Stats:
Human Cleric of Life, level 1
9 HP
AC: 16
12 STR
14 DEX
12 CON
10 INT
16 WIS
10 CHA
Possessions:
Scale mail, mace, crossbow (light), 20 bolts
Feat: Lucky
You have inexplicable luck that seems to kick in at just
the right moment.
You have 3 luck points. Whenever you make an attack
roll, an ability check. or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
to spend one of your luck points after you roll the die,
but before the outcome is determined. You choose which
of the d20s is used for the attack roll, ability check, or
saving throw.
you can also spend one luck point when an attack
roll is made against you. Rolla d20, and then choose
whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other oul; no additional dice are rolled.
Vou regain your expended luck points when you
finish a long rest.
Spell Save: 13
Spell attack bonus: +5
Disciple of Life: Every time you use a healing spell, you heal a bonus 2+spell level
Heron always has Bless and Cure Wounds prepared.
Spells:
Cantrips: 3
Mending
Light
Thaumaturgy
First level: 2
Guiding Bolt
Create or Destroy Water
Human Cleric of Life, level 1
9 HP
AC: 16
12 STR
14 DEX
12 CON
10 INT
16 WIS
10 CHA
Possessions:
Scale mail, mace, crossbow (light), 20 bolts
Feat: Lucky
You have inexplicable luck that seems to kick in at just
the right moment.
You have 3 luck points. Whenever you make an attack
roll, an ability check. or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
to spend one of your luck points after you roll the die,
but before the outcome is determined. You choose which
of the d20s is used for the attack roll, ability check, or
saving throw.
you can also spend one luck point when an attack
roll is made against you. Rolla d20, and then choose
whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other oul; no additional dice are rolled.
Vou regain your expended luck points when you
finish a long rest.
Spell Save: 13
Spell attack bonus: +5
Disciple of Life: Every time you use a healing spell, you heal a bonus 2+spell level
Heron always has Bless and Cure Wounds prepared.
Spells:
Cantrips: 3
Mending
Light
Thaumaturgy
First level: 2
Guiding Bolt
Create or Destroy Water
Does he automatically have Bless and Cure Wounds as domain spells? I can't remember the last time I played a cleric, and definitely not under 5e...
TimTowtiddy wrote:
Does he automatically have Bless and Cure Wounds as domain spells? I can't remember the last time I played a cleric, and definitely not under 5e...
Yes, life domain clerics get bless and cure wounds as domain spells
also an important note about divine classes is that unlike a wizard, they dont have a restricted list of spells to choose from. Divine classes have access to the entire list of spells for the level(s) they're able to cast. So a first level cleric for example can choose any two first level spells from the cleric list