Level | 2 (0/900 XP for level-up) |
Background | Guide |
Size | Medium |
Species | Goliath |
Subclass | War Domain |
Level | 2 |
Hit dice | 2/2 |
1d8+3 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Quarterstaff | +1 | STR | 1d6-1 | Bludgeoning | ||
Properties: Versatile (1d8) | ||||||
Shortbow | +4 | DEX | 1d6+2 | Piercing | ||
Properties: Ammunition (range 80/320), two-handed |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Chain Shirt | 15 | ||||
Shield | +2 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+2 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
-1 | Arcana | INT | |
-1 | Athletics | STR | |
-1 | Deception | CHA | |
-1 | History | INT | |
+5 | Insight | WIS | |
-1 | Intimidation | CHA | |
-1 | Investigation | INT | |
+5 | Medicine | WIS | |
-1 | Nature | INT | |
+3 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+5 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Priest Pack - Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, & Tinderbox.
Background: Cartographer's Tools, Bedroll, Quiver, Tent, & Traveler's Clothes
1 Free Spell Cast of Faerie Fire from Magic Initiate.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
You have dedicated yourself to one of the following sacred roles of your choice.
Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Spark.As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Spell | School | Special |
---|---|---|
Guidance | Divination | C |
Light | Evocation | — |
Mending | Transmutation | — |
Resistance | Abjuration | C |
Sacred Flame | Evocation | — |
Spare the Dying | Necromancy | — |
Thaumaturgy | Transmutation | — |
Level 1 Cleric Spells
Spell | School | Special |
---|---|---|
Bane | Enchantment | C |
Bless | Enchantment | C, M |
Command | Enchantment | — |
Create or Destroy Water | Transmutation | — |
Cure Wounds | Abjuration | — |
Detect Evil and Good | Divination | C |
Detect Magic | Divination | C, R |
Detect Poison and Disease | Divination | C, R |
Guiding Bolt | Evocation | — |
Healing Word | Abjuration | — |
Inflict Wounds | Necromancy | — |
Protection from Evil and Good | Abjuration | C, M |
Purify Food and Drink | Transmutation | R |
Sanctuary | Abjuration | — |
Shield of Faith | Abjuration | C |