Puntos de Golpe
Competencias
Scholar
| Nivel | Bonificador de Competencia | Características | Erudite Applications |
|---|---|---|---|
| 1 | + 2 | Academic Discourse Field of Study Sage Advice | 0 |
| 2 | + 2 | Academic Discourse Field of Study Sage Advice | 2 |
| 3 | + 2 | Academic Discourse Field of Study Sage Advice | 2 |
| 4 | + 2 | Academic Discourse Field of Study Sage Advice | 2 |
| 5 | + 3 | Academic Discourse Field of Study Sage Advice | 3 |
| 6 | + 3 | Academic Discourse Field of Study Sage Advice | 3 |
| 7 | + 3 | Academic Discourse Field of Study Sage Advice | 3 |
| 8 | + 3 | Academic Discourse Field of Study Sage Advice | 4 |
| 9 | + 4 | Academic Discourse Field of Study Sage Advice | 4 |
| 10 | + 4 | Academic Discourse Field of Study Sage Advice | 4 |
| 11 | + 4 | Academic Discourse Field of Study Sage Advice | 5 |
| 12 | + 4 | Academic Discourse Field of Study Sage Advice | 5 |
| 13 | + 5 | Academic Discourse Field of Study Sage Advice | 5 |
| 14 | + 5 | Academic Discourse Field of Study Sage Advice | 6 |
| 15 | + 5 | Academic Discourse Field of Study Sage Advice | 6 |
| 16 | + 5 | Academic Discourse Field of Study Sage Advice | 6 |
| 17 | + 6 | Academic Discourse Field of Study Sage Advice | 7 |
| 18 | + 6 | Academic Discourse Field of Study Sage Advice | 7 |
| 19 | + 6 | Academic Discourse Field of Study Sage Advice | 7 |
| 20 | + 6 | Academic Discourse Field of Study Sage Advice | 8 |
Características de Clase
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Equipo Inicial
Características de Clase
Academic Discourse (Level 1)
You have mastered the art of using 10 words where 1 would suffice. This academic discourse is a mix of technical jargon, obtuse phrasing, and excessive pedantic detail. Only another creature that knows academic discourse understands messages spoken or written in this language. Other creatures may be bored or mildly annoyed. It takes ten times longer to convey a message in academic discourse than it does to speak the same idea plainly.
Your mastery of this language has improved your general reading comprehension. You can read ten pages of text a minute when reading a language you know.
Field of Study (Level 1)
Starting at 1st level, you commit yourself to a field of study of your choice. Your field of study grants you features at 1st level and then again at 3rd, 9th, 14th, and 20th level.
Sage Advice (Level 1)
Scholars analyze their circumstances, hypothesize about the best course of action, and advise their allies with carefully calculated plans. When a creature within 60 feet of you who can hear you makes an ability check, attack roll, or saving throw you can use your reaction to add a bonus to the result of that roll. This bonus equals your proficiency bonus. You can wait until after the creature makes the roll but must decide to use this feature before the DM says whether the roll succeeds or fails. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you complete a long rest.
Analyze Enemy (Level 2)
At 2nd level, you can size up an enemy with one look. You can use a bonus action on each of your turns to survey a creature you can see within 60 feet. For the next minute when you attack that creature, you can add your Intelligence ability modifier, instead of your Strength or Dexterity ability modifier, to attack and damage rolls with weapons you are proficient with.
At 5th level, you deal additional damage to the creature while you benefit from your analysis. The first time you hit the creature with a weapon attack each turn you deal an additional 1d10 damage. This additional damage increases by 1d10 again at 11th level 2d10 and 17th level 3d10.
Erudite Applications (Level 2)
Also at 2nd level, you learn to apply your vast scholarly aptitudes to practical tasks. You gain two Erudite Applications of your choice detailed at the end of this class description. When you gain certain scholar levels, you gain additional applications of your choice, as shown in the Applications Known column of the Scholar table.
Field of Study feature (Level 3)
At 3rd level, you gain a feature from your Scholar Field of Study.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Analyze Enemy improvement (Level 5)
At 5th level, you deal additional damage to the creature while you benefit from your analysis. The first time you hit the creature with a weapon attack each turn you deal an additional 1d10 damage.
Sagacious Font (Level 5)
Beginning when you reach 5th level, you regain all expended uses of Sage Advice when you finish a short or long rest.
Quick Study (Level 6)
Beginning at 6th level, you can study up on a skill or tool as part of the light activity of resting. When you finish a long rest, choose a skill or tool you are not proficient with. Until you use this feature again, you are proficient in that skill or with that tool.
Iron Will (Level 7)
By 7th level, you have acquired greater mental strength. You gain proficiency in Charisma saving throws.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Esoteric Application (Level 8)
At 8th level, you do not need to meet the prerequisites for the Erudite Application you gain at this level. You may choose another Erudite Application whose prerequisites you do not meet at 14th level.
Field of Study feature (Level 9)
At 9th level, you gain a feature from your Scholar Field of Study.
Brilliant Mind (Level 10)
At 10th level, you can reroll an Intelligence, Wisdom, or Charisma saving throw you fail. If you do so, you must use the result of the new roll. You can't use this feature again until you finish a short or long rest.
Analyze Enemy improvement (Level 11)
At 11th level, you deal additional damage to the creature while you benefit from your analysis. The first time you hit the creature with a weapon attack each turn you deal an additional 2d10 damage.
Reliable Talent (Level 11)
At 11th level, you are rarely mistaken when it comes to subjects of your personal interest. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a roll of 9 or lower on the d20 as a 10.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Field of Study feature (Level 13)
At 13th level, you gain a feature from your Scholar Field of Study.
Esoteric Application improvement (Level 14)
You may choose another Erudite Application whose prerequisites you do not meet at 14th level.
Expansive Intellect (Level 15)
Starting at 15th level, your Intelligence score increases by 2, to a maximum of 22. Additionally, you can now use ability score increase features to raise your Intelligence score to a maximum of 22 rather than 20.
At 20th level, your Intelligence score increases by 2, to a maximum of 24. Additionally, you can now use ability score increase features to raise your Intelligence score to a maximum of 24.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Analyze Enemy improvement (Level 17)
At 17th level, you deal additional damage to the creature while you benefit from your analysis. The first time you hit the creature with a weapon attack each turn you deal an additional 3d10 damage.
Flash of Genius (Level 18)
At 18th level, after you make an ability check, attack roll, or saving throw that adds your proficiency bonus, you can use your reactions to treat the result of the die roll as if it had been a 20. You can use this feature again when you finish a long rest.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Field of Study feature (Level 20)
At 20th level, you gain a feature from your Scholar Field of Study.
Expansive Intellect improvement (Level 20)
At 20th level, your Intelligence score increases by 2, to a maximum of 24. Additionally, you can now use ability score increase features to raise your Intelligence score to a maximum of 24.
Multiclase
Requisitos de Multiclase
{"int":13}
Competencias Obtenidas
Subclases
Características de Subclase
Culinarian
Culinarian (Level 1)
There is no subject of academic inquiry too obscure or niche for true scholars. Rather than study the complex workings of the human body or the complete history of military stratagems, some scholars choose to specialize in the alchemy of the common man: cooking. These culinarians procure rare and delicious ingredients, turning them into meals that empower themselves and their allies.
Culinarian's Expertise
When you select this field of study at 1st level, you gain proficiency with brewer's supplies and cook's utensils. Your proficiency bonus is doubled for any ability check you make that uses those proficiencies.
Combat Cook
Also at 1st level, you can use the components of cook's utensils as a simple weapon that deals 1d6 damage. The utensil being used as a weapon determines the damage type and provides an additional weapon property: pots and pans deals bludgeoning damage and have the versatile (1d8) property; forks and skewers deal piercing damage and have the light property; and knives deal slashing damage and have the thrown (range 20/60) property.
Waste Not, Want Not (Level 3)
Starting at 3rd level, you can harvest deceased non-humanoid creatures for cooking ingredients so long as the creature has been dead for no longer than 24 hours. You can harvest 1 ingredient from a Small or Medium creature, 2 ingredients from a Large creature, and 3 ingredients from a Huge or larger creature. Harvesting an ingredient takes 1 minute. Your ability to cure, pickle, and otherwise preserve foodstuffs prevents ingredients you've harvested from going bad over time.
Culinary Craft (Level 3)
Also at 3rd level, cooking is considered a light activity for you. When you spend 1 hour cooking, which can be done as part of finishing a short or long rest, you can prepare 1 + your Intelligence modifier (minimum 1) meals, using an ingredient of your choice. Each meal takes 10 minutes to eat, after which the creature's maximum and current hit points increase by 2d8 + your scholar level, and it gains one benefit of your choice, based on the ingredient used in the making of the meal.
Resistance to a damage type of your choice that the creature the ingredient was harvested from was resistant or immune to.
Gain a +1 to ability checks, attack rolls, and saving throws that add an ability score modifier of your choice. The creature this ingredient was harvested from must have had 16 or higher in that ability score to choose this option.
A hidden attribute determined by your DM. Not all ingredients have a hidden attribute and some ingredients may have more than one hidden attribute.
Once a creature has eaten a meal with this feature, it retains the benefits until it eats another meal created with feature or finishes a long rest. A meal that is not consumed within 8 hours of its creation grants no benefits after that time.
Advanced Ingredients (Level 9)
At 9th level, add the following options to the list of benefits you may select when using your Culinary Craft feature.
Immunity to a damage type or a condition of your choice that the creature the ingredient was harvested from was immune to.
Gain a +2 to ability checks, attack rolls, and saving throws that add an ability score modifier of your choice. The creature this ingredient was harvested from must have had 20 or higher in that ability score to choose this option.
Edible Improv (Level 9)
Also at 9th level, you have learned how to make do with whatever you have on hand. When you use your Culinary Craft feature you can choose to improvise instead of provide an ingredient. When you do, treat it as if you had used an ingredient from a creature with resistance to all damage types, a 20 in all ability scores, and a CR equal to your scholar level. Once you use this feature, you can't use it again until you finish a long rest.
Full Bellies, Full Hearts (Level 13)
At 13th level, when a creature's maximum and current hit points increase as a result of eating one of the meals you've prepared with your Culinary Craft feature, it gains additional maximum and current hit points equal to the CR of the creature the ingredient was harvested from.
Heaping Helping (Level 20)
At 20th level, when you cook a meal using your Culinary Craft feature you may choose to use two ingredients instead of one. When you do, you can choose two benefits instead of one. You may not choose the same benefit twice. To determine the additional maximum and current hit points granted by your Full Bellies, Full Hearts feature, add the CR of both creatures the ingredients were harvested from.
Diplomat
Diplomat (Level 1)
Some scholars dedicate their intellectual talents to the drafting of contracts, the forging of alliances, and the mastery of many languages. Driven by wanderlust and a desire to secure peace between people, diplomats use their education in linguistics, psychology, and statecraft to achieve their goals. As a result of their wide ranging practical experience and diverse interests, many diplomats are polymaths.
Diplomat's Expertise
When you select this field of study at 1st level, you gain proficiency with the Persuasion skill and your choice of land vehicles or water vehicles. Your proficiency bonus is doubled for any ability check you make that uses those proficiencies.
Additionally, you learn to speak, read, and write one language of your choice.
Call Detente (Level 3)
Starting at 3rd level, when you make an initiative roll you can use your reaction to call for end to hostilities. When you do, each creature of your choice who can hear you and shares a language with you must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed saving throw, the target becomes indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After one minute, the target becomes hostile again unless the DM determines your actions have warranted ongoing indifference or another attitude would be more appropriate. You can use this feature again when you finish a short or long rest.
Silver Tongue (Level 3)
Also at 3rd level, when you speak to a creature you share a language with for one minute or more, you can choose to have them make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). If the creature fails this saving throw, it is charmed by you for one hour or until you or one of your allies deals damage to it or casts a spell that requires a saving throw on it, whichever happens first. After one hour, the creature remains friendly with you if you have done or said something worth maintaining friendship
You can choose to use this ability as an action and ignore requirement of a minute of conversation. If you do, you can't use this feature again until you finish a short or long rest.
World Wanderer (Level 9)
At 9th level, your speed increases by 10 feet. Additionally, while you are traveling for an hour or longer, difficult terrain doesn't slow your group's travel and your group cannot become lost except by magical means.
Well Traveled (Level 9)
Also at 9th level, you gain an Erudite Application of your choice. You do not need to meet the prerequisites for this Erudite Application and it does not count towards your number of Erudite Applications known.
You gain another Erudite Application of your choice that you do not need to meet the prerequisites for and which does not count towards your number of Erudite Applications known at 13th level.
Master Ambassador (Level 13)
At 13th level, no effect can cause you to have disadvantage on Wisdom (Insight) or Charisma ability checks. Additionally, your mind cannot be read against your will and magic that would determine if you are telling the truth or not always indicates that you are being truthful.
Diplomatic Immunity (Level 20)
Starting at 20th level, your heart cannot be swayed to extremes. You are immune to being charmed and frightened. As an action, you can end a charmed or frightened effect on a creature within 30 feet of you that you share a language with.
Physician
Physician (Level 1)
Scholars who become physicians dedicate themselves to promoting health and wellbeing. Adventuring physicians are motivated to take their advanced medical knowledge into the field where they can keep heroes fightingg fit and administer lifesaving care to the downtrodden. Physicians take pride in their ability to knit wounds and cure disease without magic and are eager to share the secrets of their remedies and treatments with others.
Physician's Expertise
When you select this field of study at 1st level, you gain proficiency with the Medicine skill and herbalism kit. Your proficiency bonus is doubled for any ability check you make that uses those proficiencies.
Doctor's Orders (Level 3)
Starting at 3rd level, you can use your bonus action to administer first aid to an adjacent creature. That creature can spend and roll a hit die to heal a number of hit points equal to the result of the hit die + their Constitution modifier + your Intelligence modifier.
Treating Physician (Level 3)
Also at 3rd level, you gain a pool of physician points. This pool consists of a number of physician points equal to your level in this class. During a short rest you can spend any number of physician points to allow a creature you are treating to regain the same number of expended hit dice up to their maximum. You can also spend one hour and a physician point to remove a disease or poison of your choice from a creature you are treating. You regain all expended physician points when you complete a long rest.
Resuscitating Procedure (Level 9)
At 9th level, your medical expertise has advanced to the point where you can restore the bodies of the recently deceased to life. This procedure takes 1 minute to complete and requires medical supplies worth 100 gold pieces, which the procedure consumes. The procedure can only affect a creature who has been dead no longer than 10 minutes. The creature returns to life with 1 hit point. This procedure cannot return to life a creature that has died of old age, nor does it restore any missing body parts. You can use this feature again when you complete a long rest.
Restorative Treatment (Level 9)
Also at 9th level, you can use advanced medical science to end a debilitating condition. As an action you can apply one of the following benefits to a creature you touch:
End an effect that leaves the creature blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, stunned, or unconscious.
End a reduction to one of the target's ability scores.
End an effect reducing the target's hit point maximum.
Reduce the creature's exhaustion level by one.
You can use this feature again when you complete a short or long rest.
Rejuvenating Technique (Level 13)
At 13th level, when you spend 5 minutes providing revitalizing clinical care to a creature, that creature can choose one of its features and regain the use of it if finishing a short or long rest would allow the creature to regain its use. You can use this feature again when you complete a short or long rest.
Preventative Medicine (Level 20)
At 20th level, you can spend 10 minutes practicing preventative medical care on a number of creatures up to your Intelligence modifier (including yourself). Each treated creature gains temporary hit points equal to half their maximum hit points. While a creature has temporary hit points granted by this feature, they have resistance to nonmagical bludgeoning, piercing, poison, and slashing damage. You can use this feature again when you finish a long rest.
Ritualist
Ritualist (Level 1)
Although scholars are widely distinguished from other intellectuals by their pursuit of mundane topics, some focus their prodigious minds on esoteric topics. Ritualists study magic with the same methodical and scientific method that scholars approach all things. While these scholars are capable of less impressive feats of magic than more specialized casters, their astute observations of the Weave allow them to cast an unmatched variety of spells.
Ritualist's Expertise
When you select this field of study at 1st level, you gain proficiency in the Arcana skill and with calligrapher's supplies. Your proficiency bonus is doubled for any ability check you make that uses those proficiencies.
Spellcasting (Level 3)
When you reach 3rd level, your intense study of the arcane laws and obscure mythologies of the multiverse allow you to cast spells and perform rituals. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the complete list of spells.
Cantrips
At 3rd level, you know two cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ritualist table.
Spell Slots
The Ritualist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from any spell list, two of which must have the ritual tag.
The Spells Known column of the Ritualist Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must have the ritual tag, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 7th, 10th, 16th, and 20th level do not have to have the ritual tag.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must have the ritual tag, unless you're replacing the spell you gained at 3rd, 7th, 10th, 16th, or 20th level without the ritual tag.
Ritual Casting
You can cast a spell you know as a ritual if that spell has the ritual tag.
Spellcasting Ability
Intelligence is your spellcasting ability for your ritualist spells, since the power of your magic relies on adherence to memorized gestures and incantations. 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 a ritualist spell you cast and when making an attack roll with one.
Spell
Spell
Spellscribe (Level 3)
Also at 3rd level, you learn to create spell scrolls in half the time and at half the cost. The rules for scribing spell scrolls can be found in chapter 2 of Xanathar's Guide to Everything.
Otherworldly Ward (Level 9)
At 9th level, you can cast the protection from evil and good spell without expending a spell slot or providing the material components.
Potent Spellcasting (Level 9)
At 9th level, you add your Intelligence modifier to the damage you deal with cantrips.
Ritual Reduction (Level 13)
At 13th level, you can cast any spell you know without expending a spell slot or providing material components. You can't use this feature again until you finish a long rest.
Unified Spell Theory (Level 20)
At 20th level, you can cast any spell you don't know by expending a spell slot of an equal or higher level than the spell. You can't use this feature again until you finish a long rest.
Tactician
Tactician (Level 1)
Scholars who become tacticians use their intellectual abilities to dominate the battlefield. With an authoritative tone and dynamic strategies, tacticians can turn an adventuring party into a well-oiled machine. Tacticians are the rare scholars who feel at home in a fight, excelling when leading their allies in combat.
Bonus Proficiencies
When you select this field of study at 1st level, you gain proficiency with martial weapons, medium armor, and shields.
Fighting Style (Level 3)
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Strategic Advantage (Level 3)
Also at 3rd level, when a creature hits with an attack benefitting from your Sage Advice, that creature adds your proficiency bonus to the damage they deal with the attack.
Direct The Strike (Level 9)
Starting at 9th level, you can use your bonus action to direct an attack from a creature who can hear you within 60 feet. If you do, that creature can use its reaction to make a weapon attack against an enemy of your choosing within range.
Warlord's Rush (Level 9)
At 9th level, you can use a bonus action on your turn to command your allies to reposition. Each friendly creature you choose within 60 feet that can hear you can move up to their movement speed. This movement does not provoke opportunity attacks. You can use this feature again when you complete a short or long rest.
Lead From the Front (Level 13)
At 13th level, you're able to provide an opening for allies when you hit a creature with an attack. When you do, each friendly creature of your choice within 60 feet who can hear you have advantage on the first attack roll they make against that enemy until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
Rallying Surge (Level 20)
At 20th level, you can use an action on your turn to let out a rallying cry. Each friendly creature you choose up to a number equivalent to your Intelligence modifier within 60 feet that can hear you gains an additional action on its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You can use this feature again when you finish a long rest.
Theologian
Theologian (Level 1)
Theologians study the dogmas and mythology of divine beings. Unlike most other scholars, an extensive familiarity with the prayers and practices of the religions of the multiverse gives theologians the ability to cast spells. Unlike clerics and paladins, theologians do not devote themselves to a single god or ideology. Instead, theologians honor and recognize all gods, performing daily devotions to and channeling the power of a variety of divine beings.
Theologian's Expertise
When you select this field of study at 1st level, you gain proficiency with the Religion skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Additionally, you learn to speak, read, and write Celestial.
Daily Devotion (Level 3)
Starting at 3rd level, as part of finishing a long rest you can choose a divine domain (found in chapter 3 of The Player's Handbook) and offer a devotional to a deity associated with that domain. Until you use this feature again, domain spells associated with the divine domain you chose count as prepared for you, provided you have a spell slot equal to or higher than the level of the spell.
Additionally, you can use any book on the subject of theology worth 1 gp or more as a spellcasting focus for cleric spells.
Spellcasting (Level 3)
Also at 3rd level, your dedicated study of the gods and the traditions of their worship allows you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the complete list of spells.
Cantrips
At 3rd level, you know two cantrips of your choice from the cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Theologian table.
Preparing and Casting Spells
The Theologian table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells according to your levels in this class on the Spells Prepared column of the Theologian table. The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Theologian, you have one prepared spell plus two spells from the divine domain you chose with your Daily Devotion feature. If you have cure wounds prepared, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your cleric spells, since you compel divine forces to lend you their power with strict adherence to their customs and traditions. 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 a cleric spell you cast and when making an attack roll with one.
Spell
Spell
Walk in Radiance (Level 9)
At 9th level, you gain resistance to radiant damage.
Prayer of Protection (Level 9)
At 9th level, whenever you expend a spell slot to cast a cleric spell, a creature of your choice within 15 feet of you gains temporary hit points equal to your Intelligence modifier + the level of the spell slot expended.
Enfeeble the Unholy (Level 13)
Starting at 13th level, when a fey, fiend, or undead creature makes a saving throw against a spell you cast, you can use your reaction to give that saving throw disadvantage. Once you use this feature, you must finish a short or long rest before you can use it again.
Miracle Worker (Level 20)
At 20th level, you can cast the commune, dispel evil and good, or raise dead spell without expending a spell slot. Once you use this feature, you must finish a short or long rest before you can use it again.