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Class: Cleric
Cleric. The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Where there is a need, he is both protector and healer. He is not purely defensive, however: when evil threatens, the Cleric is well suited to seek it out and destroy it. The opposite is true of evil Clerics as well, and there are many variations in between.

Hit Dice: d8

Ability for Dual-Classing: Wisdom

Features:
  • Weapons and Armor. The Cleric may wear any type of armor (including shields and helmets). The Cleric may only wield the following weapons: War Hammer, Club, Flail, Mace, Quarterstaff, and Sling. Proficiency. The Cleric may achieve only Proficiency with any weapon they can wield, as well as any fighting style.

  • Turn Undead. The Cleric may activate this ability to repel or destroy weaker undead every round.

  • Spellcasting. The Cleric knows a number of priest spells based on their alignment, and can prepare any of these spells in their available spell slots. The Cleric begins at first level with access to level 1 spells, and eventually learns to cast up to level 7 spells.


Kits (EE)

Priest of Helm. Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent.

Features:
  • Alignment. The Priest of Helm must have one of the following alignments: Lawful Good, Lawful Neutral, True Neutral, or Lawful Evil.

  • True Sight. Once per day, plus an additional time for every five levels in this class, the Priest of Helm can cast True Sight as an innate ability, which functions like the spell of the same name.

  • Seeking Sword. Once per day, plus an additional time for every ten levels in this class, the Priest of Helm may summon a magical sword that lasts for one round per level in this class. The Priest of Helm cannot cast spells while the sword exists, but the weapon is considered a +4 weapon for the purposes of determining what it can hit and can attack three times per round, dealing 2d4 points of damage on a successful hit.

Priest of Lathander. Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the Realms, and there are numerous wealthy temples devoted to him.

Features:
  • Alignment. The Priest of Lathander must be one of the following alignments: Lawful Good, Neutral Good, Chaotic Good, or Lawful Neutral.

  • Hold Undead. Once per day, plus an additional time for every five levels in this class, the Priest of Lathander may cast Hold Undead as an innate ability, which functions like the spell of the same name.

  • Boon of Lathander. Once per day, plus an additional time for every ten levels in this class, the Priest of Lathander may invoke the power of the Morninglord for one round per level in this class. While the effect is active, the Priest of Lathander gains a +1 bonus on all attack and damage rolls, as well as on all Saving Throws. The Priest of Lathander also may attack one additional time each round, and is immune to level drain effects.

Priest of Talos. Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

Features:
  • Alignment. The Priest of Talos must have one of the following alignments: Chaotic Neutral, Neutral Evil, or Chaotic Evil.

  • Lightning Bolt. Once per day, plus an additional time for every five levels in this class, the Priest of Talos may cast Lightning Bolt as an innate ability, which functions like the spell of the same name.

  • Storm Shield. Once per day, plus an additional time for every ten levels in this class, the Priest of Talos may invoke the power of the Stormlord for one round per level in this class. For the duration of the effect, the Priest of Talos is immune to electricity, fire, cold, and missile damage.

Priest of Tyr. Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence.

Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of Lawful Good gods that are collectively devoted to the concepts of courage, justice, perseverence, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.

Features:
  • Alignment. The Priest of Tyr must have one of the following alignments: Lawful Good, Neutral Good, or Lawful Neutral.

  • Acclamation. Once per day, plus an additional time for every five levels in this class, the Priest of Tyr may touch one creature and grant that creature the protection of Tyr for one turn. Any fear, sleep, feeblemind, unconsciousness, intoxication, berserk, and confusion effects on the creature are instantly removed, and for the duration of the effect that creature is immune to effects that cause those conditions.

  • Divine Favor. Once per day, plus an additional time for every ten levels in this class, the Priest of Tyr may invoke the power of Tyr to grant themselves a +1 bonus for every three levels in this class on all attack and damage rolls. The effect lasts for two rounds.