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TOV

Cleric

Clerics are as diverse as the gods they serve, but all are united in their mission to enact the tenets that their faith demands. A cleric’s abilities reflect the strength of their faith. The more powerful a cleric becomes, the more their features begin to resemble those of the god they worship. Your class options represent the way your connection to the divine deepens as you grow into an ever-more capable conduit to the gods. Consequently, clerics are exceptional adventurers, equipped to fight the evils of the world and survive danger in pursuit of their god’s agenda.

hit dice: 1d8
hit points at 1st level: 8 + your CON modifier
hit points at higher levels: 1d8 (or 4) + your CON modifier per cleric level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: none
saving throws: WIS, CHA
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

starting equipment:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail
  • (if proficient)
  • (a) light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

spellcasting:
1st-level Cleric Feature
As a conduit for divine power, you can cast spells from the divine circle.   Cantrips
At 1st level, choose three cantrips from the divine circle spell list. You choose more divine circle cantrips to learn at higher levels, as shown in the Cantrips Known column of the Cleric Progression table.

class features:
1st-level Cleric Feature
As a conduit for divine power, you can cast spells from the divine circle.

LEVELPBFEATURESCANTRIPSKNOWN RITUALSKNOWN 1ST RING2ND RING3RD RING
1st+2Spellcasting, Manifestation of Faith312
2nd+2Channel Divinity (1/rest)313
3rd+2Divine Domain3242
4th+2Improvement4243
5th+3Destroy the Profane (CR ½)43432

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