Wisdom and Charisma.
  • Skills: Choose two from History, Insight, Medicine, Persuasion and Religion.

Starting Gear

  • a mace OR a warhammer (if proficient)
  • scale mail OR leather armour OR chain mail (if proficient)
  • light crossbow and 20 bolts OR any simple weapon
  • a priests pack OR an explorer’s pack
  • a shield and a holy symbol

Class Features

Cleric – Features

(1st) Spellcasting (with House Rules)

Each cleric receives their spells from one of the Spheres (and specific associated god) or from a religious organisation (or a pantheon)

Available Spelllist – A Clerics available spelllist is made up of the spells from the Players Handbook (phb) and any secret crafts they know.

Known Spelllist – A clerics known spelllist is made up of spells in their prayerbook they have learnt, these spells are the only spells available for preaparation. Ritual Spells are treated differently.

Prepared Spelllist – These are the spells the cleric has prepared for the day, including the extra spells provided by the domain or domains known. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric levei (minimum of one spell). The spells must be of a leveI for which you have spell slots. Cantrips are also prepared, but only count towards the cantrip maximum of two plus class tier.

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 spelllevel for each spell on your list.

Spellslots Per Level – These are the amount of spells you are able to cast choosing from your preapred spelllist. you expend one slot for the level fo the spell you are casting, multiple spellcasting classes combine levels for available spellslots, with Paladins and Rangers counting as half their level. You regain all expended spell slots when you finish a long rest.

lvl1st2nd3rd4th5th6th7th8th9th
12
23
342
443
5432
6433
74331
84332
943331
1043332
11433321
12433321
134333211
144333211
1543332111
1643332111
17433321111
18433331111
19433332111
20433332211

Cantrips – At 1st level, you can prepare three cantrips of your choice from your characters available spell list. You can prepare additional cleric cantrips of your choice at higher levels, as you reach Tier 2, Tier 3 and Tier 4 you gain an additional cantrip with each tier..

Cleric start the game with a prayerbook, identical to a spellbook, and it contains the same amount of spells as a wizards, gaining two new known spells per level. They includes a ritual book as part of its starting option with two cleric rituals that the character has also learnt of the players choice, and gain one new ritual spell each level. These spells and rituals are considered learnt spells, any spells or rituals added outside of this to the praybook need to be learnt with downtime.

Spellcasting Ability – 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 + prof + Wisdom mod
Spell Attack Modifier = prof + Wisdom mod

Ritual Casting – You can cast a cleric spell as a ritual if that spell has the ritual tag and its in your Ritual book. Each spell that has the ritual spell tag needs to be learnt separately to being able to cast it normally. If you have prepared it for the day. You can learn ritual spells from the Cleric Players Handbook spell list and your secret craft spell lists.

If you have not prepared the spell for the day you can make a Religion check to cast from your Ritualbook. (see Ritual Caster Class Feature for more information)

Ritual Spell DC = 10 + (2x Ritual Spell Level)

Spellcasting Focus – You can use a holy symbol as a spellcasting focus for your cleric spells.

Spell ListClassCleric Available Spells

  • Cantrips – Guidance (ph), Light (ph256), Mending (ph260), Resistance (ph), Sacred Flame (ph), Spare the Dying (ph), Thaumaturgy (ph)
  • 1st Level – Bane (ph), Bless (ph), Command (ph), Create or Destroy Water (ph), Cure Wounds (ph), Detect Magic – R (ph232), Detect Poison and Disease – R (ph), Guiding Bolt (ph), Healing Word (ph), Inflict Wounds (ph), Protection from Evil and Good – R (ph), Purify Food and Drink (ph), Sanctify (ph), Shield of Faith (ph).
  • 2nd Level – Aid (ph), Augury – R (ph), Blindness/Deafness (ph220), Calm Emotions (ph), Continue Flame (ph), Enhance Ability (ph238), Find Traps (ph), Gentle Repose – R (ph), Hold Person (ph252), Lesser Restoration (ph), Locate Object (ph), Prayer of Healing (ph), Protection from Poison (ph), Silence – R (ph), Spiritual Weapon (ph), Warding Bond (ph), Zone of Truth (ph)
  • 3rd Level – Animate Dead (ph), Beacon of Hope (ph), Bestow Curse (ph), Clairvoyance (ph223), Create Food and Water (ph), Daylight (ph231), Dispel Magic (ph235), Feign Death – R (ph), Glyph of Warding (ph), Magic Circle (ph), Mass Healing Word (ph), Meld into Stone – R (ph), Protection from Energy (ph271), Remove Curse (ph), Revivify (ph), Sending (ph), Speak with Dead (ph), Spirit Guardians (ph), Tongues (ph284), Water Walk – R (ph288)
  • 4th Level – Banishment (ph218), Control Water (ph), Death Ward (ph), Divination – R (ph), Freedom of Movement (ph), Guardian of Faith (ph), Locate Creature (ph), Stone Shape (ph).
  • 5th Level – Commune – R (ph), Contagion (ph), Dispel Evil and Good (ph), Flame Strike (ph), Geas (ph), Greater Restoration (ph), Hallow (ph), Insect Plague (ph), Legend Lore (ph), Mass Cure Wounds (ph), Planar Binding (ph), Raise Dead (ph), Scrying (ph)
  • 6th Level – Blade Barrier (ph), Create Undead (ph), Find the Path (ph), Forbiddance – R (ph), harm (ph), Heal (ph), Heroes’ Feast (ph), Planar Ally (ph), True Seeing (ph), Word of Recall (ph)
  • 7th Level – Conjure Celestial (ph), Divine Word (ph), Etherealness (ph), Fire Storm (ph), Plane Shift (ph), Regenerate (ph), Resurrection (ph), Symbol (ph)
  • 8th Level – Antimagic Field (ph), Control Weather (ph), Earthquake (ph), Holy Aura (ph)
  • 9th Level – Astral Projection (ph), Gate (ph), Mass Heal (ph), True Resurrection (ph)

* details to come. R – Ritual Spells.

(1st) Divine Domain

Characters can choose one Secret Craft associated with their Domain.

Choose one domain associated with your chosen Pantheon. 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.

Domain Spells – Each domain has a list of spells-its domain spellsthat you gain at the c1eric leveis 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.

* (and bold) Contains rules changes from those found in the sourcebooks.
Cleric Overview (2020-08-14)

  • Air (br183) 2020-09-11
  • Ambition [WC-PSA]
  • Apocalypse (mhh65) 2020-09-26
  • Arcana (scag125) 2020-09-24
  • Fire (br187) 2020-09-26
  • Forge (xge18) 2020-09-10
  • Oceans (mhh64) 2020-08-26
  • Order (ggr24)
  • Solidarity [WC-PSA]
  • Speed (mhh65) 2020-08-23
  • Strength [WC-PSA]
  • Void (mhh62) 2020-08-15
  • War (ph63) 2020-08-17
  • Water (br190) 2020-08-16
  • Zeal [WC-PSA]
(1st) Renown (House Rule)

Starting at 1st level, a character gains renown of their choice in the nation they train in when they gain a level equal to the class level gained. They also gain renown in their secret craft, and as a weapons master when they advance either weapons mastery or a secret craft using a class feature.

(1st) Secret Craft (House Rule)

Starting at 1st level, you gain a secret craft based on the associated Secret Crafts listed with your selected Domain. At 4th/8th/12th/16th/20th you can increase one existing Secret Craft (linked to your known domains) one step or learn a new one. If you learn a new one, you select it from your crafts based on your known domains.

Each time you gain this class feature the maximum you can increase the secret craft too increases by one. These are at 4th (1st Circle), 8th (2nd Circle), 12th (3rd Circle), 16th (4th Circle) and 20th (5th Circle). This is part of your class level and more Secret Crafts can be learnt with Downtime activities.

(2nd) Channel Divinity

At 2nd levei, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. Vou start with two such effects: Turn Undead 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. Vou 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 c1eric spell save DC.

Beginning at 6th leveI, 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 Undead – As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead 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. lt 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.

(3rd) Weapon Mastery (House Rule)

Starting at 3rd level, you can increase your proficiency in one weapon every 3 class levels (6th, 9th, 12th, 15th and 18th). You still need to meet the level requirements to advance the weapons as normal. Learning these weapon proficiencies are part of gaining the class level, and further weapon proficiencies can be learned with downtime activities.

The advanced versions of weapon proficiencies and the required tiers: Skilled (Tier 1), Expert (Tier 2), Master (Tier 3), and Grand Master (Tier 4).

(4th) Ability Score Improvement

At level 4th, 8th, 12th, 16th and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. You can’t increase any ability score above 20.

(5th) Destroy Undead

At 5th/8th/11th/14th/17th you gain an increase in the level of undead destroyed if they fail their saving throw vs your Turn Undead Channel Divinity. Starting at 1/2 CR or clower at 5th level, it increases to 1 CR at 8th level and by 1 for each increase after that.

(6th) Tier Upgrade

At 6th/11th/16th your cleric gains a Tier Upgrade which give the cleric a chance to change their Pantheon to one of the Racial or Cultural Pantheons or extra ones based on their level. Eitehr way you can select an extra Domain associated with your Immortal. A Cleric can only have one active domain at a time, but can switch the active domain during a short rest.

At 6th Level they can include Elemental Pantheons. At 11th Level they can include Sphere or Immortal Pantheons. At 16th Level they can follow the Immortal without a Pantheon.

A cleric can only change pantheons as long as their Selected Immortal stays the same in the new Pantheon.

(10th) Divine Intervention

Beginning at 10th levei, 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 leveI, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. lf 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 leveI, your call for intervention succeeds automatically, no roll required.

Background Elements

Temple

Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candida tes typically receive instruction from a cleric of a temple or another place of study devoted to their deity.

Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to a nd heal the masses. What is noteworthy about the temple you studied at?

d6 / Example Temple
1 – Your temple is said to be the oldest surviving structure built to honor your god.
2 – Acolytes of several like-minded deities all received instruction together in your temple.
3 – You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 – Your temple is a fortress and a proving ground that trains warrior-priests.
5 – Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 – You served in a temple in the Outer Planes.

Keepsakes

Many clerics have items a mong their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

d6 / Keepsake
1 – The finger bone of a saint.
2 – A metal-bound book that tells how to hunt and destroy infernal creatures.
3 – A pig’s whistle that reminds you of your humble and beloved mentor.
4 – A braid of hair woven from the tail of a unicorn.
5 – A scroll that describes how best to rid the world of necromancers.
6 – A runes tone said to be blessed by your god.

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attr action of turning against the teachings of one’s deity.

If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or a re doing), or it could be rooted in the way you feel about the world and your role in it.

d6 / Secret
1- An imp offers you counsel. You try to ignore the creatture, but sometimes its advice is helpful.
2 – You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 – You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 – Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 – You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 – In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.

Available Pantheons

Clerics need to choose a Pantheon at first level for which their character follows the belief, religious holidays and events. They also venerate all the gods of the pantheon, with a special connection to one of the the gods associated with the domain.

Elemental Pantheons

At Tier 2 characters can choose to change their pantheon to an elemental pantheon. They must match their chosen got to the pantheon they seelct.

Spheres of Power

All gods belong to one of the spheres, while a pantheon can come from multiple. There are five spheres of power. When cleric reach Tier 3 they can choose to follow a Sphere instead of a Pantheon. They must match their chosen got to the sphere.

Domains by Sphere

These are the main source of the domains.

  • Energy
    • Basic – Light – Fire – War
    • Advenced – Arcana – Hunting – Travel
    • NPC Only – Zeal
  • Matter
    • Basic – Earth – Forge – Nature
    • Advanced – Beer- Dragon – Moon – Mountain
    • NPC Only – Creation – Hunt – Strength
  • Thought
    • Basic – Air – Knowledge –Trickery
    • Advanced – Balance – Beauty – Justice – Tempest
    • NPC Only – Labyrinth – Solidarity
  • Time
    • Basic – Life – Speed – Water
    • Advanced – Ocean – Repose – Time
    • NPC Only – Clockwork – Cats – Prophecy
  • Entropy
    • Basic – Darkness – Death – Grave
    • Advanced – Corruption – Lust – Tyranny
    • NPC Only – Ambition, Apocalypse, Blood, Hunger, Madness, Void (mhh62)
Energy Sphere

Closely associated with the Element of Fire and Energy type of Fire and the colour red. Desires activity and chaos, and the schools of evocation and illusion. The guiding principle is Energy dominates Matter by making it unstable, opposes Thought’s categorisation, and is subject to Time’s organisation. Fire burns earth and is in turn quenched by water.

Divine Features

  • Protected by the Gods (Energy): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
  • Spell Affinity (Energy): You have Energy Sphere affinity, your fire spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
  • Base Anathema (Energy): Water or Time abilities and any cold damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.

Energy Domains

  • <> 100 or more <> Arcane (8-28-152), Light (5-21-111), Nature (7-26-137),
  • Fire (4-15-79), Knowledge (5-17-91), Travel (4-12-61), War (4-16-93)
  • Balance (3-9-41), Clockwork (3-7-33), Hunting (3-10-57),
  • Creation (2-8-45),
  • Beauty (1-2-7), Forge (1-4-24), Life (1-2-7), Prophecy (1-2-10), Repose (1-2-7), Tempest (1-3-17), Trickery (1-4-20)

Energy Immortals

  • Benekander (I1) – Balance, Clockwork, Light, Travel
  • Coberham (T10) – Arcana, Fire, Knowledge, Prophecy
  • Eiryndul (e20) – Fire, Light, Nature, Travel, Trickery
  • Ilsundal (H33) – Arance, Balance, Light, Nature
  • Ixion (H36) – Fire, Knowledge, Light War
  • Lornasen (T7) – Balance, Beauty, Life, Nature, Repose
  • Mahmatti (C13) – Arcane, Fire, Knowledge, Nature
  • Mazikeen (T11) – Arcana, Clockwork, Knowledge, Labyrinth
  • Mealiden (e23) – Arcana, Hunting, Nature, Travel, War
  • Rafiel (e21) – Arcana, Clockwork, Creation, Knowledge, Light
  • Tahkati (C17) – Hunting, Tempest, Travel, War
  • The Korrigans (e24) – Arcana, Creation, Forge, Nature
  • Zirchev (C17) – Arcana, Hunting, Nature, War
Entropy Sphere

Closely associated with the Element of Death and Energy type of Necrotic and the colour black. Desires death and destruction, and not associated with any particular school or element. The guiding principle is Entropy is in opposition to all the other principles. Entropy seeks to Destroy Matter, dissipate Energy, stagnate Time, and Stifle Thought.

Divine Features

  • Protected by the Gods (Entropy): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
  • Spell Affinity (Entropy): You have Entropy Sphere affinity, your death or necrotic spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
  • Base Anathema (Entropy): Radiant or Light abilities and any radiant damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.

Entropy Domains

  • Corruption (4-22-120),
  • Apocalypse (3-14-76),
  • Arcane (2-8-43), Blood (2-7-40), Grave (2-11-61), Hunger (2-11-59), Lust (2-11-59), Tyranny (2-5-29),
  • Cats (1-2-14), Creation (1-3-15), Death (1-6-35), Dragon (1-3-15), Madness (1-6-31), Trickery (1-5-29), War (1-2-14)
  • NPC Only: Void (mhh62)

Entropy Immortals

  • Aracne Prime – Void
  • Arik – Void
  • Atzanteotl (H31) – Corruption, Hunger, Lust, Madness
  • Danel (C14) – Blood, Cats, Tyranny, War
  • Idris (C15) – Apocalypse, Arcana, Creation, Dragon, Tyranny
  • Masuwu (E28) – Arcana, Corruption, Hunger, Lust, Trickery
  • Orcus (E26) – Apocalypse, Blood, Corruption, Grave
  • Stodos – Void
  • Thanatos (H35) – Apocalypse, Corruption, Death, Grave
Matter Sphere

Closely associated with the Element of Earth and Energy type of Acid and the colour green. Desires stasis and stability, and the schools of abjuration and conjuration. The guiding principle is Matter dominates Thought by forcing it to be logical, opposes Time’s attempts to change things, and is subject to Energy’s introduction of chaos. Earth chokes air and is in turn burned by fire.

Divine Features

  • Protected by the Gods (Matter): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
  • Spell Affinity (Matter): You have Matter Sphere affinity, your earth or acid spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
  • Base Anathema (Matter): Air or Thought abilities and any thunder or lightning damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.

Matter Domains

  • <> Over 100 <> Creation (6-20-111), Earth (5-22-125), Knowledge (6-26-143), Life (4-19-111), Nature (8-31-174),
  • Forge (6-16-82),
  • Dragon (4-13-65), Hunt (5-14-71), Justice (4-17-87), War (5-12-62)
  • Arcane (3-13-71),
  • Balance (2-12-66), Beer (2-7-39), Clockwork (2-3-15), Moon (2-4-21), Travel (2-6-32),
  • Cats (1-5-27), Fire (1-1-3), Lust (1-2-11), Madness (1-2-11), Mountain (1-6-34), Repose (1-6-36), Speed (1-3-15), Tempest (1-3-13), Tyranny (1-1-5)

Matter Immortals

  • Atruaghin (H32) – Balance, Justice, Knowledge, Nature
  • Branden (I3) – Clockwork, Creation, Fire, Forge, War
  • Chiron (I6) – Creation, Knowledge, Life, Nature
  • Diamond (C16) – Dragon, Forge, Hunt, Justice, Knowledge
  • Djaea (H34) – Balance, Earth, Life, Mountain, Nature
  • Faunus (T11) – Beer, Lust, Madness, Moon, Nature
  • Garl (T12) – Clockwork, Creation, Earth, Forge, War
  • Hattani (C15) – Earth, Nature, Speed, War
  • Ka (H35) – Arcane, Knowledge, Life, Nature
  • Kagyar (E28) – Beer, Creation, Earth, Forge, Knowledge
  • Ninfangle (E27) – Cats, Hunt, Travel, War
  • Opal (C13) – Dragon, Forge, Hunt, Justice, Tempest
  • Pearl (T10) – Arcane, Dragon, Forge, Hunt, Moon
  • Terra (H36) – Creation, Earth, Life, Nature, Repose
  • The Great One (E26) Arcane, Creation, Dragon, Justice, Knowledge
  • Wogar (I5) Hunt, Nature, Travel, Tyranny, War
Thought Sphere

Closely associated with the Element of Air and Energy type of Lighting and Thunder and the colour white. Desires perception and categorisation, and the schools of divination and enchantment. The guiding principle is Thought dominates Time by enforcing free will, opposes Energy’s chaos, and is subject to Matter’s restriction. Wind dries water and is in turn blocked by earth.

Divine Features

  • Protected by the Gods (Thought): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
  • Spell Affinity (Thought): You have Thought Sphere affinity, your air, lightning or thunder spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
  • Base Anathema (Thought): Earth or Matter Abilities and any acid damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.

Thought Domains

  • <> Over 100 <> Trickery (4-20-111)
  • Knowledge (4-18-99),
  • Air (3-11-64), Balance (3-12-73), Justice (3-5-22), Life (3-9-47), Moon (3-8-37), Repose (3-6-29),
  • Tempest (2-9-52), War (2-5-23)
  • Arcana (1-4-23), Beauty (1-2-14), Clockwork (1-6-32), Creation, (1-2-12), Hunt (1-1-3), Hunting (1-1-3), Labyrinth (1-6-32), Nature (1-2-8), Oceans (1-2-14), Prophecy (1-4-23), Speed (1-2-12),

Thought Immortals

  • Alhanni (T14) – Balance, Beauty, Oceans, Repose
  • Asterius (E27) – Life, Moon, Travel, Trickery
  • Cochere (T12) – Air, Creation, Justice, Life, Speed
  • Cretia (C16) – Air, Tempest, Trickery, War
  • Korotiku (H32) – Clockwork, Knowledge, Labyrinth, Trickery
  • Matin (T7) – Justice, Moon, Repose, War
  • Odin (H36) – Air, Balance, Knowledge, Tempest, Trickery
  • Qywattz – Void
  • Ralon (T8) – Knowledge, Life, Nature Repose
  • Ruaidhri (I3) – Hunt, Hunting, Justice, Moon
  • Ssu-Ma (e23) – Arcana, Balance, Knowledge, Prophecy
Time Sphere

Closely associated with the Element of Water and Energy type of Cold and the colour blue. Desires steady change, and the schools of necromancy and transmutation. The guiding principle is Time dominates Energy’s chaos by organising its change, opposes Matter’s stability, and is subject to Thought’s imposition of free will. Water quenches fire and is in turn dried by wind.

Divine Features

  • Protected by the Gods (Thought): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
  • Spell Affinity (Thought): You have Time Sphere affinity, your water or cold spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
  • Base Anathema (Time): Fire or Energy abilities and any fire damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.

Time Domains

  • Time (4-17-91),
  • Prophecy (3-12-62), Travel (3-12-66),
  • Balance (2-8-38), Knowledge (2-8-43), Life (2-10-50), Nature (2-9-49), Oceans (2-8-47), Repose (2-10-50), Water (2-8-47)
  • Speed (1-6-36)

Time Immortals

  • Calitha (C18) – Nature, Oceans, Travel, Water
  • Carnelian (T7) – Balance, Knowledge, Prophecy, Time
  • Khoronus (H36) – Knowledge, Prophecy, Speed, Time
  • Ordana (H31) – Balance, Life, Nature, Repose
  • Protius (E29) – Oceans, Time, Travel, Water
  • Simurgh (e19) – Life, Prophecy, Repose, Time, Tavel

Immortal Follower

Characters at Tier 4 can choose to just follow a specific immortal. They must match the domains of the immortal they choose.

Cleric – GM Section

This is a conceptual work in progress section for clerics.

Common Domains

Energy / Fire
– Fire (br187) 2020-09-11
– Light (ph60) 2020-09-01
– War (ph63) 2020-08-17

Matter / Earth
– Earth (br187) 2020-09-12
– Forge (xge18) 2020-09-10
– Nature (ph61) 2020-08-27

Thought / Air
– Air (br183) 2020-09-26
– Knowledge (ph59) 2020-09-04
– Trickery (ph62) 2020-08-19

Time / Water
– Life (ph60) 2020-09-02
– Speed (mhh65) 2020-08-23
– Water (br190) 2020-08-16

Entropy / Darkness
– Darkness (mhh59) 2020-09-15
– Death (dmg96) 2020-09-14
– Grave (xge19) 2020-09-09

Uncommon Domains

Energy / Fire
– Arcana (scag125) 2020-09-24
– Hunting (mhh61) 2020-09-06
– Travel (mhh66) 2020-08-20

Matter / Earth
– Beer (mhh55) 2020-09-21
– Dragon (mhh60) 2020-09-13
– Moon (mhh63) 2020-08-29
– Mountain (mhh64) 2020-08-28

Thought / Air
– Balance (br184) 2020-09-23
– Beauty (br185) 2020-09-22
– Justice (mhh61) 2020-09-05
– Tempest (ph62) 2020-08-22

Time / Water
– Ocean (mhh64) 2020-08-26
– Repose (br189) 2020-08-24
– Time (dm15) 2020-08-21

Entropy / Darkness
– Corruption (br186) 2020-09-17
– Lust (mw404) 2020-08031
– Tyranny (br190) 2020-08-18

NPC Only Domains

Energy / Fire
– Zeal [WC-PSA]

Matter / Earth
– Creation (br185) 2020-09-16
– Hunt (fkcc3) 2020-09-07
– Strength [WC-PSA]

Thought / Air
– Labyrinth (mhh62) 2020-09-03
– Solidarity [WC-PSA]

Time / Water
– Cat (mhh58) 2020-09-19
– Clockwork (mhh58) 2020-09-18
– Prophecy (mhh62) 2020-08-25

Entropy / Darkness
– Ambition [WC-PSA]
– Apocalypse (mhh65) 2020-09-25
– Blood (tcs65) 2020-09-20
– Hunger (mhh60) 2020-09-08
– Madness (br188) 2020-08-30

Character Build Shortcuts

Class DetailsCleric – Level 01 (Starting)

  • Starting Hit Points 8 HP first level
  • Starting Proficiencies:
    • Armour – Light and Medium Armour, Shields
      • Multi – also gains these proficiencies
    • Weapons – All simple weapons
    • Tools – None
    • Saving Throws – Wisdom, Charisma
  • Starting Skill Choices Religion and Select Two Athletics, Insight, Intimidation, Medicine, Perception.
    • Multi – Gains Religion as a skill.
  • Starting Gear Choices
    • a mace or a warhammer (if proficient)
    • a scale male or leather armour or chain mail (if proficient)
    • Light crossbow and 20 bolts or any simple weapon
    • a priest pack or explorers pack
    • Shield and a holy symbol
    • a praybook spellbook and Ritual book
  • Divine Domain (Cleric1st) Choose one.
  • Spellcasting (ph58 – Cleric) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to your level then add ability modifier spells known from their spellbook)
    • Learn Cantrips (4)
    • Learn Level 1 Spells (6)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (3) 1st (2)
      • Note: Multiclass increase spellcasting slots by one level
  • Divine Ritual book (Cleric) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
  • Weapons Mastery – patrons favoured weapon upgraded (max skilled)

Class DetailsCleric – Level 02

  • Hit Points 5 + con (d8)
  • Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
    • Turn Undead (Cleric 2nd) As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead 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. lt 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.
  • Divine Domain Upgrade: From selected domain.
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (3)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Class DetailsCleric – Level 03

  • Hit Points 5 + con (d8)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4) 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Class DetailsCleric – Level 04

  • Hit Points 5 + con (d8)
  • Ability Score Improvement (gain both) Abilities and Feat
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4) 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Content Updates

  • 2021-08-22 – Moved the rarity of domains to GM Section and updated the menu.
  • 2020-09-20 – Cleaned up the Prayebook details to note how many spells you know, and that you learn a new ritual spell with each new level.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Barbarian: Ancestors, Ancestral Guardian, Battlerager, Berserker, Harrier, Juggernaut, Storm Herald, Totem Warrior, Zealot

Bard: Entropy, Fey Magic, Glamour, Greenleaf, the Jester, Lore, Swords, Valour, Virtue, Whispers

Cleric: Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Clockwork, Corruption, Creation, Darkness, Death, Dragon, Earth, Fire, Forge, Grave, Hunger, Hunt, Hunting, Justice, Knowledge, Labyrinth, Life, Light, Lust, Madness, Moon, Mountain, Nature, Oceans, Order, Prophecy, Repose, Solidarity, Speed, Strength, Tempest, Time, Travel, Trickery, Tyranny, Void, War, Water, Zeal

Druid: Dreams, Feyfriend, the Forest Kingdom, the Land, the Moon, the Shapeless and Prime Terror, the Shepherd, the Stones, the Tree of Life

Fighter: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Clacking Mercenary, Edjet, Eldritch Knight, Ghost Knight, Griffon Knight, Hospitaller, Knight Surgeon, Samurai, Shield Bearer, Sword Dancer, Weapons Master, Woodlands Cavalier

Monk: the Cobalt Soul, the Drunken Master, the Elements, Iron, the Kensai, the Long Death, the Open Hand, Shadow, the Sun Soul

Paladin: the Ancients, the Ascetic, Battle, Conquest, the Crown, Devotion, the Eagle, the Giving Grave, Mercy, Perfection, the Radiance, Redepmtion, Thunder, Vengeance. Special – Oathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Gloom Stalker, Hidden Guardian, Horizon Walker, Hunter, Monster Slayer, Unicorn Charger, Vampire Slayer, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Duelist, Fixer, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Whisper

Sorcerer: Bloodlines (Draconic, Dryad, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow), Divine Inspiration, Divine Soul, Elemental Essence, Pyromancer, Runechild, Shadow Magic, Storm Sorcery, Wild Magic

Warlock: Archfey, Black Woods, Celestial, Fiend, Genie Lord, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Undying

Wizard: Angelic Scribe, Bladesinger, Doom Croaker, Dragon Masks, Elementalist, Geomancy, Necrophagy, Ring Warden, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Transmutation, Void Magic), Timekeeper, War Mage

D&D Pantheons

The Pantheons, The Immortals, The Divine Features

Racial Pantheons: Atruaghin, Dragonkin, Dwarven and Gnome, Elven, Ethengarian, Halfling, Traladaran

Cultural Pantheons: Alphatian Empire, Land Guilds, Makai, Norse, Ocean Guilds, Outcast, Thyatian Empire, Ylari

Elemental Pantheons: Air, Darkness, Earth, Fire, Forest, Ocean, Radiance, Shadowlands, Sky, Water

Immortal Pantheons: Celestials, Elemental Rulers, Empyreals, Energy, Entropy, Eternals, Hierarchs, Initiates, Matter, Spheres, Temporals, Thought, Time

Special Pantheons: Ancient Ones, Assembly, Azcan, Davania, Hollow World, Norwold, Old Ones, Olympian, Savage Coast

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

General Links

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Follow My Blog

Get new content delivered directly to your inbox. For managing your subscriptions see Subscription Information.

Join 47 other followers

Categories

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s