Aspirant
Aspirant | Anointer | Exorcist
Healer | Hecatomb | Labyrinth Priest
Oracle | Guardian (Cleric) | Sun Priest
Warpriest
Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine.
Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith.
Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds.
Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are.
Aspirant Archetype Spells
1st level - expeditious retreat , jump
3rd level - alter self , enlarge/reduce
5th level - vampiric touch , haste
7th level - freedom of movement , stoneskin
9th level - awaken , arcane hand
Possible Talent
It is easy to imagine how by taking a different course in life one could have ended up with an entirely different set of skills.
At 1st level, you can invoke this truth for yourself or reveal it to others with a brief prayer. Spend an action and choose yourself or a creature within 30 feet. That creature gains proficiency in a weapon, armor, skill, tool, language, or vehicle of your choice. This effect lasts until you take a short or long rest . After you use this ability, you cannot use it again until you take a short or long rest.
Fighting Fitness
At 1st level, you combine your divine power with some of the martial arts techniques of an adept, the practice of which keeps your body healthy.
You gain the following benefits:
- You must choose Armor of Conviction as your Defensive Blessing.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain cleric levels (as the adept’s Martial Arts feature, as shown in the Martial Arts column of the Adept table).
- When you take the Attack action and hit with an unarmed strike, you can use a bonus action to briefly glow with holy power and deal an extra 1d8 radiant damage. The radiant damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. After using this feature a number of times equal to your Wisdom modifier (minimum 1), you cannot use it again until you finish a long rest .
Channel Divinity – Potential Self
At 2nd level, you can use your Channel Divinity to let a creature briefly manifest its full potential. Spend an action and choose yourself or a creature within 30 feet. For the next minute, the target gains a 1d4 bonus to attack rolls and saving throws, and its AC increases by 2. In addition, immediately after receiving this blessing the target can use its reaction to make an attack.
When you use this ability, the recipient can make an attack as a reaction.
The creature’s physical form may shift slightly when it becomes its potential self, reflecting choices it might make in the future or could have made in the past. This could be as simple as changing hairstyle or removing scars, or as grandiose as glowing eyes and hair, rippling muscles, even possibly changing sex or species. These changes reflect what the creature desires itself to be, and revert when the effect ends.
Possible Paragon
At 6th level, you can help someone strain the bonds of what they could normally achieve. When you use Potential Self the target also chooses one ability score to increase by 2. This can temporarily increase an ability score above 20.
Holy Touch
At 8th level, you can momentarily hold divinity in your hands, which can devastate mortal foes. Once on each of your turns when you hit a creature with an unarmed attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Transcendent Form
Starting at 17th level, your body becomes more than just crude matter, and you can shape it to match your spiritual essence. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, or thunder. You gain immunity to that damage type.