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Cleric

The handiwork of the gods is everywhere—in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries—their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that’s to be expected, too.

Cleric

Faerûnian clerics function as described in the Player’s Handbook, except that no clerics serve just a cause, philosophy, or abstract source of divine power. The Torilian deities are very real, and events in recent history have forced these divine beings to pay a great deal of attention to their mortal followers.

All clerics in Faerûn serve a patron deity. (In fact, most people in Faerûn choose a deity as their patron.) It is simply impossible for a person to gain divine powers (such as divine spells) without one. You may not have more than one patron deity at a time, although it is possible to change your patron deity if you have a change of heart. You cannot multiclass into another class that requires a patron deity unless your previous patron deity is an acceptable choice for the new class. For example, you cannot multiclass as a druid unless your patron deity is a nature deity (since all druids have nature deities as patron deities). You may also bypass this restriction by abandoning your old deity outright.

In some lands, worship of multiple deities takes place in the same temple. For example, many smaller dwarven cities have a single temple for all of the dwarven deities, and the people of Rashemen worship Chauntea, Mielikki, and Mystra in the same locations. The clerics in these temples still choose a single deity as a patron, but not all clerics there share the same patron.

Preferred Character Regions: Clerics of different deities are favored in different lands. Consult Table 1–3: Favored Deities by Region.

hit dice: 1d8
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
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:

Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP




spellcasting:

You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.

Cantrips. You know three cantrips of your choice from the Cleric spell list.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

class features:

Level 1: Deity

Clerics draw power from the realms of the gods and harness it to work miracles. Choose one Forgotten Realms deity to channel their power.

Level 1: Divine Domain

Choose one domain related to your deity (See Domain Spell list). Your choices grant you domain spells and other features when you choose at 1st level.

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class’s Channel Divinity a number of times equal to your Cleric level. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 10 (3d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

subclass options:

Level

Proficiency BonusCleric Class FeaturesCantripsPrepared Spells12345

1

+2Deity, Divine Domain341----

2

+2Channel Divinity452----

3

+24621---

4

+257732--

5

+359321--

6

+3510332--

7

+36114321-

8

+36124332-

9

+461443321

10

+461544332

Cleric Spell List

This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Cleric Spells)
SpellSchoolSpecial
GuidanceDivinationC
LightEvocation
MendingTransmutation
ResistanceAbjurationC
Sacred FlameEvocation
Spare the DyingNecromancy
ThaumaturgyTransmutation
Toll the DeadNecromancy
Word of RadianceEvocation
Level 1 Cleric Spells
SpellSchoolSpecial
BaneEnchantmentC
BlessEnchantmentC, M
CommandEnchantment
Create or Destroy WaterTransmutation
Cure WoundsAbjuration
Detect Evil and GoodDivinationC
Detect MagicDivinationC, R
Detect Poison and DiseaseDivinationC, R
Guiding BoltEvocation
Healing WordAbjuration
Inflict WoundsNecromancy
Protection from Evil and GoodAbjurationC, M
Purify Food and DrinkTransmutationR
SanctuaryAbjuration
Shield of FaithAbjurationC
Level 2 Cleric Spells
SpellSchoolSpecial
AidAbjuration
AuguryDivinationR, M
Blindness/DeafnessTransmutation
Calm EmotionsEnchantmentC
Continual FlameEvocationM
Enhance AbilityTransmutationC
Find TrapsDivination
Gentle ReposeNecromancyR, M
Hold PersonEnchantmentC
Lesser RestorationAbjuration
Locate ObjectDivinationC
Prayer of HealingAbjuration
Protection from PoisonAbjuration
SilenceIllusionC, R
Spiritual WeaponEvocationC
Warding BondAbjurationM
Zone of TruthEnchantment
Level 3 Cleric Spells
SpellSchoolSpecial
Animate DeadNecromancy
Aura of VitalityAbjurationC
Beacon of HopeAbjurationC
Bestow CurseNecromancyC
ClairvoyanceDivinationC, M
Create Food and WaterConjuration
DaylightEvocation
Dispel MagicAbjuration
Feign DeathNecromancyR
Glyph of WardingAbjurationM
Magic CircleAbjurationM
Mass Healing WordAbjuration
Meld into StoneTransmutationR
Protection from EnergyAbjurationC
Remove CurseAbjuration
RevivifyNecromancyM
SendingDivination
Speak with DeadNecromancy
Spirit GuardiansConjurationC
TonguesDivination
Water WalkTransmutationR
Level 4 Cleric Spells
SpellSchoolSpecial
Aura of LifeAbjurationC
Aura of PurityAbjurationC
BanishmentAbjurationC
Control WaterTransmutationC
Death WardAbjuration
DivinationDivinationR, M
Freedom of MovementAbjuration
Guardian of FaithConjuration
Locate CreatureDivinationC
Stone ShapeTransmutation
Level 5 Cleric Spells
SpellSchoolSpecial
Circle of PowerAbjurationC
CommuneDivinationR
ContagionNecromancy
Dispel Evil and GoodAbjurationC
Flame StrikeEvocation
GeasEnchantment
Greater RestorationAbjurationM
HallowAbjurationM
Insect PlagueConjurationC
Legend LoreDivinationM
Mass Cure WoundsAbjuration
Planar BindingAbjurationM
Raise DeadNecromancyM
ScryingDivinationC, M
Summon CelestialConjurationC, M


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