Cleric, Switched Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Cleric, Switched Variant[edit]

Switched Universe[edit]

Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Fighters are dirty fighters and rogues are master of the blade. Druids are arcane casters meanwhile sorcerers tap into nature. Wizards use music to charm people and bards are masters of magic and skills. Paladins become more intuned to nature and rangers follow a strict oath. Artificers sacrifice their magic for blood power and blood hunters gain magic through forbidden technology.

Eldritch Clerics[edit]

Clerics from the switched universe are very similar to warlocks with cleric features. Clerics found a way to contact the higher power. They make a deal with them to gain a fraction of their power, just like tradition warlocks. Clerics make great alternative to arcane caster. Treat these clerics the same as traditional warlocks.

Creating a Cleric, Switched Variant[edit]

As you make your cleric character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Quick Build

You can make a Cleric, Switched Variant quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Cleric, Switched Variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Cleric, Switched Variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cleric, Switched Variant level after 1st

Proficiencies

Armor: light armor, medium armor and shield
Weapons: simple Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two Skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • (a) a Component pouch or (b) an arcane focus
  • (a) a Scholar's Pack or (b) a Dungeoneer's Pack
  • (a) Scale Mail or (b) Leather Armor or (c) Chain Mail (if proficient)
  • (a) any simple weapon, and two daggers or (b) {{{item5b}}}

Table: The Cleric, Switched Variant

Level Proficiency
Bonus
Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Otherworldly Patron, Spellcasting 3 2
2nd +2 Channel Eldritch (1/rest) 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Celestial (CR 1/2) 4 4 3 2
6th +3 Channel Eldritch (2/rest),Otherworldly Patron Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Celestial (CR 1) 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Eldritch Summoning, Otherworldly Patron Feature 5 4 3 3 3 2
11th +4 Destroy Celestial (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Celestial (CR 3), Otherworldly Patron Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Celestial (CR 4) 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Eldritch (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Improved Eldritch Summoning 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Your arcane Research and the magic bestowed on you by your patron have given you facility with Spells.

Cantrips

At 1st Level, you know three Cantrips of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric, Switched Variant table.

Preparing and Casting Spells

The Cleric, Switched Variant table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Warlock Spells that are available for you to cast, choosing from the Warlock spell list. When you do so, choose a number of Warlock Spells equal to your Wisdom modifier + your Cleric, Switched Variant level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Cleric, Opposite Day Variant, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Warlock Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting ability for your Cleric, Switched Variant Spells. The power of your Spells comes from your deal to a higher being. You use your Wisdom whenever a Warlock spell refers to your Spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Warlock spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ritual Casting

You can cast a Warlock spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Warlock Spells.

Otherworldly Patron[edit]

At 1st level, you chose a Otherworldly Patron. Choose between Archfey, Celestial, Fathomless, Fiend, The Genie, Great Old One, Hexblade, Undead, Undying, all detailed at the end of the class description. Your choice grants you features at 1st and again at .

Channel Eldritch[edit]

At 2nd level, you gain the ability to channel eldritch energy directly from your patron, using that energy to fuel magical Effects. You have two different effect: Turn Celestial and one of Invocations from Warlock class.

When you use your Channel Eldritch, you choose which Effect to create. If you choose Invocation, as a bonus action, you gain the ability to use Invocation for one hour.

  • For passive effects like Devil's Sight, it automatically becomes active at the moment you use Channel Eldritch to the end of the duration.
  • For Invocations that require an addition action, bonus action, or reaction to activate like Best Speech, Gaze of Two Minds, and Thief of Five Fates, it becomes accessible to be used at any time, using the required action, during the 1 hour duration.

You cannot use different uses of Channel Eldritch to get around Invocations that require short or long rest to regain its use. Invocations like Thief of Five Fates only can be used once per long rest no matter how many Channel Eldritch has been used. You must then finish a short or Long Rest to use your Channel Eldritch again.

Beginning at 6th level, you can use your Channel Eldritch 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.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Warlock level, not character level.

Channel Divinity; Turn Celestial

As an action, you present your arcane symbol and speak a curse censuring the Celestial. Each Celestial 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. 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.

Ability Score Improvement[edit]

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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Destroy Celestial[edit]

Starting at 5th Level, when an Celestial of CR 1/2 or lower fails its saving throw against Your Turn Celestial feature, the creature is instantly destroyed.

At 8th level, this is increased to CR 1. At 11th level, CR 2. At 14th level, CR 3. At 17th level, CR 4.

Summon Patron[edit]

Beginning at 10th level, you can summon your patron to "help" you when your need is great.

Getting even a fraction if your patron on this plane will requires you to use your action. Describe what is the desired result of your patron's successful summoning, and roll percentile dice. If you roll a number equal to or lower than your Cleric, Switched Variant level, your patron is successfully summon on this plane. The DM chooses how much of your patron is pulled to this plane. DM controls the patron. The DM decides the Effect of any Warlock spell or Cleric domain spell would be appropriate. Once the patron finishes their job, they return back to where they come from. If your patron is summoned, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your summoning succeeds automatically, no roll required.

Otherworldly Patron[edit]

The beings that serve as Patrons for warlocks are mighty inhabitants of Other Planes of existence—not gods, but almost godlike in their power. Various Patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some Patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other Patrons bestow their power only grudgingly, and might make a pact with only one Warlock. Warlocks who serve the same patron might view each other as allies, Siblings, or Rivals.

Choose any Warlock Subclass as your Cleric, Switched Variant subclass

Optional[edit]

Celestial subclass gains the following additional feature at 6th level:

Channel Divinity; Turn Fiend

As an action, you present your arcane symbol and speak a curse censuring the Fiend. Each Fiend 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. 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.

Multiclassing[edit]

You may not multiclass into or out to any class with Otherworldly Patron (like Warlock).

Prerequisites. To qualify for multiclassing into the Cleric, Switched Variant class, you must meet these prerequisites: 13 Wisdom

Proficiencies. When you multiclass into the Cleric, Switched Variant class, you gain the following proficiencies: light armor, medium armor, shield, and simplest weapon

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: