Corelite Cleric Subclass
Corelite Cleric Subclass
Corelite Cleric Subclass
This is a specialty priest dedicated to only Corellon Larethian. Priests will follow entire
pantheons, often favoring one or multiple gods within that pantheon. Specialty priests only
follow one specific god instead. The Feywardens are the specialty priests of Corellon Larethian.
You have advantage on saving throws against poison, and you have resistance against poison
damage. You automatically succeed against any natural poison created by a spider and you
take no poison damage from such sources.
Corellon’s Blessing
1st level feature
You gain proficiency in longswords, shortswords, longbows, and two instruments of your choice.
In addition, you make performance checks made to create or recite poems or music with
advantage.
As you finish a short rest or a long rest, you can play a song on a musical instrument with which
you have proficiency and give inspiration to allies who hear the song. The number of allies you
can affect in this way equals your proficiency bonus.
You may use Wisdom or Intelligence (your choice) for your Spellcasting feature, replacing every
instance of Wisdom as a requirement for Intelligence if you so choose.
You may only activate this Channel Divinity a maximum of two times per day.
As an action, your battle stance takes on a divinely beautiful style as your deity graces you with
elegance by using your channel divinity. For 1 minute, attack rolls you make with weapons you
are holding receive a bonus equal to either your Intelligence or Wisdom (your choice). In
addition, you may add your Intelligence or Wisdom (your choice) to any saving throw you make
while this effect is active.
Extra Attack
6th level feature
You can attack twice, instead of once, whenever you take the attack action on your turn. You
may replace one of these attacks for a cantrip of your choice.
Free Spirit
6th level feature
Divine Strike
8th level feature
You gain the ability to infuse your weapon strikes with the magic of Arborea. 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 extra damage increases to 2d8. Goblinoids (goblins, hobgoblins, bugbears, etc) and
orcs take an extra 1d8 damage from this feature.
Ritual of Solitude
17th level feature
You may, once a day, pick and cast any spell of 8th level or lower from either the cleric or wizard
spell list without spending a spell slot. To do so, you must spend 8 hours on a long solitary ritual
in which you may not be disturbed.
Corelite Spells
Sixth Sense
This spell imbues the priest with a sixth sense, alerting him or her of unexpected danger (to
himself or herself or an ally) within 10 feet of the caster’s current position. Although the exact
nature of the threat is never revealed, the priest does realize that something dangerous is about
to occur a moment before the event unfolds.
While so protected, the priest receives a +5 bonus to initiative rolls, cannot be surprised, and
has advantage on dexterity saving throws against effects that it can see. As a reaction, the
priest may grant an ally within 10 feet of them advantage on dexterity saving throws against
effects the priest can see.
Augment Artistry
This spell combines magic with the act of creation to enhance the artistry of any work created by
the recipient of this spell. All ability checks made that require any form of artistic ability done
within the duration of this spell receive a +5 bonus and are done as if you had proficiency.
Strength / Dexterity
Choose one between Strength or Dexterity. The target creature has its Strength or Dexterity
increased by 4 to a maximum of 20 for the duration of the spell.
The transformation lasts for the duration, or until the priest drops to 0 hit points or dies. The new
form can be any fey whose challenge rating is equal to or less than the priest’s level. The
priest’s game statistics, except for mental ability scores, are replaced by the statistics of the
chosen fey. The priest retains its alignment and personality.
The priest assumes the hit points of its new form. When they revert to its normal form, the priest
returns to the number of hit points it had before it transformed. If it reverts as a result of
dropping to 0 hit points, any excess damage carries over to its normal form.
As long as the excess damage doesn’t reduce the priest’s normal form to 0 hit points, it isn’t
knocked unconscious. The priest is limited in the actions it can perform by the nature of its new
form, though it may still cast spells provided it can satisfy the components of the spell.
The priest’s gear melds into the new form. The priest can’t activate, use, wield, or otherwise
benefit from any of its equipment.
Crystallomancy