Extended Cleric Levels (5e Class)
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Extended Cleric Levels
These are additional levels for the Cleric class. See Level 40 Expansion (5e Variant Rule) for more info.
Class Features
As a Cleric you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cleric level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- None
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Demigod |
2nd | +2 | Destroy Undead (CR 5), Divine Domain feature |
3rd | +2 | Improved Ability Score Improvement |
4th | +2 | Ability Score Improvement, Winged Acolyte |
5th | +3 | Spreading Faith |
6th | +3 | Divine Domain feature |
7th | +3 | Destroy Undead (CR 6) |
8th | +3 | Ability Score Improvement, Improved Ability Score Improvement |
9th | +4 | Channel Divinity (4/rest), Divine Domain feature |
10th | +4 | Winged Acolyte (120 feet) |
11th | +4 | Divine Assistance |
12th | +4 | Ability Score Improvement, Angelic Form |
13th | +5 | Destroy Undead (CR 7) |
14th | +5 | Improved Ability Score Improvement |
15th | +5 | Celestial Essence |
16th | +5 | Ability Score Improvement, Winged Acolyte (150 feet) |
17th | +6 | Reverent Power |
18th | +6 | Divine Domain feature |
19th | +6 | Ability Score Improvement, Destroy Undead (CR 8) |
20th | +6 | Healer of the Gods |
Demigod
At 21st level, you begin to surpasse the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a cleric and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow white whenever you cast a spell, your skin might take on a permanent glow, or your hair might take on a permanent float effect. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.
Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC also increases by 1.
Improved Ability Score Improvement
When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.
Winged Acolyte
At 24th level, you begin to feel an itching sensation in your shoulder blades. The itching gets more and more intense over the course of three days until the eve of the fourth when a pair of giant wings sprout from your shoulder blades that continue to grow over time. The DM will determine what they look like based on your domain and he specific higher powers you serve.
You gain a wingspan of 15 feet and a flying speed of 90 feet. This increases to a wingspan of 20 feet and a fly speed of 120 feet at 30th level, and to a span of 25 feet and a fly speed of 150 feet at 36th level.
Spreading Faith
Starting at 25th level, your presence is enough to get people to follow your faith without any effort on your part. Stories of your deeds, whether for good or ill, slowly become distorted legends and the people will look at you with awe or fear. The exact effects of this are up to the DM to determine, as the nature of your being and the deeds you have commited can vary greatly. The information and the stories about you that are readily available may fluctuate from place to place. Villages and small towns are more susceptible to this effect than larger towns and cities.
Divine Assistance
Beginning at 31st level, you can use your Divine Intervention feature once every single day, regardless of whether your god has already intervened within the past week. If your god already has come to your aid within that time, though, you will instead receive assistance from one of your angelic “siblings”: a deva. This deva will aid you and your allies in any way it can for up to an hour, but will only assist with one task before going back to the plane from whence it came. This task could be helping rebuild a city, aiding you in combat, gathering information, etc. You can call for aid in this way so long as the deva remains in good standing with you and is still alive. No matter how powerful you are, your deity will not send an endless supply of disposable angels to aid you, so if multiple devas you summon in this way die your deity may refuse to send another until you regain their trust.
Angelic Form
At 32nd level, you gain the ability to temporarily manifest your celestial power into the form of a true angel. As an action, you can cast shapechange on yourself without expending a spell slot and without using any material, somatic, or verbal components, transforming into a planetar. The spell is not concentration for you, and you cannot change into other creatures using this casting of the spell. When you revert back to your regular form, you immediately gain two levels of exhaustion. You cannot use this feature while you have any levels of exhaustion.
Celestial Essence
Beginning at 35th level, your existence is a bane to the unholy. You shed bright light out to a radius of 5 feet and dim light for another 5 feet, and any fiend or undead that begins its turn within the bright light takes 20 radiant damage and is blinded until the end of its turn. Any fiend or undead that ends its turn in the bright light takes the damage and is blinded until the start of its next turn. Creatures in the dim light only take 10 damage and aren’t blinded. At the start of each of your turns, you can choose to turn the light on or off. If you follow an evil god, you may choose to give the light a red or purple tint and have it deal necrotic damage instead, and only effect celestials and fey instead of fiends and undead.
Performance Power
At 37th level, your connection to the base forces of life and even your own divinity increases exponentially, granting you divine power beyond that of any other angel. Your Constitution and Wisdom scores each increase by 2, to a maximum of 26, as well as one other score of your choice; each of your weapon attacks deal extra radiant damage equal to your Wisdom modifier; and you can use your bonus action on your turn to regain one use of your Channel Divinity, after which you must complete a short rest before being able to do so again.
Healer of the Gods
At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, whenever you cause a creature to regain hit points, that creature gains temporary hit points equal to the maximum number of hit dice it can have (up to a maximum of the number of hit points it regained). You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.
Divine Domain
Knowledge Domain
- Boons of Information
At 22nd level, you gain a +2 bonus to all ability checks you make with tools as well as with any Intelligence-based ability checks. This bonus cannot be applied to the same ability check more than once.
- Channel Divinityː Expertise of the Times
Also starting at 22nd level, you can use your Channel Divinity to access advanced information on something you are already knowledgeable on. As an action, choose one skill or tool you are proficient with. For the next 10 minutes, you double your proficiency with that skill or tool.
- Telepathic Control
Starting at 26th level, you gain the ability to psychically manipulate the minds of others. You may cast the spell Dominate Person on any humanoid whose mind you can read on any level or that is charmed by you without expending a spell slot or material components. Once the spell ends, you gain one level of exhaustion.
- Deadly Spellcasting
Starting at 29th level, you add your Wisdom modifier to the damage you deal with any cleric spell of 1st level or higher.
- Hallucinations of the Future
Beginning at 38th, you can use your Visions of the Past feature to instead learn about the future. You must expend a total number of spell slot levels prior to using this feature in this way equal to the number of hours you wish to see into the future for. Your Visions of the Past feature otherwise functions as normal, giving you the same kinds of information about future owners or future events. You gain one level of exhaustion when your visions of the future end. Yours or other’s knowledge of the future can change the outcomes of events so the visions you see may not come to pass. In addition, a number of creatures up to half your Wisdom modifier (rounded down) within 5 feet of you when you use Visions of the Past or this feature can also witness the same images that you see. Finally, you can choose to have the visions not be shadowy but concrete and fully opaque, fully superimposing themselves over the area around you.
Life Domain
- Student of Energy
Starting at 22nd level, whenever you cast a spell of 1st level or higher that causes a positive effect on a creature that doesn’t already cause it to regain hit points, it regains hit points equal to 2 + the spell’s level. Spells like bless and greater restoration are considered to be spells that cause a positive effect.
- Channel Divinity Restore Wellbeing
Also starting at 22th level, you can use your Channel Divinity to purge those around you of negative effects. As an action, you present your holy symbol and produce holy energy that can cure a number of creatures equal to a fifth of your level (rounded down). Choose up to that number of creatures within 60 feet of you. End any blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, restrained, or stunned condition caused by a disease, poison, spell, or other magical effect affecting those creatures. Conditions that are caused by other conditions (such as being incapacitated by means of being unconscious) are not cured.
- Holy Restorer
Beginning at 26th level, whenever you cast a spell of 1st level or higher that has a positive effect on one or more creatures not including you that doesn’t already cause them to regain hit points, you regain hit points equal to the spell’s level + the number of creatures helped in this way.
- Divine Destruction
At 29th level, your Divine Strike feature deals 3d10 damage instead.
- Ultimate Healing
Starting at 38th level, your healing spells are infused with the very essence of life itself. Whenever you would cause a creature to regain hit points, you can choose to siphon your own life energy into that creature. You can expend any number of your own hit points to cause that creature to regain additional hit points equal to twice the number expended. This feature cannot be used on another cleric of the life domain. If the number of hits you expend equals or exceeds half the number of hit points the creature recovered, you gain 1 level of exhaustion, or 2 levels if the hit points you expended equal or exceed the number of hit points the creature recovered.
Light Domain
- Superior Flare
At 22nd level, your Warding Flare feature causes the creature you use it on to become blinded until the start of its next turn.
- Channel Divinity Illumination
Also starting at 22th level, you can use your Channel Divinity to illuminate an area like nothing else. As an action, you present your holy symbol and each area of darkness or dim light within 150 feet of you becomes an area of bright light. This effect lasts for 10 minutes or until you dismiss it as an action.
- Supreme Flare
At 26th level, your Warding Flare has become so powerful that it not only blinds those it's used on, but everyone around the flare as well. Choose any number of creatures within 5 feet of the target when you use Warding Flare. Each of those creatures are also blinded until the start of each of their next turns.
- Deadly Spellcasting
Starting at 29th level, you add your Wisdom modifier to the damage you deal with any cleric spell of 1st level or higher.
- Aura of the Sun
At 38th level, you may increase your Corona of Light feature’s light radii each by another 30 feet and the duration to 2 minutes when you use it, turning it into an Aura of the Sun. In addition, whenever you roll fire or radiant damage while your Aura of the Sun is active, you may reroll a number of damage dice up to your Wisdom modifier and must use the new rolls. When the duration ends, you gain 1 level of exhaustion.
Nature Domain
- Bonus Proficiency
At 22nd level, choose one of the skills from the Acolyte of Nature feature. You gain proficiency in that skill, or expertise if you already had proficiency.
- Channel Divinity Charm Fey
Also starting at 22th level, you can use your Channel Divinity to charm nearby fey. As an action, you present your holy symbol and invoke the name of your deity. Each fey that can see you within 30 feet must make a Wisdom saving throw. If a creature fails the save, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. A creature has advantage on the save if it is in combat with you. Fey do not benefit from features, traits, or condition immunities that would help prevent this feature from charming them.
- Destroy Elements
Starting at 26th level, your Dampen Elements feature grants immunity instead of resistance.
- Divine Destruction
At 29th level, your Divine Strike feature deals 3d10 damage instead.
- Lord of the Ancients
At 38th level, you gain the ability to command fey. As an action, you gain the ability to mentally command each fey charmed by you for the next 2 minutes (no action required). When the duration ends, you gain 1 level of exhaustion.
Tempest Domain
- Rage of the Hurricane
At 22nd level, your Wrath of the Storm feature deals 3d10 damage instead, and can be used an additional time between long rests.
- Channel Divinity Obliterative Storm
Also starting at 22th level, you can use your Channel Divinity to transform your attacks into destructive energy. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to turn the hit into a critical hit that, instead of dealing bludgeoning, piercing, and/or slashing damage, deals lightning or thunder damage (your choice). Other types of damage dealt by the attack remain the same.
- Thunderblast Strike
At 26th level, when you deal thunder damage to a Large or larger creature, you can stun it until the start of its next turn.
- Divine Destruction
At 29th level, your Divine Strike feature deals 3d10 damage instead.
- Prodigy of the Clouds
At 38th level, you can cause a thunderous boom to echo from your feet and gain the ability to move your fly speed during your turn (no action required by you) for the next 2 minutes. When the duration ends, you gain 1 level of exhaustion.
Trickery Domain
- Boons of the Prankster
At 22nd level, you can use your Blessing of the Trickster feature to turn a creature invisible.
- Channel Divinity Shifting Shadowform
Also starting at 22th level, you can use your Channel Divinity to surround yourself in an illusion that constantly changes. As an action, you create an illusion around yourself that takes the form of any Huge or smaller creature, down to a size no smaller than your own. Both at the start and end of your turn you can choose what form the illusion takes. In addition, you gain the movement speeds of the creatures you take the appearance of, as well as the reach distances of the attacks of the creatures you take the appearance of. This illusion lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). Each creature the illusion takes the form of must be able to cover your whole body. (e.g. A wolf is not a valid illusion.)
- Robes of the Night
At 26th level, if an effect that has turned you invisible ends for any reason while you are in an area of darkness, you can remain invisible until you are no longer in an area of darkness or you make an attack or cast a spell.
- Divine Destruction
At 29th level, your Divine Strike feature deals 3d10 damage instead.
- Improved Shadowform
At 38th level, you may choose to create an illusion that is an identical copy to that of the illusion that surrounds yourself when you use your Shifting Shadowform feature. The illusion appears in an unoccupied space that you can see within 15 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 60 feet of you. You can also teleport into the other illusion with the same bonus action after the movement, after which the other illusion becomes the one that you can move with a bonus action. You gain 1 level of exhaustion when this effect ends.
War Domain
- Battle Acolyte
At 22nd level, you can use your War Priest feature to instead make the extra attack as a part of your Attack action.
- War God's Bane
Also starting at 22th level, you can use your Channel Divinity to give an enemy unnatural lethargy for a moment. When an enemy within 30 feet of you makes an attack, you can use your reaction to give it a -10 penalty to the attack roll. You make this choice before knowing whether the attack hits or misses.
- Guided Destruction
At 26th level, whenever you or another creature gets a hit with the bonus provided by your Guided Strike or War God’s Blessing features, that attack deals an additional 10 damage.
- Divine Destruction
At 29th level, your Divine Strike feature deals 3d10 damage instead.
- Entity of War
At 38th level, you gain the ability to temporarily resist most forms of physical harm in battle. As an action, you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, as well as resistance to fire, lightning, and cold damage as well as all other damage caused by weapons for 2 minutes. You gain 1 level of exhaustion when the duration ends.
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