TOV
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.
LEVEL | PB | FEATURES | CANTRIPS | KNOWN RITUALS | KNOWN 1ST RING | 2ND RING | 3RD RING |
---|
1st | +2 | Spellcasting, Manifestation of Faith | 3 | 1 | 2 | — | — |
2nd | +2 | Channel Divinity (1/rest) | 3 | 1 | 3 | — | — |
3rd | +2 | Divine Domain | 3 | 2 | 4 | 2 | — |
4th | +2 | Improvement | 4 | 2 | 4 | 3 | — |
5th | +3 | Destroy the Profane (CR ½) | 4 | 3 | 4 | 3 | 2 |