When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. ![]() You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell’s level or higher. The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. CantripsĪt 1st level, you know three cantrips of your choice from the cleric spell list. ( a) a priest’s pack or ( b) an explorer’s packĬhannel Divinity (1/rest), Divine Domain featureĬhannel Divinity (2/rest), Divine Domain featureĪbility Score Improvement, Destroy Undead (CR 1), Divine Domain featureĭestroy Undead (CR 4), Divine Domain featureĪs a conduit for divine power, you can cast cleric spells.( a) a light crossbow and 20 bolts or ( b) any simple weapon.( a) scale mail, ( b) leather armor, or ( c) chain mail (if proficient).( a) a mace or ( b) a warhammer (if proficient).You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st ProficienciesĪrmor: Light armor, medium armor, shields ![]() Hit Points at 1st Level: 8 + your Constitution modifier Class FeaturesĪs a cleric, you gain the following class features. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Clerics are more than mere priests, though these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. In faith and the miracles of the divine, many find a greater purpose. Nothing in the text should be interpreted as “rules” or “mechanics”. ![]() Note: The text in this shaded box was taken from a different Open Game License product.
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