Cleric
Player's Handbook - Wizards of the Coast
"Consider this your last rites"
Races of the Material Plane have various avenues to tapping into the magical energies that make up their world. Since the energies originate from otherworldly beings it can be difficult to make a direct connection. It stands to reason that entities such as the gods can act as a conduit for chosen followers, asking for piety and worship in return. Being connected to any god does require a certain amount of focus on that particular god's tenements. If successful in proving to their god that they are worthy, Clerics gain access to some of the most powerful energies, so much so that they can control the flow of life and death. Though their powers often are lauded beyond some of other magic classes, it does come with a caveat. Since they were essentially rewarded these powers after years of following and fulfilling the word of whatever diety they have been chosen by, there is always the chance that these powers could be taken away. Like Warlocks, Clerics gain strength from the bond they create with their patron diety, a relationship that can continually reward or take everything away. In Demis, Clerics are mostly celebrated as integral to the health and safety of the world at large. Protectors and defensive powerhouses, Clerics continually grace the stories of the greatest of adventuring parties.
Stats & Equipment
Hit Points
Hit Dice:
1d8 per cleric level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Wisdom, Charisma
Skills:
Choose two from History, Insight, Medicine, Persuasion, and Religion
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
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