Sword Coast Legends Wiki

We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

READ MORE

Sword Coast Legends Wiki
Advertisement
Background (edit | view)

A priestly champion who wields divine magic in service of a higher power.

Proficiencies (edit | view)
Armor
Cloth, Light, Medium, Shields
Weapon
Simple Weapons
Save
Wisdom, Charisma
Clc dwi

Known NPC Clerics[]

Illydia Maethellyn

Background[]

"Clerics are a priestly champions who wields divine magic in service of a higher power. They combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. Sometimes evildoers benefit most from a mace to the head, so clerics don't neglect combat training. When making a Cleric, your primary ability score should be Wisdom, followed by Constitution and Strength."

  1. Wisdom
  2. Constitution
  3. Strength

Class Proficiencies[]

Clerics start with these proficiencies and can spend points to unlock others:

Armor

  • Cloth, Light, Medium, Shields

Weapon

  • Simple

Save Proficiencies

Ability Trees[]

Divine[]

"Divine abilities represent the power of the gods channelled directly through their followers. They involve such miracles as fire from thin air, pillars of flame shooting up from the ground, and even the power to split the very earth itself"

  • Produce Flame [Cantrip]: Range (18 Yds) 2s Effect: A flickering flame appears in your hand, which you quickly hurl at an enemy in range. On a hit, the target takes 2-8 Fire damage [up to a max of 8-32 Fire damage at Rank 4 unlocked at Level 17.] Cost: 0 points [then 1 point per skill rank up to a max of Rank 4.]
  • Warding Flare: Range (18 Yds) 120s Effect: You conjure a flare of divine light in the face of an enemy. The creature must make a DC 14 Constitution save or be blinded and have disadvantage on their attacks for the next 30 seconds. Requires: Level 5 Cost: 2 points.
  • Flamestrike: Range AoE (18 Yds, 2 Yd radius) 200s Effect: A vertical column of divine fire roars down from the heavens in a location you specify. Each creature within 2 yards must make a DC 14 Dexterity saving throw. A creature takes 10-28 Radiant damage and 10-28 Fire damage [up to a max of 11-34 Fire and Radiant damage at rank 2] on a failed save, or half as much damage on a successful one. Requires: Warding Flare & Level 9 Cost: 3 points [then 1 point per rank up to a max of Rank 2.]
  • Regenerate: Range (8 Yds) 280s Effect: You touch a creature and stimulate its natural healing ability. The target regains 42-54 hit points. The target will target will then regain 60 hit points [up to a max of 60-120 hit points at Rank 2] over the next 60 seconds. Requires: Level 13 Cost: 3 points [then 1 point per rank up to a max of Rank 2.]
  • Earthquake: Range AoE (18 Yds, 5 Yd radius) 280s Effect: You create a seismic disturbance at a point on the ground that you designate. An intense tremor rips through the ground, expanding out to 5 yards and lasting 24 seconds. The ground in the area becomes difficult terrain. Each creature on the ground in the area must make a DC 14 Dexterity saving throw. On a failed save, the creature is knocked prone and takes 11-34 Bludgeoning damage. Requires: Level 15 Cost: 3 points.

Righteous Champion[]

"Champions who fight in the name of their gods are imbued with a bit of that god's power, enough to strike down their enemies with divine righteousness, and to send the foulest of enemies running away in fear."

  • Divine Strike [Cantrip]: Melee 2s Effect: You infuse your weapon with divine energy as you strike your target. When you hit a creature with this attack, you deal 5-10 Radiant damage [up to a max of 10-28 Radiant damage at Rank 4 unlocked at Level 17.] Cost: 0 points [then 1 point per rank up to a max of Rank 4.]
  • Healing Word: Range (18 Yds) 20s Effect: Divine healing washes over a target you specify, restoring 10-11 hit points [up to a max of 19-23 hit points at Rank 4.] This spell has no effect on undead or constructs. Cost: 1 point [then 1 point per rank until a max of Rank 4.]
  • Spiritual Weapon: Range (10 Yds) 80s Effect: You create a spectral hammer that hovers within range and will seek out and attack enemies, dealing force damage with each attack. The hammer will match your level up to Level 5 [to a max of Level 20 at Rank 4 unlocked at Level 16] and gains a bonus to Strength and Constitution equal to your Wisdom modifier. The hammer will exist until it is defeated, 120 seconds have passed, or you cast the spell again. Requires: Level 3 Cost: 2 points [then 1 point per rank up to a max of Rank 4.]
  • Turn Undead: PbAoE (9 Yds) 40s Effect: You present your holy symbol and speak a prayer censuring the undead [and demons at Rank 2.] Each undead [or demon] within 9 yards [10 yards at Rank 2] of you must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is turned for 30 seconds [60 seconds at Rank 2], or until it takes any damage. A turned creature cannot attack and will attempt to flee from the cleric for the duration of this effect. Requires: Level 3 Cost: 2 points [then 1 point per rank up to a max of Rank 2.]

Light[]

"Clerics of Light promote the ideals of rebirth and renewal truth, vigilance, and beauty which the gods they follow represent. While most of these abilities focus on healing the injured, the power of light can also be a powerful weapon against servants of darkness."

  • Sacred Flame [Cantrip]: Range (18 yds) 2s Effect: Flame-like radiance descends on a creature that you designate within range. The target must succeed on a DC 14 Dexterity saving throw or take 2-8 Radiant damage [up to a max of 8-32 Radiant damage at Rank 4 unlocked at Level 17.] Cost: 0 points [then 1 point per rank up to a max of Rank 4.]
  • Celestial Strike: Range (18 Yds) 40s Effect: You summon a celestial force which shines down from the heavens towards the targeted creature. The target must make a DC 14 Dexterity saving throw. A failed save results in the target taking 10-28 Radiant damage [up to a max of 11-34 Radiant damage at Rank 2], or half as much on a successful save. Cost: 1 point [then 1 point per rank up to a max of Rank 2.]
  • Cure Wounds: Range (5 Yds) 30s Effect: A creature you touch regains 13-15 hit points [up to a max of 31-39 hit points at Rank 4.] This spell has no effect on undead or constructs.Cost: 1 point [then 1 point per rank up to a max of Rank 4.]
  • Prayer of Healing: PBAoE (12 Yds radius) 60s Effect: A wave of healing energy washes out from you. Each ally within 8 yards [up to a max of 20 yards at Rank 4] regains 19-23 hit points [up to a max of 37-47 hit points at Rank 4.] The spell has no effect on undead or constructs. Requires: Cure wounds & Level 3 Cost: 2 points [the 1 point per rank up to a max of Rank 4.]
  • Disciple of Light: Passive Effect: Invigorating rays of light pour from your hands, increasing healing by 10% [up to a max of 50% at Rank 4], and granting 5% resistance [up to a max of 20% at Rank 4] to Radiant and Necrotic damage taken.Requires: Cure Wounds & Level 5 Cost: 2 points [then 1 point per rank up to a max of Rank 4.]

Life[]

"Chief among a divine servant's duties is to grant salvation and aid to others. Through a variety of blessings and chants, these heroes can bolster their allies, restore the cursed and injured, and bring hope to those in need of aid."

  • Bless: PBAoE (15 Yds) 40s Effect: You bless all of your allies within range. Whenever an affected target makes an attack roll or a saving throw, it gains +2 [up to +4 at Rank 2] to the roll. These effects last 60 seconds. Cost: 1 point [then 1 point per rank up to a max of Rank 2.]
  • Restoration: Range (10 yds) 80s Effect: You cleanse a target of a single negative effect [or ALL negative effects at Rank 2.] Examples of negative effects include damage over time, silences, and ability score reductions. Requires: Level 2 Cost: 2 points [then 1 point per rank up to a max of Rank 2.]
  • Aid: PBAoE (15 Yds) 80s Effect: Your spell bolsters your allies with toughness and resolve. Each ally in range gains +10% resistance [up to 20% at Rank 3] to all damage and +3 maximum hit points [up to 26 maximum hit points at Rank 3.] These effects last 60 seconds. Requires: Level 3 Cost: 2 points [then 1 point per rank up to a max of Rank 3.]
  • Revivify: Melee [5 yards at Rank 3] 120s Effect: You touch a creature that has died recently. That creature returns to life and regains 14-17 hit points [29-37 hit points, plus a 42-48 heal over 12 seconds at Rank 3.] Requires: Restoration & Level 5 Cost: 2 points [then 1 point per rank up to a max of Rank 3.]
  • Beacon of Hope: Range (18 Yds) 140s Effect: This spell bestows hope and vitality. Choose an ally within range to become the beacon. For the next 20 seconds, any allies within 6 yards increase the amount of hit points received from any healing spells by 25% [up to 100% at Rank 4.] Requires: Aid & Level 5 Cost: 2 points [the 1 point per rank up to a max of Rank 4.]

War[]

"Holy champions who follow the gods of war excel in battle and inspire those around them. Almost exclusively offensive in nature, war abilities focus on dealing massive amounts of Divine damage, smiting one's enemies on the battlefield with righteous fury"

  • Divine Smite: Melee 80s Effect: Expend holy energy and strike a foe with a weapon, dealing 5-22 Radiant damage [up to a max of 11-46 Radiant damage at Rank 4.]Requires: Level 2 Cost: 2 points [then 1 point per rank up to a max of Rank 4.]
  • Radiant Pulse: Ranged AoE (18 Yards) 120s Effect: Channel divine power directly down from the heavens on a target or a point in range. Radiant energy explodes from that point, striking all enemy targets within 5 yards. Each target struck must make a DC 14 Wisdom saving throw. A creature that fails this save takes 16-52 Radiant damage [up to a max of 17-58 Radiant damge at Rank 2], or half that much on a successful save. Requires: Level 5 Cost: 2 points [then 1 point per rank up to a max of Rank 2.]
  • Crusader's Mantle: Aura (6 Yds) 120s Effect: Holy power radiates from you in an aura with a 6-yard-radius, awakening boldness in friendly creatures. For the next 40 seconds, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deal and extra 1-4 Radiant damage [up to a max of 2-8 Radiant damage at Rank 2] when it hits with a weapon attack. Requires: Divine Smite & Level 5 Costs: 2 points [then 1 point per rank up to a max of Rank 2.]
  • Guardian Of Faith: Range AoE (18 Yds, 5 Yds radius) Effect: You summon the essence of a celestial being into this plane at a point you designate. Any enemy within 5 yards must make a DC 14 Wisdom saving throw. On a failed save, a creature will take 9-24 Radiant damage, or half as much on a success. The celestial guarding remains in place for 6 seconds. Each enemy still within range must make a new save each round. Requires: Radiant Pulse 2 & Level 7 Cost: 3 points.
  • Arcing Smite: Range (18 Yds) 240s Effect: Launch a bolt of wild, holy energy at an enemy. On a hit, the bolt deals 24-84 Radiant damage and then bounces to another enemy target in range. The bolt will bounce up to 2 times [up to a max of 8 times at Rank 4.] Requires: Radiant Pulse & Level 11 Cost: 3 points [then 1 point per rank up to a max of Rank 4.]

Protection[]

"Regardless of their class, heroes that are of true heart seek above all else to protect and defend their allies and those who cannot fend for themselves. Protection abilities focus on the ability to close quickly with enemies and to defend against the strongest of attacks."

  • Shield Bash: Range (3 Yds) 40s Effect: Slam a target with your shield, dealing 6-15 Bludgeoning damage [7-21 Bludgeoning damage at Rank 2] and stunning them briefly [knock down at Rank 2.] Requires: Shield. Cost: 1 point [then 1 point per rank up to a max of Rank 2.
  • Shield Rush: Range (15 Yds) 120s Effect: Charge forward and slam a target with your shield, dealing 9-27 Bludgeoning damage [10-33 Bludgeoning damage at Rank 2] and knocking your target down for 3 seconds [5 seconds at Rank 2.] Requires: Shield, Shield Bash 2 & Level 5. Cost: 2 Points [then 1 point per rank up to a max of Rank 2.]
  • Shield Wall: Self 80s Effect: You quickly raise your shields and automatically block all incoming projectiles for 8 seconds [up to a max of 15 seconds at Rank 3.] Requires: Level 3 Cost: 2 points [then 1 point per rank up to a max of Rank 3.
  • Bulwark: Self 140s Effect: You dig deep into your training on defensive stances, becoming a wall of defense. For the duration, you gain +2 AC [+8 AC at Rank 4], +10% to all damage resistances [+25% at Rank 4], +2 to saving throws [+8 at Rank 4], and +5 maximum hit points [+31 at rank 4.] The effects last 15 seconds. Requires: Shield, Shield Wall & Level 5 Cost: 2 points [then 1 point per ranks up to a max of Rank 4.]
  • Extended Defense: Passive Aura (2 Yds) Effect: You've spent your life dedicates to protecting your allies. As a passive ability, all nearby allies gain +1 [+2 at Rank 3 unlocked at Level 11] armour class while they are within a 2-yard range of you. Requires: Bulwark & Level 7 Cost: 3 points [then 1 point per rank up to a max of Rank 3.]

Martial[]

"Whether a grizzled veteran or a squire in training, most professions have some degree of martial training. Those who excel in the use of arms, armor and melee combat are a fearsome force to behold on the battlefield. Martial abilities focus on manipulating the battlefield by weakening one's enemies."

  • Victorious Surge: Melee 40s Effect: Strike a foe with victorious fervor, dealing 6-15 Bludgeoning damage [9-27 Bludgeoning damage at Rank 3.] Performing this attack causes you to recover 7-9 hit points [16-21 hit points at Rank 3.] Cost: 1 point [then 1 point per rank up to a max of Rank 3.]
  • Flying Foe: Range (12 Yds) 40s Effect: You hurl a spear attached to a chain at an enemy. On a hit, the target takes 5-12 Piercing damage and is pulled towards you. [At Rank 2 this attack never misses.] Cost: 1 point [then 1 point per rank up to a max of Rank 2.]
  • Impede: Melee 80s Effect: You strike a foe in an attempt to cripple them, dealing 10-33 Bludgeoning damage [12-39 Bludgeoning damage at Rank 2] and slowing their movement speed by -60% [-75% at Rank 2] for 30 seconds. Requires: Level 3 Cost: 2 points [then 1 point per rank up to a max of Rank 2.]
  • Break The Wall: Melee 160s Effect: You shatter an opponent's defenses with a solid stike, dealing 12-41 Bludgeoning damage [14-49 Bludgeoning damage at Rank 2] and causing them to suffer a -5 [-10 at Rank 2] penalty to their AC for 60 seconds. Requires: Impede 2 & Level 5 Cost: 2 points [then 1 point per rank up to a max of Rank 2.]
  • Wounding Blow: Melee 280s Effect: A brutal attack that deals 13-45 Bludgeoning damage [16-55 Bludgeoning damage at Rank 2.] For 60 seconds afterwards, the target suffers a -100% penalty to healing from all sources. Requires: Impede & Level 7 Cost: 3 points [then 1 point per rank up to a max of Rank 2.]

Sources[]

Advertisement