Cleric

Clerics gain their magical abilities from their deep connections to deities and the sacred pacts they forge. These divine ties empower them to call upon celestial forces, harnessing their magic to heal the wounded, protect the weak, and smite their foes. By adhering to the doctrines and teachings of their chosen deity, clerics channel divine power that encompasses a variety of spells and abilities, reflecting the will and nature of the divine being they serve.

Cleric
Cleric Class Features
Cleric
1 - Divine Pact
In addition to your normal spell slots, you have 2 first level spell slots that recover during a short rest. In addition, in the past, you usually contacted your patron through intermediaries.

Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw. Once you cast the spell with this feature, you can’t do so in this way again until you finish a long rest.
6 - Angelic Grace
Your connection to the divine makes you unnaturally graceful. You add your Charisma modifier to Dexterity saving throws, showcasing the divine agility granted by your faith.
11 - Aura of Courage
You and friendly creatures within 15 feet of you can't be frightened while you are conscious.
16 - Celestial Favor
Your deity grants you supernatural presence. You can add half your Charisma modifier (rounded up) to any skill check you are not proficient in, reflecting the subtle influence of your divine connection.
Cleric Character Creator

Cleric Character Creator

Spellcasting List: Support

Spellcasting Ability: Charisma

Remaining Points: 27

Starting Equipment

  • Priest's Pack
  • 15gp
Cleric Stats

Cleric Stats

Hit Points at 1st Level

8 + Constitution modifier

Hit Points

1d8 per level

Hit Points at Higher Levels

1d8 (or 5) + Constitution modifier per level

Primary Ability

Charisma

Saving Throws

Wisdom, Charisma

Skills

Choose three from Arcana, History, Insight, Medicine, Persuasion, and Religion

Weapons

All simple weapons, caster weapons, mace, and warhammer

Armor

Light armor, medium armor, shields

Starting Equipment

a simple weapon, mace or warhammer, leather armor chain shirt or robes, a rod chalice crystal shard tattoo shield ring hat amulet or holy symbol, a priest's pack, 15gp

Tools

None

Spellcasting List

Support, Charisma

Cleric Roll20

Cleric Features
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