Cleric

Cleric
The Adoration of the MagiPeter Paul Rubens - 1624

Don't let the arduous journey to priesthood confuse you. Seeing the future is not so difficult. With the right artifacts, basic divination can be taught in a matter of weeks. The Fractal River of Time is much like a rushing current of water: stepping in is easy. Escaping is nearly impossible. Even a moment of omniscience is simply maddening. Only those whose struggling hands are caught by the celestial River Guide find their way. Seeing infinite futures destroys all minds but those found and led by the Guide.

The River's Church was founded by those who first discovered divination magic. In less than a century, its reach has become global. Leaders who accept the Church as their nation's spiritual guide are quick to see the economic boons of clairvoyance, while individuals who put their faith in the River Guide can rest easy knowing that paradise will someday come. As a survivor of the Fractal River, you are tasked with guiding every soul toward their best future.

Core Cleric Traits

Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment

Skill Proficiencies

Choose 2 from the class list.

Divine Order

You have dedicated yourself to one of two sacred roles. Choosing Thaumaturge grants one extra cantrip.

Spellcasting

You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

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.

At level 1 this feature gives you three cantrips and four prepared spells.

Starting Cantrips

    Starting Spells

      Spells

      Hover a spell to read it here.

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