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Cleric

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Cleric - - lvl 1

HP 8 + Con
Armor: Light armor, Medium armor, shields
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Medicine, Religion
Equipment: Mace, Scale Mail, Handaxe, Priest’s pack, Shield, Holy Symbol
Speed:
Type:
Size:
Age:
Languages: Common, plus another

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell
list. You learn additional cleric cantrips of your choice at higher levels,
as shown in the Cantrips Known column of the Cleric table.

Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric
spells of 1st level and higher. To cast one of these spells, you must
expend a slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast,
choosing from the cleric spell list. When you do so, choose a number of
cleric spells equal to your Wisdom modifier + your cleric level (minimum
of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare
the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-
level slot. Casting the spell doesn't remove it from your list of prepared
spells.
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of
your spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you
use your Wisdom modifier when setting the saving throw DC for a cleric
spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and
you have the spell prepared.

Domain Spells
Each domain has a list of spells-its domain spells that you gain at the
cleric levels noted in the domain description. Once you gain a domain
spell, you always have it prepared, and it doesn't count against the
number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the
spell is nonetheless a cleric spell for you.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from
your deity, using that energy to fuel magical effects. You start with two
such effects: Turn Undead and an effect determined by your domain.
Some domains grant you additional effects as you advance in levels, as
noted in the domain description.

When you use your Channel Divinity, you choose which effect to create.
You must then finish a short or long rest to use your Channel Divinity
again.

Some Channel Divinity effects require saving throws. When you use such
an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between
rests, and beginning at 18th level, you can use it three times between
rests. When you finish a short or long rest, you regain your expended
uses.

Channel Divinity: Turn Undead


As an action, you present your holy symbol and speak a prayer censuring
the undead. Each undead that can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the creature fails its saving throw,
it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from
you as it can, and it can't willingly move to a space within 30 feet of you.
It also can't take reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.

Harness Divine Power (Optional)


At 2nd level, you can expend a use of your Channel Divinity to fuel your
spells. As a bonus action, you touch your holy symbol, utter a prayer, and
regain one expended spell slot, the level of which can be no higher than
half your proficiency bonus (rounded up). The number of times you can
use this feature is based on the level you've reached in this class: 2nd
level, once; 6th level, twice; and 18th level, thrice. You regain all
expended uses when you finish a long rest.

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