Class: Cleric. The Cleric is Considered a 1st Level Cleric.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Sacred Flame. The Cleric Chooses a Creature within 60 ft of it the Target must make a DC 12 Dexterity Saving Throw or take 4 (1d8) Radiant damage. The Target gains no Benefit from Cover for this Saving Throw.
Spellcasting. The Cleric is a 1st Level Spellcaster. It's Spellcasting Ability is Wisdom (DC 12, +4 to hit with Spell Attacks) They have the Following Cleric Spells Prepared:
Cantrips (At Will): Light, Thaumaturgy
1st Level (2 Slots): Bless, Cure Wounds, Sanctuary
Description
Healers and Warriors
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Cleric Acolytes or Most Commonly Called simple Acolytes and Are Mere Junior Members of their Clergy, Usually answerable to The Priests of their Faith 1st and Foremost.
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