Cleric Profession in Elarus | World Anvil
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Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Career

Qualifications

You must have a wisdom score of 13 or higher to enter this class.   This class is unavailable* to humans as they cannot use magic.

Career Progression

Level 1 - You may choose 3 level 1 spells that you already know. You may only cast these spells once per day. Each level you gain you may choose to either add another level 1 spell slot or upgrade one of your existing spell slots to a higher level.   Level 2 - You learned the ability channel divinity: you can channel the magic from your god to cast an area effect. The domain you cast depends on your god, which you choose from the list below. You may have to roll a saving throw based on your wisdom depending on the effect. You can only cast channel divinity once per day. Possible domains: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Tempest, Trickery, and War

Operations

Tools

As a cleric, you gain the following class features. 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: All simple weapons   Tools: None   Saving Throws: Wisdom, Charisma   Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Materials

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
Type
Healthcare

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