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Classes
Cleric
A cleric serves a god, and in so doing, defends and heals companions with divine magic, while armed with a weapon and a symbol of that god. Key Abilities: Wisdom, Strength, and Constitution. You use Wisdom to cast spells, and Strength to make melee attacks. A high Constitution provides extra hit points.
Creating a Cleric
When you create a character whose first class is cleric, you gain these benefits. Ability Adjustment: +1 to your Wisdom, Strength, or Constitution score Starting Hit Points: 8 + your Constitution modifier Armor and Shield Proficiencies: None, but see your domain Weapon Proficiencies: Basic weapons and simple missile weapons You can make a cleric quickly by following these suggestions. Your domain has suggestions for your starting equipment. Suggested Background: Priest Suggested Specialty: Healer
THE CLERIC
Weapon Magic Level Attack Attack 1 +2 +2 2 3 4 5 +2 +2 +2 +2 +2 +2 +2 +2
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10 + Wis. mod. 10 + Wis. mod. 10 + Wis. mod. 10 + Wis. mod. 2d8 3d8 4d8 5d8 1 1 2 2
5 — — — — — 6 — — — — — 7 — — — — — 8 — — — — — 9 — — — — — 10 — — — — —
Spell DC 10 + Wis. mod.
CLERIC SPELLS PER DAY
Level 1 2 3 4 5 1 2 3 3 3 3 2 — — 1 2 2 3 — — — — 1 4 — — — — —
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Class Features
A cleric gains the following class features. Hit Dice: 1d8 per cleric level Hit Points: 1d8 (or 5) + your Constitution modifier per cleric level gained
Level 1: Channel Divinity
In dreams and visions, you have glimpsed the sacred light of celestial realms. Overcome by the
D&D Next Playtest: Classes
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Hit Dice 1d8 Channel Divinity 1
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Class Features Channel Divinity (1d8), Divine Magic, Domain, Orisons, Religion Domain benefit
Channel Divinity (2d8), Orison
glory you witnessed, you pledged yourself to a higher power. In return, something in your soul quickened, awakening a magical blessing within you. You have been chosen as an agent of divine will in the mortal world. This favor...