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Mackenzie Wortman (Order #29156662)

Clergy Holy Sacraments


Members of the clergy represent The Holy Church, enemies The magecraft used by the Holy Church is in the form of its
of the Mages Association and servants of God. They are a holy sacraments. It is a highly stable form of magecraft that is
part of the Roman Catholic Church that specializes in seen to be fueled by magical energy and the power of
reclaiming lost artifacts, exorcising daemons and miracles. The term refers both to the special magical effects
supernatural entities, and hunting down mages. They are the Church can produce and to its weaponry and special
defenders of sacred ground, healers who protect what they equipment, including items such as ash locks and black keys.
consider to be the divine good and, at the same time, All special powers used by members of the Holy Church can
executioners who remove anything they consider heretical. be considered sacraments. These special abilities are
They are the natural enemies of vampires and of anything powered by running magical energy or ki through holy
that considers human-kind its enemy or prey. objects that represent their faith, most commonly being run
Clergy members fall into various categories with different through bible pages bound to the skin. Crosses, bibles, holy
duties. Some remain in monasteries, abbeys, and holy artifacts and such also function properly as a focus for this
churches to defend that sacred ground. Many, particularly type of magic.
executors, take on the role of murderers and killers that Though the end result is similar to magecraft, the unique
perform any number of sinful and deranged acts in the name foundation of the magic prevents it from degrading in the
of their God, and are ultimately forgiven under the pretense same way. However, to keep peace more efficiently and not
that they are enacting God's wrath. Those who operate under cause magecraft to become exposed unnecessarily, the Holy
this exception hold the mentality that beings like vampires Church keeps its sacraments secret as well. Unlike mages,
and daemons are a contradiction to the will of God, thus the however, they will break their secrecy more commonly if it
clergy must act contrary to God’s teachings as a means to means accomplishing their goal. As a result, they have a more
correct His plan and return His design to its proper state. dogmatic approach to silencing those who see their magic
The clergy is directly opposed to the Mages Association; and show comparatively little restraint when weighed against
mages tamper with the natural order and look for answers the methods of the Mages Association and similar
outside the material plane. Seeking the Root means looking organizations.
beyond God's realm. While the clergy doesn't concern itself
with what a mage may do if it were to reach the Root Creating a Clergy Member
(distinctly existing outside the world God watches over) it Your main concern when creating a clergy member is
does take issue with the methods mages take to reach it and deciding what your character considers their responsibilities
the effect they may have on the world. To this end they hunt to the Holy Church to be. You can fill a wide variety of roles in
down heretical mages: ones who threaten the safety of the a party depending on the chivalric order you choose, but each
public and take great efforts to reclaim holy artifacts such as one tends to come with a set of goals and outlooks. Is your
the Holy Grail. character someone who hunts down heretics? If so, do you
consider those who abuse magic to be your main focus or do
you consider creatures like undead and daemons to be your
primary concern? Maybe your character's interest is in
investigating or reclaiming a holy relic lost by the church.
Knowing your place in the organization is a key starting
point to determining how you might run your character. It
goes without saying, but building upon that you should also
consider the nature of your faith. Are you part of the Holy
Church because you truly believe in their teachings or does it
serve some other end? You do not need to be a devout
follower to use holy sacraments as long as you know the
prayers and incantations used to unlock them (though
members of the clergy would say otherwise).

Mackenzie Wortman (Order #29156662)


The Clergy
Level Bonus Features Sacraments Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Chivalric Order, Holy Sacrament 2 - - - - - - - - - -
2nd +2 Fighting Style, Monster Slaying Weapons 2 - - - - - - - - - -
3rd +2 Spellcasting 2 3 3 - - - - - - - -
4th +2 Ability Score Increase 2 4 3 - - - - - - - -
5th +3 - 2 5 3 1 - - - - - - -
6th +3 Holy Sacrament (2nd, 3rd), Order Feature 4 6 3 1 1 - - - - - -
7th +3 Ability Score Increase, Extra Attack 4 7 3 2 1 - - - - - -
8th +3 - 4 8 3 2 1 1 - - - - -
9th +4 Apoptosis Silver, Order Feature 4 9 4 2 2 1 - - - - -
10th +4 Holy Sacrament (4th), Miracle of Faith 5 10 4 2 2 1 1 - - - -
11th +4 Ability Score Increase 5 11 4 2 2 2 1 1 - - -
12th +4 Evasion 5 12 4 2 2 2 1 1 - - -
13th +5 - 5 13 4 3 3 2 1 1 1 - -
14th +5 Ability Score Increase, Order Feature 5 14 4 3 3 2 2 1 1 - -
15th +5 Holy Sacrament (5th) 6 15 4 3 3 2 2 1 1 1 -
16th +5 - 6 16 4 3 3 2 2 1 1 1 -
17th +6 Ability Score Increase 6 17 4 3 3 2 2 1 1 1 1
18th +6 - 6 18 4 3 3 2 2 1 1 1 1
19th +6 Ability Score Increase 6 19 4 3 3 2 2 1 1 1 1
20th +6 Archival Sacrament 6 20 4 3 3 2 2 2 1 1 1

Quick Build The Clergy in Regular D&d


There is no obvious quick build strategy for the clergy, as the You can use the clergy relatively easily in the realms by
various orders cause the class to go in different directions. simply using them as a variation of paladins or clerics. The
The knight fights similarly to a fighter, and so you should class can be moved to function as members of most religious
prioritize Strength for them. The executor is similar to a orders by simply removing the allusions to the Roman
rogue and specializes in dealing damage, and usually benefits Catholic Church and using whatever church or organization
from Dexterity. The Exorcist is an undead-hunting class that you wish. They can follow any god and still function properly.
focuses on durability, so Constitution is key for them. In any If the church in question does not have any text to use as a
case a clergy member should have a high Wisdom stat, spell focus then their black keys and ash locks still work, and
preferably your highest, to boost their spellcasting. You can you can use a regular religious symbol or focus in their place.
take the acolyte background to quickly throw yourself into the Their attitude toward mages can remain the same under the
role. context of being those who hunt down or specifically oppose
In some circumstances, your DM may be willing to use magic users, but their primary identity can still be daemon
paladin or cleric subclasses in place of the chivalric order. hunters. It is also very simple to incorporate those who hunt
You may do this because you want to use a specific oath or and reclaim religious artifacts for their gods.
want to run a clergy member in a setting that does not Rather than having to explain their brutal methods, they
immediately allow for the regular lore of the clergy. There is can be treated as if they are the darker underbelly of their
no way to future-proof against interactions with every church, performing deeds that even their leaders may not
possible oath, so if you do, make sure you remain aware of if know about. Since the context of the religion would have
their abilities work together. If a subclass gives a special use changed, you don't need to do as much legwork to explain
of Channel Divinity, the clergy member can gain one use of away their methods. In regards to secrecy, they may still
specifically that ability (not turn undead) that they regain prefer to operate in the shadows and so do not wish for their
when they complete a long rest, then a second use of it when order to be discovered by the public.
the paladin would gain a second use as well. They do not gain
the regular channel divinity feature unless they fully
multiclass into a class that has it.

Mackenzie Wortman (Order #29156662)


Each time you gain a level as a member of the clergy you
Class Features can choose to exchange one of your sacrament spells for
As a member of the clergy you have the following features. another spell from the paladin spell list. When you exchange
a sacrament, it must be for one of the same level as the one
Hit Points you're giving up.
- When you cast a sacrament spell that targets a creature
Hit Dice: 1d8 per Clergy level that is undead or a monstrosity, any attack rolls you make
Hit Points At 1st Level: 8 + your Constitution modifier have advantage and any saving throws they make against
Hit Points At Higher Levels: 1d8 (or 5) + your your spell effect have disadvantage.
Constitution modifier per Clergy level after 1st
Fighting Style
Proficiencies
- At 2nd level you adopt a style of fighting as your speciality.
Armor: Light and medium armor, shields Choose one of the following options. You can't take a Fighting
Weapons: Simple and martial weapons Style option more than once, even if you later get to choose
Tools: None again.
Saving Throws: Wisdom, Charisma Archery
Skills: Choose two from Athletics, History, Insight, You gain a +2 bonus to attack rolls you make with ranged
Medicine, Persuasion, Religion weapons.
Equipment Defense
You start with the following equipment, in addition to the While you are wearing armor, you gain a +1 bonus to AC.
equipment granted by your background:
Dueling
(a) an Ash Lock shortsword, (b) any ash lock simple When you are wielding a melee weapon in one hand and no
weapon or (c) any martial weapon other weapons, you gain a +2 bonus to damage rolls with that
(a) scale mail , (b) leather armor or (c) chain mail weapon.
(a) 20 black keys, (b) a light crossbow with 20 bolts or (c)
any simple weapon Fleeting Speed
A priest’s pack and clergy's divine focus Whenever you hit a creature with a weapon attack on your
You may instead choose to start with gold equal to 80 (4d4 turn, you can use your bonus action to move 10 feet without
x 10) gp. provoking opportunity attacks from that creature. This
movement does not count against your base movement
Chivalric Order speed.
You belong to one of the different orders that make up the Throwing Expert
Holy Church. Charged with different duties and expressing Whenever you make a ranged weapon attack with a thrown
them through different levels of violence and brutality, they all weapon, you do not suffer disadvantage on the attack roll as a
protect the Holy Church from different heretical elements. result of attacking between the weapon's medium and long
The chivalric orders are listed at the end of these class range.
features.
Two-Weapon Fighting
Holy Sacrament When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Apart from their regular divine spellcasting, those of the
clergy dedicate specific sacraments to mind. These special Monster Slaying Weapons
prayers are tattoo'd into their skin using either magical
materials that renders it invisible except for when in use or, if Starting at 2nd level, your weapon attacks using silvered
the clergy member decides, are written visibly. These weapons gain the benefit of your holy sacraments, and are
passages are lines of scripture that they read out to activate counted as magical for the purposes of overcoming damage
and unleash the miracle stored within. resistances.
At 1st level you can choose two 1st level spells from the
paladin spell list. You gain these spells as sacraments. You
can cast each sacrament once without expending a spell slot.
You regain expended sacraments when you complete a long
rest. Your sacraments are cast as the highest level spell slot
you have access to, but cannot be cast at a level above 5th
level.
You gain another two sacraments when you reach 6th level:
one of 2nd level and one of 3rd level. You then gain another
sacrament when you reach 10th level which must be a 4th
level spell. You gain your final sacrament when you reach
15th level, which must be a 5th level spell.

Mackenzie Wortman (Order #29156662)


Spellcasting Ability Score Improvement
Clergymen utilize a special thaumaturgical system called the When you reach 4th level, and again at 7th, 11th, 14th, 17th,
holy sacrament to perform miracles, though they are in effect and 19th level, you can increase one ability score of your
just another form of magecraft. They use special power found choice by 2, or you can increase two ability scores of your
in scripture, sometimes referred to as "fragments of light", to choice by 1. As usual, you can't increase an ability score above
manifest the power of God. Some members of the clergy 20 using this feature.
accomplish this by passing magical energy through their holy
text. Extra Attack
See chapter 10 of the player's handbook for general Starting at 7th level, you can attack twice instead of once
spellcasting rules. Clergymen can learn spells from the cleric when you take the Attack action on your turn.
spell list, but sometimes will borrow spells from the paladin
spell list.
Apoptosis Silver
Spell Slots Starting at 9th level, whenever you deal damage using a
The Clergy table shows how many spell slots you have to cast weapon attack from a silvered weapon to a creature that has
your cleric spells. To cast one of your cleric spells of 1st level the regeneration feature, or is benefiting from an effect that
or higher, you must expend a slot of the spell's level or higher. causes it to regain hit points at the start of their turn, the
You regain expended spell slots when you complete a long creature does not regain those hit points at the start of their
rest. next turn.
For example, if you know the 1st-level spell cure wounds If your damage reduces the creature to 0 hit points it
and have a 1st-level and a 2nd-level spell slot available, you cannot regain hit points using its regeneration feature until it
can cast cure wounds using either slot. regains at least 1 hit point by some other means.
Spells known of 1st Level and Higher
Starting at 3rd level, you know three 1st-level spells from the Miracle of Faith
cleric spell list. Each time you gain a clergy level you learn Starting at 10th level, whenever you complete a short rest you
one more spell from the cleric spell list. Also, each time you regain your expended 1st and 2nd level sacrament spells.
gain a level as a member of the clergy you can choose to
switch one of your known spells for another one. All spells Evasion
you learn must be of a level you are capable of casting. Starting at 12th level, you have become quick-witted and
You cannot learn the spell raise dead, or spells of 7th learned how to avoid damage when it is possible. When an
level or higher through your spellcasting feature. effect forces you to roll a Dexterity saving throw that will deal
Spellcasting Ability half damage on a successful save, you take no damage on a
Wisdom is your spellcasting ability for your cleric and paladin successful save and half damage on a failed one.
spells, as the power of your holy sacraments is derived from
your faith in your order. You use Wisdom whenever a cleric or Archival Sacrament
paladin spell refers to your spellcasting ability. In addition, Whenever you complete a long rest, you may exchange any
you use your Wisdom modifier when setting the saving throw number of your Holy Sacrament spells (as per the Holy
DC for a cleric or paladin spell and when making an attack Sacrament feature) for others from the paladin spell list. You
roll with one. must always have two 1st level sacraments, and one each of
Spell save DC = 8 + your proficiency bonus + your 2nd, 3rd, 4th, and 5th level sacraments.
Wisdom modifier.
Spell attack modifier = your proficiency bonus + your
Wisdom modifier.
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual
tag and you have learned it.
Spellcasting Focus
You use a holy symbol, holy text (such as a bible), black keys,
or ash lock item as your spellcasting focus for cleric and
paladin spells.

Mackenzie Wortman (Order #29156662)


Magic Resistance
Chivalric Orders Starting at 6th level, you have advantage on saving throws
Members of the clergy choose a specialization and dedicate against spells and magical effects, and you have resistance to
themselves to it. They are all warriors and killers in different damage from spells.
respects, but are focused on guarding the integrity of the
Church and spreading the word of God in different ways. Resulting Scars
At 6th level you realize the results of physical training you
Executor have put yourself through. Your Clergy HD becomes d10s
instead of d8s, and your maximum hit points increase by 10
Executors are sent to clean up messes caused by anyone the to account for your previous hit dice. This change is
Holy Church considers an enemy. They are trained to accounted for before you roll hit points for this level.
eliminate all threats in front of them, and are especially
talented at dispatching mages and similar sorts. They are Blood-Soaked Critical
trained most proficiently in the use of black keys and their Starting at 9th level, you learn to perform excruciating killing
methods are looked upon by others as those of professional strikes against your opponents. When you make an attack roll
murderers. They act under the presumption that God will you score a critical hit on a d20 roll of 19 or 20. Whenever
forgive their actions since they only act to restore his logic to you score a critical hit with a melee or thrown weapon, you
the world, eliminating aberrations in his logic to do so. may roll an additional three of the weapon's damage dice and
Executor Features add them to the damage roll.
Level Features
Extra Attack+
1st Bonus Proficiency, Eighth Sacrament: Heretical Starting at 14th level, the amount of attacks you can make
Methods, Scrambler using your extra attack feature when you take an Attack
6th Magic Resistance, Resulting Scars action increases to three.
9th Blood-Soaked Critical
Brutal Murderer
14th Brutal Murderer, Extra Attack+ Starting at 14th level, whenever you make an attack or
damage roll against a humanoid creature, you may roll 1d6
Bonus Proficiency and add it to the result.
When you choose this chivalric order, you gain proficiency in
Dexterity saving throws. Exorcist
Eighth Sacrament: Heretical Methods
Exorcists are trained to deal with daemons and evil spirits.
When you choose this chivalric order, you are granted They perform rituals that help them resist the control of such
permission to engage in whatever methods you wish to when beings, rendering them immune to possession and granting
pursuing your duties, including the use of forbidden magic. them power against anything that would alter their behavior.
When you are choosing sacrament spells you can choose They specialize in destroying otherworldly beings
spells from the warlock spell list. These are treated as permanently, even if they could normally return to their own
paladin spells for you. domains upon their destruction.
Exorcist Features
Scrambler Level Features
When you choose this chivalric order, your base movement
speed is increased by 10 feet. Climbing, swimming, and other 1st Bonus Proficiency, Fiendish Perception, Rite of
Banishment
types of difficult movement do not cost extra movement
unless it is difficult terrain caused by magic effects. 6th Soul Perserverance
9th Ethereal Reach
14th Rite of the Black Barrel

Bonus Proficiency
When you choose this chivalric order, you gain proficiency in
Constitution saving throws.

Mackenzie Wortman (Order #29156662)


Fiendish Perception Knight
You have been trained to seek out and sense when a fiend, Members of the clergy that make up the main military force
shapechanger, or undead are nearby. As an action you can of the Holy Church. Knights exist in orders that serve
rely upon special senses trained through divine rites. Until individual churches and look out for their interests above all
the start of your next turn you know the location of any fiend, else, even the interests of other churches. They are primarily
shapechanger, or undead that is nearby as well as sensing if users of halberds. Among the members of the Holy Church,
any creature around you is possessed or has assumed a form they are trained for the greatest durability and have straight-
that is not their true form. This perception extends out 120 forward tactics.
feet in every direction. You learn the type of creature you
sense but not specific details about them or their identities, Knight Features
unless you have encountered that creature before by having Level Features
conversed with it (it spoke to you and vice versa), or either
dealt damage to or been dealt damage by it. 1st Bonus Proficiencies, Archaic Polearm Mastery,
You can use this feature a number of times equal to 1 + Reactive Guardian
your Wisdom modifier. When you finish a long rest you 6th Erupting Surge
regain expended uses. 9th Faith Embodied
Rite of Banishment 14th Spear of Scripture
When you choose this chivalric order, you are taught the
means to battle supernatural beings. Fiends and aberrations Bonus Proficiencies
suffer disadvantage on saving throws against your sacrament When you choose this chivalric order, you gain proficiency in
spells, and you have advantage on spell attacks against them Strength saving throws.
using them.
Archaic Polearm Mastery
Soul Perseverance When you choose this chivalric order, you immediately gain
Starting at 6th level, you cannot be possessed. Any time a the Polearm Master feat.
creature uses an effect that would allow them to force you to
act in any way against your will or in a way you wouldn't Reactive Guardian
normally, you can choose to act normally instead and end the When you choose this chivalric order, you learn defensive
effect when you would make a saving throw against it. techniques that aid in defending the territory you are
assigned to watch. Creatures provoke opportunity attacks
Ethereal Reach from you even if they take the Disengage action and, unless
When you reach 9th level, you gain the ability to look into the the creature did take the Disengage action, you have
spirit world and interact with what resides there. As a bonus advantage on opportunity attacks against them.
action you can step into a space between both the ethereal
and material planes, allowing you to interact with and attack Erupting Surge
creatures that are on either. Likewise, creatures on both Starting at 6th level you can, on your turn, choose to take an
planes can interact with you at well. extra action. This action can be used to make a single
This effect lasts for 10 minutes, during which time you can weapon attack, Dash, Disengage, Hide, Use an Object or as
use another bonus action to shift between being in both an extra bonus action. You can use this feature once and
planes and being only in the material plane. You can use your cannot use it again until you complete a short or long rest.
ethereal reach once, then must complete a long rest before When you reach 11th level you can use this feature twice,
using it again. and then three times at 16th level. You regain expended uses
when you complete a short or long rest. You can only use this
Rite of the Black Barrel feature once per turn.
When you reach 14th level, you learn a ritual that allows you
to permanently subdue and destroy the eternal souls of Faith Embodied
daemons. Whenever you kill an undead, fiend, or monstrosity Starting at 9th level, you learn a prayer that grants you
that would later regenerate (such as a lich or a fiend), that protection against death. Whenever you are reduced to 0 hit
creature must succeed a Charisma saving throw against your points, you may choose to make a Wisdom saving throw with
spell save DC. If they fail their soul is destroyed immediately a DC equal to 8 plus the amount of damage that exceeded
and they do not return to their own plane or regenerate. your hit points. For example, if you had 6 hit points and took
15 damage, the DC would be 8 + 9, equaling 17. If you
succeed this saving throw you are reduced to 1 hit point
instead of falling unconscious. You can only use this feature
once per round, regaining your use of it at the start of your
turn. Each time you use this feature to avoid being reduced to
0 hit points the DC increases by 2 until you finish a short or
long rest.

Mackenzie Wortman (Order #29156662)


Spear of Scripture When you summon one of these spears you can choose to
Starting at 14th level, you have the ability to create spears of expend one of your sacrament spells, granting the spear a
holy power using transformed pages of scripture. You can bonus to attack and damage rolls equal to the base level of
summon one of these spears as a bonus action. These spears the spell. Also, when summoned using a sacrament spell, you
are martial weapons that deal 1d10 radiant damage on a can use a bonus action to cause it to erupt into a blinding
successful hit. They have the silvered, versatile (1d12), and flash of radiant power. All creatures in a 30-foot-radius
thrown (100/300 ft) properties. If you throw the spear you centred where it hits must make a Dexterity saving throw,
can choose to have it return to you as a bonus action. It taking radiant damage equal to 2d10 plus your Wisdom
disappears when you will it to vanish, when you conjure a modifier per level of the sacrament spell. Causing the spear
new spear, when another creature attempts to make an attack to erupt destroys it. Undead creatures and aberrations take
roll with it, or when you move more than 500 feet away from an additional 1d8 damage per spell level and have
it. This spear has advantage on attacks against undead disadvantage on their saving throw against this effect.
creatures and aberrations, against which it also does an
additional 1d8 radiant damage on a successful hit.

New Items
Black keys and ach locks are weapons for choice for clergy
members, both traditional and otherwise.
Ash Lock Weapon
Weapon (any weapon), rare (unless weapon rarity is higher)
Ash Lock weapons are a conceptual weapon that is used by
members of the clergy of the Holy Church, usually Executors.
They are silvered weapons that are sealed into the form of
basic clothing such as rings, gloves, boots, necklaces, etc.
The most common form are gloves which turn into gauntlets.
While sealed the weight of the item becomes that of the new
item's form.
If a spellcaster who can cast cleric or paladin spells is
wearing one, they can transform an Ash Lock weapon from
one form to the other as a free action by "untagging" them
and speaking a momentary prayer.
This effect is not considered magical unless the weapon
itself is magical. If it is magic as a result of this then being
sealed into its dormant form is treated as a magic effect.
Black Keys
Martial weapon, uncommon
Black keys are a martial weapon that deals 1d8 piercing
damage, and has the finesse, light and thrown (range 30/90)
properties. Each key costs 1 gold peice.
Black keys can only be used by a creature that is capable of
casting at least 1 spell. Black keys take the form of small
handles that can be held between the fingers. When wielded
in combat, blades up to 1 foot long are generated on the
handles from magical energy. The blades vanish when you
choose to dispel them or they leave your possession for 1
minute.
Whenever you throw a black key as a ranged weapon
attack you can immediately arm yourself with another one as
long as you have one. Additionally you can use your bonus
action to make a melee or ranged weapon attack with a
second Black Key as long as you used one as part of your
Attack action.

Mackenzie Wortman (Order #29156662)


Mackenzie Wortman (Order #29156662)
Mackenzie Wortman (Order #29156662)

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