```metadata
title: D&D - Arch - Cleric
description: 'Character as Archetype : LoL - WoW'
tags:
  - ''
systems:
  - 5e
renderer: legacy
theme: 5ePHB

```

<style>
  .phb{
    width : 210mm;
    height : 296.8mm;
  }
  .phb p{ text-align:justify }
  .phb table thead { display: table-row-group;}
</style>

# Dungeons & Dragons<br> Cleric Archetype

<div class='toc'>

### Table of Contents

- **[Cleric, offical D&D class](#p2)**

- **[Archetypes from League of Legends](#p5)**

- **[Archetypes from World of Warcraft](#p17)**

<br>
### Coming Soon
Actually, nothing...

</div>

```
```

## Disclaimer
Please note that many text descriptions and images have been taken or adapted from differents websites. 
___
As well, many ability descriptions have been taken or adapted from Wizards of the Coast's D&D 5th Edition Monster Manual, Player's Handbook, and Dungeon Master's Guide.
___
**Last Update**: 17.12.2019 <br>

<img 
  src='https://i.pinimg.com/564x/2a/30/26/2a3026155fe7191a5302917fd6244698.jpg' 
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# Cleric

<br>

<div class='classTable wide'>

| Level | Proficiency <br> Bonus | Features | Cantrips <br> Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|
| 1st | +2 | Spellcasting, Divine Domain | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Destroy Undead (CR 1/2) | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1),<br>Divine Domain feature | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Divine Intervention | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Destroy Undead (CR 2) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Destroy Undead (CR 3) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Destroy Undead (CR 4) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Channel Divinity (3/rest) | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
</div>

## Quick build
You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

## Class Features

### Hit Points
**Hit Dice**: 1d8 per level <br>
**Hit Points at 1st Level**: 8 + your Constitution modifier <br>
**Hit Points at Higher Levels**: 1d8 (or 5) + your 

Constitution modifier per level after 1st

```
```

### Proficiencies
**Armor**: Light armor, medium armor, shields <br>
**Weapons**: All simple weapons <br>
**Tools**: None <br>
<br>
**Saving Throws**: Wisdom, Charisma <br>
**Skills**: Choose two from History, Insight, Medicine, Persuasion and Religion

### Equipment
You start with the following equipment , in addition to the equipment granted by your background: <br>
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol <br>

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<img 
  src='https://i.pinimg.com/564x/de/a7/cb/dea7cbf8c8477d7f9ab8c30bdfefb526.jpg' 
  style='position:absolute; bottom:70px; right:70px; width:300px' />

### Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

#### Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

#### Preparing and Casting Spells
The Cleric 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric 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, 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 cleric 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 spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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 cleric spell as a ritual if thatspell has the ritual tag and you have the spell prepared.

#### Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

#### Divine Domain
Choose one domain related to your deity. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. 
___
Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

#### Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. 
___
Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
___
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

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### Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. 
___
You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
___
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
___
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
___
Beginning at 6th level, you can use your Channel Divinity 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.

#### Channel Divinity : 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.

### Ability Score Improvement
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 Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

##### Destroy Undead
| Cleric level | Destroys Undead of CR |
|:----:|:-------------|
| 5th  | 1/2 or lower |
| 8th  | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |

### Divine Intervention
Beginning at 10th level, 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 your cleric level, 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.
___
At 20th level, your call for intervention succeeds automatically, no roll required.

<img 
  src='https://i.pinimg.com/564x/77/02/6b/77026b08f33fb0b4a35434553c4fccc8.jpg' 
  style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Archetypes from<br>League of Legends

<div class='toc'>

### Table of Contents
- **[Aurelion Sol, the Star Forger](#p6)**
- **[Diana, Scorn of the Moon](#p7)**
- **[Ekko, the Boy Who Shattered Time](#p8)**
- **[Hecarim, the Shadow of War](#p9)**
- **[Kayle, the Righteous](#p10)**
- **[Leona, the Radiant Dawn](#p11)**
- **[Morgana, the Fallen](#p12)**
- **[Ornn, the Fire Below the Mountain](#p13)**
- **[Rammus, the Armordillo](#p14)**
- **[Thresh, the Chain Warden](#p15)**
- **[Yorick, the Shepherd of Souls](#p16)**

</div>

```
```

## Disclaimer
Please note that many text descriptions and champion images have been taken or adapted from Riot Games' official champion information pages at : <br>http://gameinfo.na.leagueoflegends.com/en/game-info/champions/. 

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# Aurelion Sol, the Star Forger
### Star Forger
At 1st level, you can rebuke attackers. When a creature within 30 feet of you that you can see hits you with an attack or a spell, you can use your reaction to cause the creature to make a Constitution saving throw.
___
The creature takes 2d6 cold damage on a failed saving throw, or half as much damage on a successful one.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Ray of Frost* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | bless, faerie fire |
| 3rd | scorcing ray, shatter |
| 5th | call lightning, sleet storm |
| 7th | guardian of faith, ice storm |
| 9th | destructive wave, legend lore |

### Channel Divinity: <br> Starsurge
At 2nd level, you can use your Channel Divinity to harness starlight, dealing cold damage to your foes.
___
As an action, your present your holy symbol and each hostile creature within 30 feet of you must make a Constitution saving throw. 
___
A creature takes cold damage equal to 2d10 + your cleric level on a failed saving throw, or half as much damage on a successful one. 

### Channel Divinity: <br> Voice of Light
At 6th level, you can use your Channel Divinity to blow your foes.
___
As an action, each hostile creature in a 45-feet cone in front of you must make a Strength saving throw. 
___
A creature takes radiant damage equal to 3d6 + your cleric level on a failed saving throw and push them 15 feet away from you in a straight line, or half as much damage on a successful one. 

```
```

### Celestial Expansion
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Comet of Legend
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/aurelion-sol-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Diana, the Scorn of the Moon
### Moonfall
At 1st level, when you hit a creature with a melee weapon attack, as a bonus action, you can summon the power of the moonlight, dealing 1d6 necrotic damage to each hostile creature within 5 feet of you.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons and heavy armor.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | divine favor, inflict wounds |
| 3rd | lesser restoration, moonbeam |
| 5th | crusader's mantle, spirit guardians |
| 7th | blight, ice storm |
| 9th | cone of cold, hold monster |

### Channel Divinity: <br> Lunar Rush
At 2nd level, when you take your Attack action, you can use your Channel Divinity to teleport up to (your Proficiency bonus x 5) feet to an unoccupied space you can see. 
___
Then you make your attack.

### Moonsilver Blade
At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

### Crescent Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. 
___
When you reach 14th level, the damage increases to 2d8.

### Improved Moonsilver Blade
At 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/diana-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Ekko, the Boy who Shattered Time
### Z-Drive Resonance
At 1st level, you can distort the time for a second. 
___
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, giving you a little more time to evade this attack. An attacker that can’t be charmed is immune to this feature.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Resistance* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | bless, shield of faith |
| 3rd | blur, spiritual weapon |
| 5th | blink, haste |
| 7th | banishment, dimension door |
| 9th | hold monster, legend lore |

### Channel Divinity: <br> Parallel Convergence
At 2nd level, you can use your Channel Divinity to slow a hostile creature within 30 feet of you.
___
As an action, you present your holy symbol and the creature must save a Wisdom saving throw or be slowed for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
___
On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. 
___
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

### Channel Divinity: <br> Timewinder
At 6th level, when you must make any saving throw, you can use your Channel Divinity. 
___
When you do so, you can make this saving throw with advantage. 
___
You must use this feature before you make your roll for this saving throw.

```
```

### Phase Dive
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.
___
When you reach 14th level, the damage increases to 2d8.

### Chronobreak
At 17th level, when you and friendly creature must make a saving throw agains the same effect (ex: a single dragon's breath), you can use your *Channel Divinity: Timewinder* feature. 
___
When you do so, you and every friendly creature can make this saving throw with advantage. 
___
You must use this feature before anyone makes a roll of this saving throw.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/ekko-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Hecarim, the Shadow of War
### Rampage
At 1st level, when you use the Attack action, you can make one weapon attack as a bonus action.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons and heavy armor.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | dissonant whispers, hex |
| 3rd | magic weapon, spiritual weapon |
| 5th | speak with dead, spirit guardians |
| 7th | dominate beast, evard's black tentacles |
| 9th | dominate person, insect plague |

### Channel Divinity: <br> Spirit of Dread
At 2nd level, you can use your Channel Divinity to harness darkness and dealing necrotic damage to your foes.
___
As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled.
___
Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. 
___
You can’t use this feature on an undead or a construct.

### Devastating Charge
At 6th level, during your turn, if you move before taking your Attack action, your melee weapon attack can score a critical hit on a roll of 19 or 20.

### Spirit of Dread
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. 
___
When you reach 14th level, the damage increases to 2d8.

### Onslaught of Shadows
At 17th level, during your turn, for each 5ft you move, you gain a +1 bonus to your attack roll made with your next melee weapon attack.
___
You lose this bonus if you don't use it the same turn you moved.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/hecarim-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Kayle, the Righteous
### Divine Ascent
At 1st level, when you damage a creature with a weapon attack or your *Channel Divinity: Reckoning*, you can reduce the AC of the target by 1 for 1 minute.
___
You can not reduce the AC of a creature more than your Proficiency bonus.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | healing word, shield of faith |
| 3rd | flaming sphere, lesser restoration |
| 5th | crusader's mantle, spirit guardians |
| 7th | death ward, guardian of faith |
| 9th | flame strike, mass cure wounds |

### Channel Divinity: <br> Radiant Blast
At 2nd level, you can use your Channel Divinity to blast an enemy within 30 feet of you.
___
As an action, you present your holy symbol and make an ranged attack roll against a creature. 
___
On a hit, it takes radiant damage equal to 3d8 + twice your cleric level and its speed is halved for 1 minute. 
___
You can apply your *Judicator* feature, even on a miss.

### Channel Divinity: <br> Divine Judgement
At 6th level, when a friendly creature within 30 feet of you is attacked by a creature, you can use your reaction and your Channel Divinity to protect it.
___
Until the end of this current turn, the protected creature is immune to all kind of damage. 

```
```

### Starfire Spellblade
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. 
___
When you reach 14th level, the damage increases to 2d8.

### Celestial Blessing
At 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. 

For example, instead of restoring 2d6 hit points to a creature, you restore 12.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/kayle-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Leona, the Radiant Dawn
### Eclipse
At 1st level, when you hit a creature with a melee weapon attack, as a bonus action, you can summon the power of the sunlight, dealing 1d6 radiant damage to each hostile creature within 5 feet of you.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons and heavy armor.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | bless, shield of faith |
| 3rd | barkskin, spiritual weapon |
| 5th | daylight, fireball |
| 7th | fire shield, guardian of faith |
| 9th | flame strike, hold monster |

### Channel Divinity: <br> Solar Flare
At 2nd level, you can use your Channel Divinity to make a ranged attack against a creature within (your Proficiency bonus x 5) feet of you. 
___
As an action, you make a ranged attack against it. On a hit, you deal radiant damage equal to your regular melee weapon attack.
___
When you reach 8th level, this feature's damage improve with your *Sunlight* feature.  

### Zenith Blade
At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

### Sunlight
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. 
___
When you reach 14th level, the damage increases to 2d8.

### Improved Zenith Blade
At 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/leona-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Morgana, the Fallen
### Soul Siphon
At 1st level, when you damage a creature with a spell or your *Channel Divinity: Dark Binding*, you restore 1d6 hit points.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Vicious Mockery* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | bane, hellish rebuke |
| 3rd | crown of madness, hold person |
| 5th | bestow curse, dispel magic |
| 7th | blight, compulsion |
| 9th | destructive wave, dominate person |

### Channel Divinity: <br> Dark Binding
At 2nd level, you can use your Channel Divinity to blast an enemy within 30 feet of you.
___
As an action, you present your holy symbol and make an ranged spell attack against a creature. 
___
On a hit, it takes necrotic damage equal to 3d8 + twice your cleric level and its speed is reduced to 0 until the start of your next turn. 

### Channel Divinity: <br> Soul Shackles
At 6th level, you can use your Channel Divinity to harness darkness and dealing necrotic damage to your foes.
___
As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled.
___
Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. 

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```

### Tormented Shadow
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Black Shield
At 17th level, when you heal a creature with a spell, you can choose to give temporary hit points instead. But it can not be more than the half of its maximum hit points.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/morgana-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Ornn, the Fire Below the Mountain
### Bellows Breath
At 1st level, you can rebuke attackers. 
___
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.
___
The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | burning hands, fog cloud |
| 3rd | heat metal, scorching ray |
| 5th | daylight, fireball |
| 7th | guardian of faith, wall fo fire |
| 9th | destructive wave, flame strike |

### Channel Divinity: <br> Call of the Forge God
At 2nd level, you can use your Channel Divinity to wield the power of the fire with unchecked ferocity.
___
When you roll fire damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Searing Charge
At 6th level, when you hit a Large or smaller creature with a melee weapon attack, as a bonus action, you can push it up to 5 feet away from you.

### Living Forge
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. 
___
When you reach 14th level, the damage increases to 2d8.

```
```

### Volcanic Rupture
At 17th level, you can use your action to activate an aura of warmth that lasts for 1 minute or until you dismiss it using another action. 
___
You emit bright light in a 30-foot radius and dim light 15 feet beyond that. 
___
Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire.
___
In addition, while this aura is active, you have advantage on fire damage roll for your *Living Forge* feature .

<img
src='https://www.mobafire.com/images/champion/skins/portrait/ornn-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Rammus, the Armordillo
### Spiked Shell
At 1st level, when you are attacked by a creature, you can use your reaction to go in a defensive formation.
___
You increase your AC by an amount equal to your Proficiency bonus against the next attack.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | heroism, shield of faith |
| 3rd | shatter, spike growth |
| 5th | crusader's mantle, wind wall |
| 7th | polymorph, wall of fire |
| 9th | destructive wave, wall of force |

### Channel Divinity: <br> Powerball
At 2nd level, you can use your Channel Divinity to charge an enemy with the power of your deity. 
___
As an action, you present your holy symbol, gain the benefit of a Dash action and you charge a creature, that you can see and at least 10 feet away from you.
___
When you encounter the creature, you can make a melee attack against it. 
___
On a hit, you deal bludgeoning damage equal to your cleric level + your AC. It must save a Strength saving throw or be knocked prone.
___
When you reach 8th level, your *Spiked Shell* feature can improve this *Channel Divinity: Powerball* damage.

### Frenzying Taunt
At 6th level, when a creature miss a melee attack against you, it must make a Wisdom saving throw.
___
On a failed save, it must spend its next action trying to damage you.

```
```

### Tremors
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. 
___
When you reach 14th level, the damage increases to 2d8.

### Defensive Ball Curl
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/rammus-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Thresh, the Chain Warden
### Damnation
At 1st level, when a creature dies within 20 feet of you, you can use your reaction and restore 1d6 hit points.
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Thorn Whip* cantrip if you don’t already know it.
___
This cantrip count as cleric spells for you.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | arms of hadar, false life |
| 3rd | darkness, spiritual weapon |
| 5th | dispel magic, speak with dead |
| 7th | confusion, ice storm |
| 9th | hold monster, insect plague |

### Channel Divinity: <br> The Box
At 2nd level, you can use your Channel Divinity to summon the power of the underworld.
___
As an action, you present your holy symbol and create a 10-feet cube prison with magic walls within 30 feet of you that you can see, for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
___
The walls permit anything to go throw, but creatures take damage and any projectiles are slowed, causing the disdvantage on attack rolls for ranged attacks against a target on the opposite side of the wall, all except yours.
___
Each turn a Large or smaller creature starts its turn in the prison, it takes 1d6 necrotic damage.
___
If a Large or smaller creature moves throw a wall or touch one, it must make a Constitution saving throw. On a failed save, it takes necrotic damage equal to 2d6 + your cleric level, or half as much on a succesful one. The creature takes this damage only once per turn.
___
A Huge or larger creature doesn't fit in the prison, at the start of its turn or when it touches a wall, it must make a Constitution saving throw. On a failed save, it takes necrotic damage equal to 3d6 + your cleric level, or half as much on a succesful one. The creature takes this damage only once per turn.

```
```

### Death Sentence
At 6th level, when you use your *Thorn Whip* cantrip, on a hit, as a bonus action, you can pull the target an extra 10 feet closer to you.

### Flay
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Dark Passage
At 17th level, your power on the underworld increases. 
___
You can allow friendly creature to go in the prison created by your *Channel Divinity: The Box* without taking any damage from it.

<img
src='https://www.mobafire.com/images/champion/skins/portrait/thresh-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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# Yorick, the Shepherd of Souls
### Shepherd of Souls
At 1st level, as an action, you can blast necrotic energy against a creature within 20 feet of you. You make a ranged spell attack. On a hit, you deal 2d6 necrotic damage. 
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Spare the Dying* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you.

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | armor of agathys, entangle |
| 3rd | magic weapon, spiritual weapon |
| 5th | revivify, speak with dead |
| 7th | blight, death ward |
| 9th | insect plague, raise dead |

### Channel Divinity: <br> Mourning Mist
At 2nd level, you can use your Channel Divinity to evoke the power the Mist.
___
As an action, you present your holy symbol and summon a Maiden of the Mist within 10 feet of you in an empty space that your can see, for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
___
The Maiden of the Mist is a medium spirit. She has as many hit points as you. Its AC equals yours. She is resistant to all damage and immune to all conditions. Its damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
___
The Maiden of the Mist disapears if she drops to 0 hit point, if you lose your concentration or if you move her more than 60 feet away from you.
___
When you summon her and as a bonus action on your next turns, the Maiden of the Mist hovers, can move 20 feet in any direction, and can make one melee weapon attack with its scythe. She uses your Wisdom modifier for attack rolls and damage rolls. 

### Dark Procession
At 6th level, if you are within 10 feet of the Maiden of the Mist, both of you gain a +1 bonus to your Armor Class, to your attak rolls and to your damage rolls. 

```
```

### Last Rites
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 
___
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. 
___
When you reach 14th level, the damage increases to 2d8.

### Eulogy of the Isles
At 17th level, the power of the Maiden of the Mise improves. The *Channel Divinity: Mourning Mist* is no longer a concentration. 
___
The damage dealt by the Maiden of the Mist increase to 3d8 + your Wisdom modifier. The Maidon of the Mist's attack can score a critical hit on a roll of 19 or 20. 
___
Each bonuses garanteed by your *Dark Procession* feature increase by an extra +1

<img
src='https://www.mobafire.com/images/champion/skins/portrait/yorick-classic.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>

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<img 
  src='https://upload.wikimedia.org/wikipedia/fr/thumb/e/e3/World_of_Warcraft_Logo.png/800px-World_of_Warcraft_Logo.png' 
  style='position:absolute; top:40px; right:120px; width:200px' />
  
# Archetypes from<br>World of Warcraft

<div class='toc'>

### Table of Contents

- **[Priest - Discipline](#p18)**
- **[Priest - Holy](#p19)**
- **[Priest - Shadow](#p20)**

</div>

```
```

## Disclaimer
Please note that many text descriptions and classes images have been taken or adapted from informations' pages at : <br>
https://www.wowhead.com. 

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# Priest - Discipline
### Penance
At 1st level, as an action, you launch a volley of holy light against one hostile creature within 60 feet of you. 
___
You make a ranged spell attack. On a hit, the target takes 1d10 radiant damage. Then, you target a friendly creature within this range. It regains 1d10 hit points. 
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Resistance* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you. You can target a creature within 60 feet of you instead of a touch range and you can use it as a reaction. 

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | bane, shield of faith |
| 3rd | blur, levitate |
| 5th | beacon of hope, blink |
| 7th | compulsion, death ward |
| 9th | circle of power, hold monster |

### Channel Divinity: <br> Power Word : Shield
At 2nd level, you can use your Channel Divinity to reinforce the resistance of one creature within 60 feet of you.
___
As an action, you present your holy symbol and the target is surrounded by veil of light. For 1 minute, the veiled target takes half as much damage from any sources. 

### Contrition
At 6th level, whenever you heal a friendly creature with your *Penance* feature, you roll a d20's instead of d10's.

### Atonement
At 8th level, whenever you damage a creature with a cantrip, you target one friendly creature within 60 feet of you, it regains hit points equal to your Wisdom modifier. 

### Power Word : Barrier
At 17th level, whenever you use your *Power Word : Shield* feature, you can target up to 4 creatures instead of one. 

<img
src='https://i.pinimg.com/564x/e8/e9/1a/e8e91a466b190fab9cd89aac7a510d17.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Priest - Holy
### Renew
At 1st level, as an action, one friendly creature within 60 feet of you, regains now 1d6 hit points and again 1d6 hit points at the start of its next two turns. 
___
If the target drops to 0 hit point before the end of this feature, the target instantly regains the remaining hit points, then the feature ends. 
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Sacred Flame* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you. The cantrip *Sacred Flame*'s damage dice become d12's instead of d8's. 

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | bless, guiding bolt |
| 3rd | hold person, prayer of healing |
| 5th | aura of vitality, crusader mantle |
| 7th | aura of life, guardian of faith |
| 9th | greater restoration, mass cure wounds |

### Channel Divinity: <br> Holy Word : Serenity
At 2nd level, you can use your Channel Divinity to restore health with holy power an ally within 60 feet of you.
___
As an action, you present your holy symbol and one friendly creature regains half of its maximum hit points. 
___
You can not use this feature on an undead or a construct. 

### Channel Divinity: <br> Holy Word : Chastise
At 6th level, you can use your Channel Divinity to blast with holy power an enemy within 30 feet of you.
___
As an action, you present your holy symbol and damage the target. It takes radiant damage equal to your Cleric level and must save on a Constitution saving throw or is stunned until the start of your next turn.

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### Smite
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. This extra damage are radiant damage and ignores any resistance or immunity. 

### Holy Word : Sanctify
At 17th level, whenever you restore health with *Holy Word : Serenity*, you can target one hostile creature and damage it for half the health restored. 
___
Whenever you damage a creature with *Holy Word : Chastise*, you can target one friendly creature and heal it for half the damage dealt. 

<img
src='https://i.pinimg.com/564x/7a/60/a3/7a60a3cf6602852860c0f2fd7f7a2041.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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# Priest - Shadow
### Shadowform
At 1st level, as an action, you envelop yourself into shadow of a maximum of 1 minute. 
___
While in your shadowform, you become resistant to any bludgeoning, slashing or piercing damage. But you takes twice as much radiant damage from any sources. 
___
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Bonus Cantrip
Also at 1st level, you gain the *Eldritch Blast* cantrip if you don’t already know it. 
___
This cantrip count as cleric spells for you. The cantrip *Eldritch Blast* can deal necrotic damage instead of force. 

### Domain's Spell
| Cleric level | Spells |
|:----:|:-------------|
| 1st | armor of agathys, dissonant whispers |
| 3rd | blindness/deafness, crown of madness |
| 5th | bestow curse, vampiric touch |
| 7th | banishment, blight |
| 9th | dominate person, insect plague |

### Channel Divinity: <br> Shadow Word : Pain
At 2nd level, you can use your Channel Divinity to curse an enemy within 30 feet of you. 
___
As an action, you present your holy symbol and the target must make a Charisma saving throw. On a failed save, the target is cursed by your Channel Divinity. 
___
At the start of each of its turns, it takes 1d4 necrotic damage. This curse ends with a *Remove Curse* spell or when the target drops to 0 hit point. 

### Channel Divinity: <br> Shadow Word : Death
At 6th level, you can use your Channel Divinity to bring to death enemies afflicted by your *Shadow Word : Pain* within 60 feet of you. 
___
As an action, you present your holy symbol and any hostile creature afflicted by your *Shadow Word : Pain*, takes some necrotic damage equal to twice your Cleric level. 
___
This damage ignores any resistance or immunity. 

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```

### Mind Flay
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. This extra damage are psychic damage and ignores any resistance or immunity.

### Shadowfiend
At 17th level, whenever you take your shadowform, you become more powerful. 
___
While in your shadowform, you become immune to any bludgeoning, slashing and piercing damage. Any damage dice increases by one rank. 
___
Ex : 1d4 < 1d6 < 1d8 < 1d10 < 1d12 < 1d12 + 2

<img
src='https://i.pinimg.com/564x/45/ed/52/45ed52b6836fcf4f6b1618e294100e3f.jpg' 
style='position:absolute; bottom:70px; right:70px; width:300px' />

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<div class='footnote'>Aerya124<br>Thanks to the Homebrewery</div>