In the kingdoms of men and other lands of order, there is a respect for those that bear the oaths that remain. The oaths are old traditions that bind their adherents with magic, older than the kingdoms themselves. A cleric is one who has taken on such oaths in the name of a greater good. While some declare their fealty to the oaths in the name of higher powers or gods, others partake in royal rituals and ceremonies, while others see the oaths themselves to bear a spirit that they serve, all clerics understand that their life is burdened with great purpose.
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Spellcasting, 1st archetype, oath
Ability score improvement
Ability score improvement
2nd archetype
Ability score improvement
Ability score improvement
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Hit dice: 1d6
Armor: Light armor, light shields
Weapons: Simple weapons
Tools: none
Saving throws: Wisdom and Charisma
Skills: choose two from History, Insight, Medicine, Persuasion, or Religion
You start with the following equipment, in addition to the equipment granted by your background:
a simple weapon
(a) light crossbow and a quiver of 10 bolts, (b) a light shield
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
(a) leather armor, (b) chainmail.
At 1st level, gain the ability to cast spells from the Oath spell list.
Spellcasting attribute is wisdom.
You have a number of oath spells known as shown in the chart, and a number of full spell slots. A full spell slot is always the maximum possible level slot. You can cast lower level spells by either up-casting, and thereby spending the whole slot, or by reducing the slot: casting the spell at the desired level, and reducing the slots overall level by that much.
You regain your slots at the end of a long rest.
At 1st level, you must choose an oath. An oath represents an ideal that a cleric embodies. Each oath comes with a blessing, and a sign, which will grant you abilities depending on your oath. If an oath is broken, you will lose the ability to cast Oath spells, and will lose the benefit of your blessing(but not the sign). A character can spend a long rest to attempt to atone for breaking their oath, but the method in which they must atone is up to the GM.
Choose one of the following oaths:
"Pursue truth"
Sign - You gain proficiency with insight. If you already had proficiency with insight, you gain expertise instead. If you already had expertise, gain proficiency with a skill of choice.
Blessing - You gain advantage on all checks made to detect illusions. You can end any enchantment spell affecting you as a bonus action by spending a number of rest dice equal to it's level(minimum of 1.)
"Pursue knowledge, preserve the lore, understand."
Sign - You gain use of 2 languages of your choice. You gain proficiency with history. If you already had proficiency with history, gain expertise instead.
Blessing - When using a scroll, you can spend 1 rest die to make a wisdom check. The DC is equal to 10 + the level of the scroll. On a success, the scroll is not consumed.
"Go forth and bless the ones on the path."
Sign - You can allow others within 30ft to use your rest dice for actions. A maximum amount of rest dice equal to your wisdom modifier(min 1) can be used in this way per round.
Blessing - Whenever you or someone else spends any of your rest dice, you are healed for 1d6 health per rest die spent.
"Let no Evil persist"
Sign - You gain proficiency with 3 weapon groups of choice, and 1 of: medium armor, heavy shields, or an extra weapon group of choice.
Blessing - Your weapon attacks deal an additional amount of damage equal to you wisdom modifier.
"Light illuminates darkness"
Sign - You can forego advantage on an attack, saving throw, or skill check during combat to regain a rest die. This can only be done once per rest.
Blessing - You can spend 1 rest die as a free action to automatically stabilize a dying character within 10 feet. You can spend 2 rest dice to raise a character that has died this round. Both can only be done once per rest.
"Strength is necessary"
Sign - You are immune to fear effects.
Blessing - Your Strength score is increased by 2.
"I shall be ready for the great battle"
Sign - Your maximum rest dice count is increased by half your wisdom modifier - 1(min 1.) You gain proficiency with either investigation, or perception.
Blessing - You can spend 2 rest dice as a free action to grant a yourself or an ally within 30 feet 1 instance of block. This can only be done once per turn.
Oath of power
"The gods will it."
Sign - Learn a minor hex
Blessing - Learn a major hex.
At 1st level, choose your first archetype:
Healer - A cleric archetype that specializes in healing and can crit on heals, gaining the ability to heal at a mere touch.
Oathspeaker - An archetype that focuses on casting, as well as a powerful banishment tool.
Pilgrim - A survivalist utility archetype that focuses on rest-based blessings and runes to reach their goals.
Templar - A martial archetype that gains the ability to smite its enemies with great prejudice.
At 3rd, 5th, 9th, and 11th level you gain an ability score improvement. Gain a +2 bonus to one ability score, or a +1 bonus to two ability scores. Alternatively, you can choose a feat.
At 7th level, choose your second archetype