cleric
| Category: | full caster |
| Discipline: | divine |
| Primary Abilities: | WIS |
| Saving Throws: | WIS CHA |
| Hit Dice: | d6 |
Clerics are the most devout followers of the divine, channeling the will of their deity through their faith. Often seen as healers, clerics wield miracles that can mend flesh, shield their allies from death, or rain the wrath of the divine on their enemies.
Unlike common priests, Clerics are specialized in travel and battle, their faith grants them insight into mysteries both religious and spiritual; This often makes them guides, mediators, and champions of their beliefs, and are used as such by devout nations as envoys. To follow a cleric’s path is to walk the line between devotion and destiny. In their hands, faith itself becomes a weapon.
Creating a Cleric
As a Cleric, you gain the following benefits:
Hit Points
Hit Dice: 1d6 per Cleric level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution per Cleric level after 1st
Skills
At 1st Level: You start as a novice in 2 of the following skills: History, Insight, Medicine, Persuasion, Religion, Survival