Epic Cleric - Ascendant

The path of the cleric is one of devotion, service, and principle. Between the commandments of their deities and the structure of temples, clerics typically know their goals and purposes from the day they first lift their holy symbols. Eventually, whether they are promoted to a position of authority within their order or achieve a level of closeness with divinity that few even dream of, a cleric’s path ends. Most are content to settle into lives as saints and miracle-makers, but not all. At the end of their path, a select few feel the pull of something greater, something truly divine.


PREREQUISITES

Ascendants are beings of raw divine power with influence that can only be rivaled by the gods themselves. To advance as an ascendant, clerics must entreat the deities they worship, wield potent magics, and be avatars of the values their religions represent. Becoming an ascendant means no less than being a living god, walking the world in service of the highest of powers.

To advance as an ascendant, you must meet the following prerequisites (in addition to the multiclassing requirements for your existing class):

  • Cleric Level 20 – Clerics of extreme dedication and power have what it takes to walk the path of an ascendant. Others cannot make the journey.
  • Slay an Epic Foe – At the DM’s discretion, you may be required to defeat a mighty opponent of tremendous power. This enemy must be the greatest threat you have ever faced and represent a tremendous achievement in your adventuring career. DMs are encouraged to make this foe a creature of great power that pushes your character to its limits. The creature need not be defeated singlehandedly but should always be of considerable challenge.
  • Epic Trial: Relic of Divinity – To accompany you on the long road to divine ascension, you must acquire a sacred icon of your faith. This icon is almost always an object of great significance or value to your religious order. For some ascendants, this could be a token once held by their deity when the gods were mortal. For others, it may be a magical item of tremendous power, such as an artifact or relic. No matter what form the object takes, it must be extraordinarily difficult to acquire, often involving challenging adventures, powerful magic, and adversarial forces of great power. Once you have overcome these obstacles and acquired the object, you must sanctify it as a holy relic through which you can channel nearly limitless divine power. The entire process should take at least a year and a day, the end of which culminates with you taking up the divine relic as your new holy symbol.

CLASS FEATURES


Level Prestige Class Features Proficiency Bonus Maximum Epic Spell Tier Divine Spark Generations
21st Ability Score Improvement, Epic Feat, Acts of Faith +6 - 0
22nd Divine Spark, Epic Spellcasting +6 Tier 1 1
23rd Ability Score Improvement +7 Tier 1 1
24th Quasi-Deity +7 Tier 2 2
25th Ability Score Improvement, Epic Feat +7 Tier 2 2
26th Epic Domain +7 Tier 3 3
27th Ability Score Improvement +8 Tier 3 3
28th Demigod +8 Tier 3 4
29th Ability Score Improvement, Epic Feat +8 Tier 3 4
30th Ascendancy +8 Tier 3 5




As an ascendant, you gain the following class features.

Hit Points

Hit Dice: 1d8 per ascendant level
Hit Points per Level: 1d8 (or 5) + your Constitution modifier per ascendant level

Proficiencies

Saving Throws: You gain proficiency in a single saving throw of your choice.

Ability Score Improvement

When you reach 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 30 using this feature.

Epic Feat

When you reach 21st level, and again at 25th and 29th level, you may select one Epic feat from the Epic feat list detailed in chapter 3. You may forgo taking an Epic feat to instead increase an ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30 using this feature.



Acts of Faith

Beginning at 21st level, you gain your first taste of raw divine power, greatly enhancing your skills and abilities. You gain the following features.

  • Divine Competence. Your skills become divinely endowed. When you attempt an ability check with a skill in which you are proficient, you may use your Wisdom ability score modifier instead of the usual ability score modifier that would be associated with the skill. For example, ascendants making a Strength (Athletics) ability check would add their Wisdom modifier instead of their Strength modifier to the result of the roll.
  • Sacred Spells. When you expend a spell slot to cast one of your domain spells of 4th level or lower, you may instead cast that spell at 5th level without expending a higher-level spell slot.



Divine Spark

At 22nd level, you can manifest a fragment of godhood inside yourself and unleash its tremendous power. As a bonus action you can summon this force, known as a Divine Spark, and hold it within you. You can generate a single Divine Spark at this level and can learn to generate additional Divine Sparks as you advance as an ascendant according to your Divine Spark Generations column of the ascendant class progression table. You regain all of your expended Divine Spark generations when you finish a long rest. You cannot hold more than a single Divine Spark within you at a time and while you hold a Divine Spark you gain the following benefits until that spark is expended:

• Your body radiates power. Your eyes glow and your voice resonates with godlike intensity. A creature that can perceive you immediately knows you are divine, regardless of race, intelligence, or alignment.
• If you would roll a 9 or lower on an attack roll, saving throw, or ability check in which you are proficient, you instead roll a 10.

Unless used to cast an Epic spell (see “Epic Spellcasting” below), a Divine Spark is expended when you finish a short or long rest.

Epic Spellcasting

At 22nd level, you can unleash your divine power in the form of mighty Epic spells. Once per turn, you can consume a Divine Spark you have generated to cast an Epic spell from the ascendant Epic spell list of a tier according to the Maximum Epic Spell Tier column of the ascendant class progression table. You must fulfill the other requirements of casting that spell, such as actions, concentration, and other restrictions when applicable, and you immediately lose the benefits of the Divine Spark when you begin to cast the spell. If you would expend your Divine Spark to cast an Epic spell at a tier lower than your highest tier available, you instead cast it at that tier. If your casting is interrupted, countered, or prevented by any means before the spell is complete, your Divine Spark is wasted. See the “Epic Magic and Spellcasting” section in chapter 4 of the Epic Legacy Core Rulebook for rules about Epic magic, and the “Epic Spells” section for the list of Epic spells available to the ascendant.



Quasi-Deity

At 24th level, your divine ascension results in you attaining the rank of quasi-deity. Though you are a minor god, you begin to receive significant worship from mortals who find meaning in your teachings and perform ceremonies in your honor. This idolatry strengthens your divine powers, granting you the following properties.

  • Divine Will. By expending more of your magic, you can remove the need to concentrate on your spells. When you expend a spell slot to cast a spell that requires concentration to maintain its effects, you can expend an additional spell slot of that spell’s level or higher to remove the need to concentrate on the spell for its duration.
  • Vitality of the Gods. You become immortal. You no longer suffer the effects of aging, nor do you need to eat, drink, sleep, or breath, and you are immune to the exhausted condition. You must still rest to recover hit points, features, spells, and other traits. When you rest, you can sense the prayers, requests, and worship of those who follow you.



Epic Domain

At 26th level, your divine power expands to include your domain. As a god of your domain, you are the divine embodiment of its principles and your every act glorifies these ideals. You gain additional domain spells that you can cast as detailed in that domain’s Epic subclass features. When you cast a domain spell of 8th level or lower, instead of expending a spell slot of that spell’s level you may instead expend a use of your Channel Divinity. You gain the following features according to the Domain you selected when you were advancing as a cleric.


Arcana Domain1


Spell Level Arcana Domain Spells
6th arcane gate, globe of invulnerability
7th mirage arcane, teleport
8th antimagic field
9th gate

With the power of your Divine Spark you can store your spell’s effects to use at your convenience. Until your Divine Spark is expended, when finishing casting a non-Epic spell of 1st level or higher, you can choose to prevent the spell from taking effect and instead store its magical energy for up to 1 hour or until you no longer hold your Divine Spark. When you start each of your turns, you can choose to unleash one or more stored spell’s effects as though you had cast them instantly. You can store a number of spells in this manner with a combined spell level equal to (but no greater than) your Wisdom modifier.


Death Domain


Spell Level Death Domain Spells
6th circle of death, create undead
7th etherealness, finger of death
8th mind blank
9th power word kill

Your Divine Spark makes you an unrelenting avatar of death. Until your Divine Spark is expended, you are immune to necrotic damage and living creatures are considered vulnerable to damage dealt by you.


Forge Domain2


Spell Level Forge Domain Spells
6th create homunculus, investiture of flame
7th delayed blast fireball,, simulacrum
8th mighty fortress
9th meteor swarm

Your divine power makes you a nigh-indestructible bastion that can withstand almost any injury. Until your Divine Spark is expended, you cannot be critically hit, are immune to damage from non-Epic sources, and are resistant to damage from Epic sources.


Grave Domain3


Spell Level Grave Domain Spells
6th circle of death, magic jar
7th finger of death, resurrection
8th clone
9th weird

You can consign the living to the grave with your very presence. Until your Divine Spark is expended, when you start each of your turns, each creature of your choice within 60 feet of you with 100 hit points or fewer dies instantly. Epic and mythic creatures instead must succeed on a Constitution saving throw versus your spell save DC to prevent this effect.


Knowledge Domain


Spell Level Knowledge Domain Spells
6th eyebite, mass suggestion
7th forcecage, sequester
8th telepathy
9th foresight

Your divine power allows you to learn almost everything about a creature at a glance. Until your Divine Spark is expended, you can take a Search action to learn the statistics and traits of a single creature you can see. If you use this feature to learn the statistics and traits of a mythic creature, you cannot use it again for 1 year.


Life Domain


Spell Level Life Domain Spells
6th heal, heroes’ feast
7th regenerate, resurrection
8th power word stun
9th mass heal

You are a beacon of life energy that can alleviate the worst of injuries. Until your Divine Spark is expended, when you cause a creature to regain hit points that exceed its hit point maximum, it gains the excess amount of hit points as temporary hit points up to a maximum of 100 temporary hit points. These hit points disappear when an affected creature finishes a short or long rest, or until you no longer hold your Divine Spark.


Light Domain


Spell Level Light Domain Spells
6th sunbeam, true seeing
7th firestorm, prismatic spray
8th sunburst
9th prismatic wall

Until your Divine Spark is expended, as an action you can expend one or more cleric spell slots of 9th level or lower to call down a bolt of radiant energy from the sun itself. Each creature in a 300- foot radius, infinitely high cylinder (or the physical distance to the sun when appropriate for your game world) centered on a point you can see within 1 mile of you becomes permanently blinded and must succeed on a Constitution saving throw versus your spell save DC or take 1d12 points of radiant damage for each level of cleric spell slots expended. A successful saving throw halves the damage. This feature automatically fails if the point you target is not exposed to direct sunlight or is used on a world without a sun. Once you have used this feature, you must finish a long rest before you can use it again.


Nature Domain


Spell Level Nature Domain Spells
6th transport via plants, wall of thorns
7th regenerate, whirlwind
8th demiplane
9th shapechange

Your very touch aligns the world toward the natural order. Until your Divine Spark is expended, once on each of your turns as an action you may attempt a melee spell attack against a creature within reach. On a successful hit, the target must succeed on a Wisdom saving throw against your spell save DC or be transformed into a beast, elemental, or plant of a challenge rating equal to or less than one third your character level. Epic and mythic creatures make this saving throw with Epic advantage.

The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen creature, but the target retains its hit points, alignment, and personality.

The target gains a number of temporary hit points equal to the hit points of the new form, which cannot be replaced by temporary hit points from another source. The target reverts to its normal form when it has no more temporary hit points, it dies, or you take an action to touch the creature and dismiss the effect.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech unless its form could do so normally. The creature is considered charmed by you and you can give it verbal commands as a bonus action.


Order Domain4


Spell Level Order Domain Spells
6th globe of invulnerability, mass suggestion
7th forcecage, temple of the gods
8th dominate monster
9th time stop

You add the Epic spell enslave to your ascendant Epic spell list.
Additionally, your Divine Spark allows you to project a magical aura of order, balancing the universe around you and granting you the following benefit. Until your Divine Spark is expended, you generate an aura of axiomatic energy in a 60 ft. radius. When a creature in the area rolls a d20 and rolls higher or lower than an 11, you can choose to instead have it roll an 11 (no action required). A creature cannot be affected by this feature.


Tempest Domain


Spell Level Tempest Domain Spells
6th chain lightning, investiture of wind
7th firestorm, reverse gravity
8th tsunami
9th storm of vengeance

Lightning and thunder suffuse you, making every act an unrelenting storm. When you generate a Divine Spark, you may expend a single non-Epic cleric spell slot to charge yourself with the power of the storm. Until your Divine Spark is expended, when you would deal lightning or thunder damage, you may deal an additional 1d8 lightning or thunder damage per level of the spell slot expended when you generated the Divine Spark.


Trickery Domain


Spell Level Trickery Domain Spells
6th eyebite, irresistible dance
7th project image, simulacrum
8th dominate monster
9th true polymorph

Your enemies are relentlessly mocked by your magic, making them vulnerable to your attacks. Until your Divine Spark is expended, when you hit a creature with a weapon attack that is being affected by one or more of your spells, your attack deals an additional 20d10 poison damage. If an attacked creature would be immune to poison damage dealt by the attack, it is instead resistant.


Tyranny Domain5


Spell Level Tyranny Domain Spells
6th contingency, mass suggestion
7th finger of death, forcecage
8th dominate monster
9th imprisonment

You add the Epic spell hideous mandate to your ascendant Epic spell list.
Additionally, your divine authority empowers your voice to better subjugate those who oppose you. Until your Divine Spark is expended, if a spell you cast requires that you must see a creature in order to affect it, it instead requires that the creature be able to hear you, in addition to its normal restrictions.


War Domain6


Spell Level War Domain Spells
6th blade barrier, move earth
7th fire storm, magical sword
8th earthquake
9th meteor swarm

Your godlike power makes you a divine engine of war, allowing you to slaughter any who oppose you. Until your Divine Spark is expended, when you hit an enemy with a weapon attack you regain a use of your Channel Divinity feature, up to your maximum. Additionally, while you hold your Divine Spark, when one of your weapon attacks exceeds your target’s AC by 10 or more, the attack scores a critical hit.


Demigod

At 28th level, your divine rank has improved to grant you the position of demigod. This close to full divinity, your circle of worshipers grows considerably and other gods (if any) begin to consider you a serious contender for true godhood as you gain the following benefits.

  • Annihilate Undead. When any non-Epic undead fails its saving throw against your Channel Divinity: Turn Undead feature, you can choose to destroy it utterly and reduce its body to ash.
  • Immortal Essence. As long as you have worshipers, you cannot be truly killed. Eight hours after you are slain, your body, equipment, and soul merge into divine essence and vanish. After seven days, you return to life with full hit points at a holy site, temple, or other place of worship built in your name, along with all your equipment. This is a Deific effect that cannot be prevented by anything except another Deific effect.
  • Omnipotence. As an action you can expend a use of your Divine Intervention cleric class feature to cast the spell wish.
  • At the DM’s discretion, you may receive additional benefits (or penalties) according to the divine order of your game. Work out these details with your DM, finding a feature that best fits the theme of your game without being overly restrictive. Generally, this feature should not prevent your ascendant from continuing down your chosen path.



Ascendancy

At 30th level, you ascend to true godhood. You can choose to immediately end your current existence and take your place among the divine order or to remain upon the world in an extremely powerful—but ultimately weaker—mode of existence. Should you elect not to ascend, you instead gain the following benefits.

Epic effects produced by you, such as your ascendant class features and Epic spells you cast, are instead Deific effects.

When you expend a Divine Spark, as a reaction you may immediately generate a new Divine Spark from your remaining Divine Sparks (if available).




Aspect Divine Rank
Divine Aspect. Creatures of this divine rank possess a fragment of raw divine power within them. They may be a child of a god, a new ascendant, or a powerful divine agent. 0
Quasi-Deity. Creatures of this divine power cannot ascend to full godhood but possess the ability to unleash godlike power in limited amounts. 1-5
Demigod. On the cusp of true divinity, these beings draw their power from worship or from the direct contribution of the gods themselves. Only the gods and the universe’s most powerful beings can directly contest their power. 6-10
Intermediate Deity. “True gods,” these beings are dependent on the worship they receive and use their power to affect great change in the world over vast periods of time. They embody goals, principles, ideals, natural aspects, and other elements of the world to an absurd degree. 11-15
Greater Deity. The prime gods of any given cosmology, these beings are so powerful as to be nearly unstoppable, but with enough limits that they still have conceivable concerns and goals. These deities often form entire pantheons based upon their power and rarely intervene directly in mortal affairs. 16-20
Overgod. These entities are beyond anything mortals can imagine. Their goals, powers, and motivations are often completely unknown, and they rarely communicate directly even with other gods. They embody the most primal aspects of reality and existence itself may be tied to their divinity. 21+




Behind the Curtain: The Divine Order


Ascendants seek to become a part of a “Divine Order,” a community of gods with their own unique concerns and goals according to their stations. However, a DM may not wish to go through the trouble of handling divine politics or the squabbles of deities when running an adventure. When considering what path to divinity your ascendant takes and the significance of that advancement, you will want to work closely with your DM to find a balance between maintaining a functioning adventuring career and the responsibilities (or challenges) of being a deity.

The ascendant’s advancement presented below is based on the presumption that a game is operating in a “traditional” fantasy cosmology, which uses a system of divinity called “divine ranks.” Using this system, all gods are assigned a divine rank that indicates their significance in the divine order. Gods whose portfolios and domains are worshiped in great numbers often have higher divine ranks, and the gods compete for the worship of mortals to climb higher upon this ladder. A general outline for divine ranks and where the ascendant fits on this cosmological scale is provided in the Aspect of Divinity table.




Ref: ELCR p27-31, ELCC 207