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Returning 35 results for 'behalf bless diffusing claim religion'.
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Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1
Life Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities
community (such as Hestia, Hathor, and Boldrei).
Life Domain Spells
Cleric Level
Spells
1st
bless, cure wounds
3rd
lesser restoration, spiritual weapon
Backgrounds
Sword Coast Adventurer's Guide
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Compendium
- Sources->Dungeons & Dragons->Monster Manual
wonders, whether to share the benevolence of their faiths or to vent divine wrath. Some archpriests attract vast followings as they claim to speak for divine forces, while others undertake personal
Con 17 +3 +7
Mod Save
Int 14 +2 +6
Wis 21 +5 +9
Cha 14 +2 +2
Skills Insight +9, Medicine +9, Perception +9, Religion +10
Gear Chain Mail, Holy Symbol
Compendium
- Sources->Dungeons & Dragons->Monster Manual
wonders, whether to share the benevolence of their faiths or to vent divine wrath. Some archpriests attract vast followings as they claim to speak for divine forces, while others undertake personal
Con 17 +3 +7
Mod Save
Int 14 +2 +6
Wis 21 +5 +9
Cha 14 +2 +2
Skills Insight +9, Medicine +9, Perception +9, Religion +10
Gear Chain Mail, Holy Symbol
Compendium
- Sources->Dungeons & Dragons->Monster Manual
wonders, whether to share the benevolence of their faiths or to vent divine wrath. Some archpriests attract vast followings as they claim to speak for divine forces, while others undertake personal
Con 17 +3 +7
Mod Save
Int 14 +2 +6
Wis 21 +5 +9
Cha 14 +2 +2
Skills Insight +9, Medicine +9, Perception +9, Religion +10
Gear Chain Mail, Holy Symbol
Backgrounds
Guildmasters’ Guide to Ravnica
concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cleric or druid of your faith who is of sufficiently high level will cast any spell of up to 5th level on your group’s behalf, without charge. The priest even provides any costly material components
needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains proficiency in the Religion skill, if the character doesn’t already have it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cleric or druid of your faith who is of sufficiently high level will cast any spell of up to 5th level on your group’s behalf, without charge. The priest even provides any costly material components
needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains proficiency in the Religion skill, if the character doesn’t already have it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cleric or druid of your faith who is of sufficiently high level will cast any spell of up to 5th level on your group’s behalf, without charge. The priest even provides any costly material components
needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains proficiency in the Religion skill, if the character doesn’t already have it.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dramatic interlude—he might come to a council meeting and demand the citadel’s return on behalf of his kin so that he might rally them against their ancient foes. If the player characters did not
claim the citadel (or crashed it), this option is not available to them. Using Giants Giants are unlikely to appear side by side with dragons anywhere before the final showdown at the Well of Dragons
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Str 16 +3 +3
Dex 10 +0 +0
Con 14 +2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Str 16 +3 +3
Dex 10 +0 +0
Con 14 +2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
11 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Skills Perception +6, Religion +3
Senses darkvision 120 ft., passive Perception 16
Languages Sahuagin
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 16 +3 +3
Cha 13 +1 +1
Skills Medicine +7, Perception +5, Religion +5
Gear Chain Shirt, Holy Symbol, Mace
Senses Passive Perception 15
Languages Common plus one other language
the spellcasting ability (spell save DC 13):
At Will: Light, Thaumaturgy
1/Day: Spirit Guardians
Bonus Actions
Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dex 10 +0 +0
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0
Skills Medicine +4, Religion +2
Gear Chain Shirt, Holy Symbol, Mace
, Thaumaturgy
Bonus Actions
Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dex 10 +0 +0
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0
Skills Medicine +4, Religion +2
Gear Chain Shirt, Holy Symbol, Mace
, Thaumaturgy
Bonus Actions
Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting.






