Pseudo Cleric (5e Subclass)

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Pseudo Cleric[edit]

Paladin Subclass

Clerics and paladins are quite similar. They gain powers from a divine creature, wear armor, and cast healing spells. What happens if a cleric becomes more focus on fighting or a paladin becomes more devoted to their God? A pseudo paladin is a normal paladin that has been blessed by their God. They bridge the gap between paladins and clerics. Pseudo Cleric can cast 9th levels spells like a cleric but it comes at a greater toll than a normal cleric.

Divine Restriction

You can't multiclass into the Cleric class. You also can't gain levels in this class if you are a Cleric.

Tenets of Pseudo Cleric

A paladin who takes this oath proudly displays a symbol of his God

Message. It is up to you to spread the message of your god

Role Model. You need to be at your "best" behavior as your acts will reflect your god's nature

Enlightenment. You strive to be enlightened by your god

Loyalty. You are loyal to your god and you place your god's words above everything else

Divine Domain

Starting at 3rd level, you can choose one of the domains (subclasses) available to the cleric class. Your choice will impact features of pseudo cleric like Oath Spells and Channel Divinity.

Oath Spells

At 3rd level, you gain the same always prepared spells as your cleric counterpart. The spells available to 1st-level clerics from your chosen Divine Domain are always prepared for you. They don't count against your maximum amount of prepared spells, and Charisma is your spellcasting ability for those spells.

You can cast higher level spells from your chosen Divine Domain spell list as you gain levels in this class: at 5th-level, the 2nd-level spells from your chosen Divine Domain are always prepared for you, the 3rd-level spells at 9th-level, the 4th-level spells at 13th level and the 5th-level spells at 17th level.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

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. 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.

Domain Channel Divinity. You gain the 2nd-level channel divinity option from your chosen Divine Domain.

Clerical Training

At 7th level, you gain the benefits granted by your chosen Divine Domain at 6th level.

Magic Fusion

At 15th level, you care able to create higher level spell slots, enabling you to cast more powerful cleric spells. You can combine two spell slots to create a spell slot with a level equal to the level of both summed. For example, you can turn two 3rd-level spell slots into a 6th-level spell slot. The maximum level of a slot created is 9th-level.

Creating a fused spell slot requires 1 minute per level of the spell slot created. You can use this fused spell slot to cast any spell from the cleric's list. You can't have more than one fused spell slot at the same time.

Spells of 6th level and higher are particularly taxing to cast. When, you use Magic Fusion to create a slot of level of 6th or higher, you can't create another slot of the same level until you finish a long rest.

Divine Blessing

When you reach the 20th level, you gain the benefits granted by your chosen Divine Domain at 17th level.

In addition, 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 20, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If 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.

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