Adherent (Playtest)

You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.

Adherents are those who have made themselves unto gods. They have studied the Primal Outer Planes carefully so that they might learn to embody every aspect of their chosen plane, sacrificing everything else in the name of their beliefs. Some are lauded as holy people for their efforts, others as out of touch fanatics.

The Adherent

Spell slots per spell level

Level

Proficiency Bonus

Features

Boons

Cantrips Known

Spells Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Spellcasting, Channel Divinity, Value Path

3

2

2

-

-

-

-

-

-

-

-

2nd

+2

Boon Giver

2

3

3

3

-

-

-

-

-

-

-

-

3rd

+2

Confession

2

3

4

4

2

-

-

-

-

-

-

-

4th

+2

Ability Score Improvement

2

4

5

4

3

-

-

-

-

-

-

-

5th

+3

Protective Shroud

3

4

6

4

3

2

-

-

-

-

-

-

6th

+3

Value Feature

3

4

7

4

3

3

-

-

-

-

-

-

7th

+3

3

4

8

4

3

3

1

-

-

-

-

-

8th

+3

Ability Score Improvement

3

4

9

4

3

3

2

-

-

-

-

-

9th

+4

Spiritual Fulfillment

4

4

10

4

3

3

3

1

-

-

-

-

10th

+4

Channel Divinity (2/rest)

4

5

11

4

3

3

3

2

-

-

-

-

11th

+4

Value Feature

4

5

12

4

3

3

3

2

1

-

-

-

12th

+4

Ability Score Improvement

4

5

12

4

3

3

3

2

1

-

-

-

13th

+5

5

5

13

4

3

3

3

2

1

1

-

-

14th

+5

Protective Shroud Improvement

5

5

13

4

3

3

3

2

1

1

-

-

15th

+5

5

5

14

4

3

3

3

2

1

1

1

-

16th

+5

Ability Score Improvement

5

5

14

4

3

3

3

2

1

1

1

-

17th

+6

6

5

15

4

3

3

3

2

1

1

1

1

18th

+6

Value Feature

6

5

15

4

3

3

3

3

1

1

1

1

19th

+6

Ability Score Improvement

6

5

15

4

3

3

3

3

2

1

1

1

20th

+6

Disciplined Concentration

6

5

15

4

3

3

3

3

2

2

1

1

Adherent (Playtest)
Class Features
Hit Points
Proficiencies
Equipment
Spellcasting
Cantrips
Spell Slots
Spells Known of 1st Level and Higher
Spell Casting Ability
Ritual Casting
Spellcasting Focus
Channel Divinity
Channel Divinity: Turn the Aberrant
Primal Path
Primal Path Spells
Boon Giver
Ability Score Improvement
Disciplined Concentration
Spell List (needs review)

Class Features

As an adherent, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Adherent level
Hit Points at 1st Level: 6 + your Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modified per Adherent level after 1st

Proficiencies

Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, maces, clubs
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Religion, History, Investigation, Medicine, Persuasion, Deception, or Insight.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a quarterstaff

  • (a) a light crossbow and 20 bolts or (b) a dagger

  • (a) a Priest's Pack or (b) a Diplomat's Pack or (c) a Scholar's Pack

  • A prayer book

Spellcasting

As a devotee to the world's primal forces, you have learned prayers and rituals to express your devotion to the forces you serve. Using your knowledge of prayer and The Outer Planes, you can call upon these higher powers to cast spells.

Cantrips

At 1st level, you know three cantrips of your choice from the Adherent spell list. You learn additional adherent cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Adherent table.

Spell Slots

The Adherent table shows how many spell slots you have to cast your adherent spells of 1st level and higher. To cast one of these adherent spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Healing Word and have a 1st-level and a 2nd-level spell slot available, you can cast Healing Word using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the adherent spell list.

The Spells Known column of the adherent table shows when you learn more adherent spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the adherent spells you know and replace it with another spell from the priest spell list, which also must be of a level for which you have spell slots.

Spell Casting Ability

Intelligence is your spellcasting ability for your adherent prayers, since you learn your prayers through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an adherent spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a adherent spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use a prayer book or holy symbol for your adherent spells.

Adherents' Prayer Books

Adherents' prayer books contain a mixture of prayers to deities, practices and rituals that help focus them on the spirit of their plane, and carefully detailed records of how to call upon the divine power of their favored plane to invoke spells- much in the manner a deity would.


Channel Divinity

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. At 10th level you get two uses.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your priest spell save DC.

Channel Divinity: Turn the Aberrant

All outer planer divinities share one common enemy- aberrations, and as their devotee, you have taken up their cause. As an action, you present your holy symbol and speak a prayer censuring aberrations, using your Channel Divinity. Each aberration that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Primal Path

Adherents follow a strict set of values which they seek to uphold in accordance with the will of the plane. At 1st level, an adherent chooses their Primal Path and gains additional features at 6th, 11th, and 18th level. An adherent can choose between the values of Order, Chaos, Self, Harmony, or Knowledge.

Primal Path Spells

Each primal path has a list of spells — its primal path spells — that you gain at the adherent levels noted in the value path description. Once you gain a primal path spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a primal path spell that doesn’t appear on the adherent spell list, the spell is nonetheless an adherent spell for you.

Boon Giver

You have the ability to grant advantages to your allies called boons. At 2nd level, during a short or long rest you may choose any combination of boons adding up to your Intelligence modifier (minimum of 1) to prepare. You can use any combination of your prepared boons up to the number listed in the Boons table. Boons are listed at the end of the class description and some exclusive boons belong to certain adherent Value Paths. Your boons require somatic components in a prayer to invoke the power of your plane, and you cannot benefit from your own boons. Whenever you complete a short or long rest you regain all expended boons.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Disciplined Concentration

At 20th level, you may concentrate on two spell effects at once. When you roll to maintain concentration you roll separately for both spells.

Spell List (needs review)

Cantrips

1st Level

2nd Level

3rd Level

4th Level

  • Guidance

  • Spare the Dying

  • Light

  • Sacred Flame

  • Mage Hand

  • Mending

  • Word of Radiance

  • Resistance

  • Thaumaturgy

  • Toll the Dead

  • Blade Ward

  • Dancing Lights

  • True Strike

  • Message

  • Friends

  • Bane

  • Bless

  • Ceremony

  • Command

  • Comprehend Languages

  • Create or Destroy Water

  • Cure Wounds

  • Detect Evil and Good

  • Detect Magic

  • Detect Poison and Disease

  • Featherfall

  • Good Berry

  • Grease

  • Guiding Bolt

  • Healing Word

  • Inflict Wounds

  • Identify

  • Longstrider

  • Mage Armor

  • Protection from Evil and Good

  • Purify Food and Drink

  • Sanctuary

  • Sleep

  • Shield of Faith

  • Speak with Animals

  • Aid

  • Augury

  • Barkskin

  • Blindness/Deafness

  • Borrowed Knowledge

  • Calm Emotions

  • Continual Flame

  • Darkness

  • Gentle Repose

  • Enhance Ability

  • Enlarge/Reduce

  • Find Traps

  • Gust of Wind

  • Hold Person

  • Invisibility

  • Lesser Restoration

  • Levitate

  • Locate Object

  • Misty Step

  • Prayer of Healing

  • Protection from Poison

  • Ray of Enfeeblement

  • See Invisibility

  • Silence

  • Skywrite

  • Spiritual Weapon

  • Warding Bond

  • Zone of Truth

  • Animate Dead

  • Beacon of Hope

  • Counterspell

  • Bestow Curse

  • Clairvoyance

  • Create Food and Water

  • Daylight

  • Dispel Magic

  • Fast Friends

  • Feign Death

  • Fly

  • Glyph of Warding

  • Haste

  • Life Transference

  • Magic Circle

  • Mass Healing Word

  • Meld Into Stone

  • Motivational Speech

  • Protection from Energy

  • Remove Curse

  • Revivify

  • Sending

  • Speak with Dead

  • Spirit Gaurdians

  • Tiny Hut

  • Tongues

  • Water Walk

  • Arcane Eye

  • Banishment

  • Blight

  • Control Water

  • Death Ward

  • Divination

  • Freedom of Movement

  • Guardian of Faith

  • Locate Creature

  • Polymorph

  • Private Sanctum

  • Sickening Radiance

  • Stone Shape

  • Stoneskin

5th Level

6th Level

7th Level

8th Level

9th Level

  • Awaken

  • Commune

  • Contact Other Plane

  • Contagion

  • Control Winds

  • Dawn

  • Dispel Evil and Good

  • Flame Strike

  • Geas

  • Greater Restoration

  • Hallow

  • Holy Weapon

  • Insect Plague

  • Legend Lore

  • Mass Cure Wounds

  • Modify Memory

  • Planar Binding

  • Raise Dead

  • Scrying

  • Skill Empowerment

  • Summon Celestial Spirit

  • Telepathic Bond

  • Teleportation Circle

  • Wall of Force

  • Wall of Light

  • Blade Barrier

  • Create Undead

  • Find the Path

  • Forbiddance

  • Guards and Wards

  • Harm

  • Heal

  • Heroes' Feast

  • Mass Suggestion

  • Planar Ally

  • Summon Fiend

  • Sunbeam

  • True Seeing

  • Word of Recall

  • Conjure Celestial

  • Divine Word

  • Etherealness

  • Fire Storm

  • Plane Shift

  • Power Word Pain

  • Regenerate

  • Resurrection

  • Symbol

  • Temple of the Gods

  • Antimagic Field

  • Control Weather

  • Earthquake

  • Holy Aura

  • Power Word Stun