![]() ![]() Spell save DC = 8 + your proficiency bonus + your Wisdom modifier 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. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. The power of your spells comes from your devotion to your deity. Wisdom is your spellcasting ability for your cleric spells. 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. You can change your list of prepared spells when you finish a long rest. Casting the spell doesn't remove it from your list of prepared spells. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. ![]() With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. The spells must be of a level for which you have spell slots.įor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. 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 cleric 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 packĪs 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 The ClericĬhannel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional)Ībility Score Improvement, Cantrip Versatility (Optional)Ĭhannel Divinity (x2), Divine Domain featureĪbility Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional)ĭestroy Undead (CR 4), Divine Domain featureĪs a cleric, you gain the following class features. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class. No ordinary priest, a cleric is imbued with divine magic. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. Clerics are intermediaries between the mortal world and the distant planes of the gods. ![]()
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