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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