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. SpellcastingAs a conduit for divine power, you can cast cleric spells.Īt 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 feature.(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). ![]() Starting EquipmentYou start with the following items, plus anything provided by your background. ![]() Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background.Īrmor: Light armor, medium armor, shields ![]() Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Hit Points at 1st Level: 8 + your Constitution modifier Hit Points Hit Dice: 1d8 per cleric level As a cleric, you gain the following class features.
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