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Cleric |
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Cleric: Base Class |
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Cleric Features |
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Base Traits |
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Hit Points Hit
Dice: 1d8 per cleric level Hit
Points at 1st Level: 18 + your Constitution modifier Hit
Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per cleric level after 1st Proficiencies and Training Armour:
Light armour, medium armour, shields Weapons:
Simple weapons, heavy maces, warhammers Tools:
None Saving
throws: Wisdom, Charisma Skills:
Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
any simple weapon or a heavy mace •
scale mail, leather armour, or chain
mail (if you are proficient) •
a light crossbow and 20 bolts or any
simple weapon •
a priest’s pack or an explorer’s pack •
a shield and a holy symbol |
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Features |
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Clerical Tradition Choose
a clerical tradition. Your clerical tradition grants you special features at
1st, 5th, and 10th level. Spellcasting You
know how to cast spells. Cleric
Spells You
learn and prepare spells from the divine spell list. Armoured
Casting You
ignore spell failure from armour when you cast cleric spells wearing light or
medium armour. Spellcasting
Focus You
can use a holy symbol as a spellcasting focus for your cleric spells. Cantrips You
know two cantrips of your choice from the divine spell list. You learn
additional divine cantrips of your choice at higher levels, as shown in the
cantrips known column of the cleric table. Prepared
spells of 1st level or higher You
prepare a list of cleric spells that are available for you to cast. The
spells prepared column of the cleric table shows how many cleric spells you
can prepare when you finish a long rest. Each of these spells must be of a
level for which you have spell slots. Until you prepare a different list of
spells, you know these spells. For
example, if you are a 3rd-level cleric, your list of prepared spells can
include four spells of 1st or 2nd level in any combination. 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 you change on
your list. 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. 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. Divine Aspect Beginning
at 2nd level, your connection with your deity thickens. Your deity is aligned
with an aspect of a divine plane granting you bespoke powers and spellcasting
options. Choose
one divine aspect (see divine aspects below) to represent this divine
connection. Your choice grants you an additional option for your channel
divinity and allows you to prepare spells from an expanded spell list. The
spells granted by your divine aspect are spell that doesn’t appear on the
divine spell list, the spells of your chosen aspect are nonetheless cleric
spells 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: •
Channel Divinity: Abjure
Good and Evil. As an action, you present your holy
symbol and speak a prayer censuring aberrations, celestials, elementals, fey,
fiends, and undead. Each such creature 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, until it takes any damage, or until you
lose your concentration (as if you were concentrating on a spell). A turned
creature can’t target you or any creature behind you with an attack or a
harmful spell. This does not protect you or your allies from area effects,
such as the explosion of a fireball. Also, a turned creature can’t willingly
move to a space within 30 feet of you and must move away from you if it
starts its turn within 30 feet of you. On your subsequent turns, you must use
your action to maintain this effect. •
Channel Divinity: Channel
Aspect. You can expend a use of your channel
divinity to channel your divine aspect granting you the associated effect. When
you use your channel divinity, you choose which effect to create. If a
channel divinity effect requires a saving throw, the DC equals your cleric
spell save DC. You must then finish a short or long rest to use your channel
divinity again. Beginning at 6th level, you can use your channel divinity
twice between short or long rests instead, and beginning at 14th level, you
can use it three times between rests as shown in the channel divinity column
on the cleric table. Divine Domain At
3rd level, you choose one domain related to your deity. Your choice grants
you domain spells and other features when you choose it and as you gain
levels in this class. Domain
Spells Each
divine domain has a list of spells - its domain spells. Once you reach a
level in this class that allows you to cast spells of the appropriate level,
you always have the listed spells prepared, and they do not count against the
number of spells you can prepare each day. If
a domain spell does not appear on the divine spell list, the spell is
nonetheless a cleric spell for you. Feat At
4th level, you gain a feat from the list of feats. You must meet the
prerequisites for the feat. You
gain an additional feat at 8th, 12th, 16th, and 19th level. Improved Channel Divinity At
6th level, your ability to channel divine energy widens granting you
additional magical effect. When you use your ‘channel divinity’, you have two
additional options to choose from: •
Channel Divinity: Harness
Divine Power. You can expend a use of
your ‘channel divinity’ to fuel your spellcasting. You can touch your holy
symbol, utter a prayer, and can create a temporary 1st level spell slot that
lasts until the end of your turn (no action required). The spell slot must be
used to cast one of your ‘domain spells’. The level of the temporary spell
slot increases at 9th level (to a 2nd level spell slot) and again at 17th
level (to a 3rd level spell slot). •
Channel Divinity: Channel
Domain. You can expend a
use of your ‘channel divinity’ to channel the divine energy granted by your
domain (see divine domains below). Divine Intervention Beginning
at 11th level, you can call on your deity to intervene on your behalf when
your need is great. Imploring
your deity’s aid requires you to use your action. Describe the assistance you
seek and roll a d20. If you roll a number equal to half your cleric level
(rounded down) or lower, your deity intervenes. The DM chooses the nature of
the intervention; the effect of any divine spell, divine aspect spell, or
divine domain spell would be appropriate. If
your deity intervenes, you can’t use this feature again for 1 week.
Otherwise, you can use it again after you finish a long rest. Theurge At
18th level, your divine domain studies grant you such mastery over the basic
incantations of your divine domain that you can cast them at will. You can
cast the 1st-level and 2nd-level spells granted by your domain without
expending a spell slot. Miracle At
20th level when you use your divine intervention feature, your call for
intervention succeeds automatically, no roll required, you can request that
the deity casts the wish spell in place of another
appropriate spell. You can also use your divine intervention again after a
long rest, except if you use the feature to request a wish spell.
If you request a wish spell with this feature, you cannot
use your divine intervention again for 1 month. If
you request a wish spell with this feature, you do not
suffer stress from any of that spell’s effects. |
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