Horrifically Overpowered Class Features for Pathfinder 1e - The Cleric (Patreon)
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I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Today, we're doing Horrifically Overpowered Cleric Class Features.
Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up.
Horrifically Overpowered Cleric Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
Horrifically Overpowered Cleric Class Skills (Horrifically Overpowered): For each domain you have, select one skill associated from that domain from the list below. Each time you gain a level of cleric, you gain 1 rank in that skill (this cannot allow you to have ranks in a skill exceeding your character level). If that skill is not a class skill for cleric, it also becomes a class skill. If the skill is a cleric class skill, you may add your Wisdom bonus to it, rather than its normal ability score. If it is a class skill and already Wisdom-based, you gain a +1 bonus to the skill.
Air - Knowledge (mature), Knowledge (planes) Animal - Handle Animal, Knowledge (nature)Artifice - Craft (any), Profession (any)Chaos - Bluff, Knowledge (planes)Charm - Bluff, DiplomacyCommunity - Knowledge (local), Knowledge (nobility)Darkness - Perception, StealthDeath - Intimidate, Knowledge (planes)Destruction - Disable Device, Knowledge (engineering)Earth - Knowledge (engineering), Knowledge (planes)Evil - Bluff, Knowledge (planes)Fire - Intimidate, Knowledge (planes)Glory - Intimidate, Knowledge (nobility)Good - Knowledge (planes), Sense MotiveHealing - Handle Animal, HealKnowledge - Knowledge (any 2)Law - Knowledge (local), Knowledge (planes)Liberation - Disable Device, Escape ArtistLuck - Profession (gambler), Sense MotiveMadness - Disguise, Sleight of HandMagic - Knowledge (arcana), Use Magic DeviceNobility - Appraise, Knowledge (nobility)Plant - Knowledge (nature), SurvivalProtection - Perception, Sense MotiveRune - Knowledge (arcana), LinguisticsScalykind - Intimidate, Knowledge (arcana)Strength - Climb, SwimSun - Appraise, PerceptionTravel - Knowledge (geography), SurvivalTrickery - Bluff, DisguiseVoid - Knowledge (planes), StealthWar - intimidate, Knowledge (history)Water - Knowledge (planes), Profession (sailor)Weather - Knowledge (nature), Sense Motive
Horrifically Overpowered Cleric Weapon and Armor Proficiency (Horrifically Overpowered): When wielding your deity's favorite weapon, you can use a hand wielding that weapon to complete somatic components for spells on the cleric spell list or your domain spell lists.
When using a shield with your deity's holy symbol prominently and visibly displayed, you can use the hand holding that shield to complete somatic components for spells on the cleric spell list or your domain spell lists.
In both cases, this is true even if you accessed the spell through some class other than cleric.
Horrifically Overpowered Aura (Horrifically Overpowered): As a swift action you can grant your natural, unarmed, and weapon attacks magic weapon quality based on your aura, as follows: Chaos Aura - anarchic, Evil Aura - unholy, Good - holy, Law - axiomatic, Neutral - fervent (attuned to your deity, and the save DC is the same as your channel energy DC rather than set at 13).
Horrifically Overpowered Channel Energy (Horrifically Overpowered): You can channel energy as a swift action.
(Art by warmtail)
Horrifically Overpowered Domains (Horrifically Overpowered): You can swap out a prepared cleric spell (including a domain spell) for a spell from either of your domains of the same spell level or lower. You must meet all the prerequisites of the domain spell even if for some reason you normally would not need to (such as if using a metamagic rod of Still Spell).
Horrifically Overpowered Spontaneous Casting (Horrifically Overpowered): For each level of cleric spell you can cast, you may select one cleric spell you can spontaneously cast, the same way you spontaneously cast either cure or harm spells.
Horrifically Overpowered Bonus Languages (Horrifically Overpowered): You gain Celestial, Abyssal, and Infernal as bonus languages. If you worship an Eldest, you instead gain First Speech, Sylvan & Aklo as bonus languages. If you worship an Elemental Lord, you instead gain Aquan, Auran, Ignan, and Terran as bonus languages. If you worship a member of a racial pantheon, you instead gain 3 bonus languages from that race's starting languages, one of which must be the actual racial language, if you do not already speak it.
You gain a number of additional bonus languages equal to you Wisdom bonus. You add your Wisdom bonus (in addition to your Intelligence bonus) to Linguistics checks. The save DC of language-dependent spells you cast gains a +2 bonus, or a +4 bonus if you are 10th level or higher.
MY NEXT PROJECT
Trump Card.
The game I was REALLY hoping I wouldn't feel I had to do this year.
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