chunk_id
stringlengths
5
8
book
stringclasses
2 values
page
int64
1
321
text
stringlengths
164
4.12k
phb_390
phb
48
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] ter, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campai...
phb_391
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] king you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? PART 1 CL"" I:: . EQUIPMENT You start with the following equipment, in addition to the equipment gr...
phb_392
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] ple weapon An expiorer's pack and four javelins RAGE In battle, you fight with primai ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits ifyou aren't wearing heavy armor: V...
phb_393
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] leveis as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. Ifyou are able to cast spells, you ean't cast them or concentrate on tbem while ra...
phb_394
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] d you haven't attacked a hostile creature since your last turn or taken damage since then. Vou can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian leveI in the Rag...
phb_395
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] aring any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Vou can use a shield and still gain this benefit. RECKLESS ATTACK Starting at 2nd levei, you can throw aside ali concern for defens...
phb_396
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] w aside ali concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during t...
phb_397
phb
49
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Class Features] u an edge when you dodge away from danger. Vou have advantage on Dexterity saving throws against effects that you can see, sue h as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. PRIMAL PA...
phb_398
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] m Warrior, both detailed at the end of the c1ass description. Your choice grants you features at 3rd levei and agaln at 6th, 10th, and 14th leveis. . ABILITY SCORE IMPRovEMENT When you reach 4th levei, and again at 8th, 12th, 16th, a...
phb_399
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th levei, you can attack twice, instead of once, whenever...
phb_400
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] cts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated. you can act normally on your first turn, but only ifyou enler your rage before doin...
phb_401
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] the extra damage for a criticai hit with a melee attack. This increases to two additional dice at 13th levei and three additional dice at 17th leveI. RELENTLESS RAGE Starting at 11th levei, your rage can keep you fighting despite gri...
phb_402
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] hit point inslead. Each time you use this feature after the first. the DC increases by 5. When you finish a short or long rest, the DC resets to 10. PERSISTENT RAGE Beginning at 15th levei, your rage is so fierce that il ends early o...
phb_403
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] t score in place of the total. PRIMAL CHAMPION At 20th levei. you embody the power of the wilds. Vour Strength and Constitution scores increase by 4. Vour maximum for those scores is now 24. PRIMAL PATHS Rage burns in every barbarian...
phb_404
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] ger are forged into a fury hard as steel. Others see it as a spiritual blessing. a gift of a totem animal. PATH OF THE BERSERKER For some barbarians. rage is a means to an end-that end being violence. The Path of the Berserker is a p...
phb_405
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] dless of your own health or well-being. FRENZY Starting when you choose this path at 3rd levei. you can go inlo a frenzy when you rage. lf you do so. for the duration of your rage you can make a single melee weapon attack as a bonus ...
phb_406
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] charmed or frightened while raging. lf you are charmed or frightened when you enter your rage. the effect is suspended for the duration of the rage. INTIMIDATING PRESENCE Beginning at 10th levei, you can use your action to frighten s...
phb_407
phb
50
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] someone with your menacing presence. When you do so. choose one creature that you can see within 30 feet of YOU. lf the creature can see or hear YOU. it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + ...
phb_408
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] . creature IIntil the end of your next turno This effeet ends if the creatllre ends its turn out of line of sight or more than 60 feet away from YOU. If the creature succeeds on its saving throw. you can't use this feature on that er...
phb_409
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] HE TOTEM WARRIOR The Path of the Totem Warrior is a spiritual journcy, as the harharian accepts a spirit animal as guide, protcctor, and inspiration. In battle. your totem spirit fills you with supernatural might. adding magiral fuel...
phb_410
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] SPIRIT SEEKER Yours is a path that seeks altunement with the natural world. giving you a kinship with beasts. At 3rd levei when you adopt this path. you gain the ability to east the bcast sense and speak with animaIs spells. but only...
phb_411
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] make or acquire a physiral totem ohject-an amulet or similar adornment-that incorporates fur or feathers. c1aws. teeth, or bones of the totem animal. AIyour option, you also gain minar physical altributes that are reminiscent ofyour ...
phb_412
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] to those listed here but more appropriate to your homeland. For example. you could choose a hawk or vulture in place of an eagle. Bear. While raging. you have resistance to ali damage except psychic damage. The spirit of the bear mak...
phb_413
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] s a bonus action on your turno The spirit of the eagle makes you into a predator who can weave through the fray with ease. Wolf. While you're raging. your friends have advantage on melee attack rolls against any creature within 5 fec...
phb_414
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] on the totem animal of your choice. You can choose the same animal you selected at 3rd levei or a different one. Bepr. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you...
phb_415
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] oking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while t...
phb_416
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] normal pace (see ,hapter 8 for rules on travei pace). SPIRIT WALKER At 10th leveI. you can cast the com mune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animais you ehose for Totem Spiri...
phb_417
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] benefit based on a totem animal ofyour choice. Vou can ehoose the same animal you selected previously or a different one. Bear. While you're raging. any creature within 5 feet of you that's hostile to you has disadvantage on altaek r...
phb_418
phb
51
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Barbarian > Primal Paths] is effeet if it can't see or hear you or if it ean't be frightened. Eagle. While raging. you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fali ifyou end your turn in the air an...
phb_419
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] g, you ean use a honus aetion on your turn to knoek a Large or smaller ereature prone when you hit it with melee weapon attack. 5° PART I I CLASSES . BARD Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in...
phb_420
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] springing into her mind, conjured forth by the magic of her song-knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mai!, setting the tempo for his wa...
phb_421
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] ghing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received. Whether scholar, skald, ar scoundrel, a bard weaves magic through words and music to inspire allies, de...
phb_422
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] d music are not just vibrations of air, but vocalizations with power ali their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and ...
phb_423
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hin...
phb_424
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] cessary, using their magic to bolster their swords and armar. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost any...
phb_425
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] they set their minds to perfecting, from musical performance to esoteric knowledge. LEARNING FROM EXPERIENCE True bards are not common in the world. Not every minstrel singing in a tavern ar jester cavorting in a royal court is a bardo Oiscovering the m...
phb_426
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] re of natural talent that most traubadours and jongleurs lack. lt can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering acrass the land gathering lore, telling stories, and living on the gra...
phb_427
phb
52
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard] iences, much like any other entertainer. But a depth of knowledge, a leveI of musical skill, and a touch of magic set bards apart fram their fellows. Only rarely do bards settle in one place for long, and their natural desire to traveI-to find new tales...
phb_428
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] ong-forgotten tombs, discover lost P~RT I Cl:'\SSES . 52 works of magic, decipher old tomes, traveI to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell a...
phb_429
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] bards take these themes to heart and assume heroic roles themselves. CREATING A BARD Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he...
phb_430
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] tory to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. ar your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the insp...
phb_431
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] thy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a mas ter, following the more experien...
phb_432
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] e a young runaway or orphan, befriended by a wandering bard who became your mentor. ar you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift i...
phb_433
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing Jights and vicious mockery cantrips, along with the following...
phb_434
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] llowing 1st-leveI spells: charm person, detect magic, heaJing word, and thunderwave. CLASS FEATURES As a bard, you gain the following class features. HIT POlNTS Hit Dice: Id8 per bard levei Hit Points at 1st LeveI: 8 + your Constitution...
phb_435
phb
53
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] bric of reality in harmony with your wishes and musico Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter li for the bard spell...
phb_436
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] om the bard spelllist. Vou learn additional bard cantrips of your choice at higher leveIs, as shown in the Cantrips Known column of the Bard table. . Proficiency Cantrips Spells -Spell Slots per Spell Level- Levei Bonus Features Known K...
phb_437
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] 6 Superior Inspiration 4 22 4 3 3 3 3 2 2 SPELL SLOTS The Bard table shows how many spell slots you have to cast your spells of 1st levei and higher. To cast one of these spells. you must expend a slot of the spell's levei ar higher. Vo...
phb_438
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] ean cast cure wounds using either slol. SPELLS KNOWN OF 1ST LEVEL AND H IGHER Vou know four 1st-levei spells of your choice from the bard spelllist. The Spells Known column of the Bard table shows when you learn more bard spells of your...
phb_439
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] h you have spell slots, as shown on the table. For instance, when you reach 3rd leveI in this c1ass, you can learn one new spell of 1st ar 2nd leveI. Additionally, when you gain a levei in this c1ass, you can choose one of the bard spel...
phb_440
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pau r into the performance of your music ar oration. Vou use your Charisma whenever a spell refers to your spellcasting ability. In addition...
phb_441
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] lity. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC ~ 8 + your proficiency bonus + your Charisma modifier Spell attack modif...
phb_442
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] that spell has the ritual tag. SPELLCASTING Focus Vou can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. BARDIC INSPIRATION Vou can inspire others through stirring words or musico To do so, y...
phb_443
phb
54
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Class Features] Once within the next 10 minutes, lhe crealure can roll the die and add the number rolled to one ability check, attack roll, ar saving throw it makes. The creature can wait until after it rolls lhe d20 before deciding to use the Bardic I...
phb_444
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] Inspiration die at a time. PARl I I Cl-\SSES 53 . 5+ Vou can use this feature a number of times equal to your Charisma modifier (a minimum of once). Vou regain any expended uses when you finish a long rest. Your Bardic Inspiration die ch...
phb_445
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] 2nd levei, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. SONG OF REST Beginning at 2nd levei, you can use soothing music or oration to help revit...
phb_446
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] nts. The extra hit points increase when you reach certain leveis in this class: to ld8 at9th levei, to Idl0 at 13th levei, and to Idl2 at 17th leveI. BARD COLLEGE At 3rd levei, you delve into the advanced techniques Df a bard college Dfy...
phb_447
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] hoose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th leveI, you can choose another two skill proficiencies to gain this benefit. ABI...
phb_448
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] r choice by 2, or you can increase two ability scores Df your choice by 1.As normal, you can't increase an ability score above 20 using this feature. FONT OF INSPIRATION Beginning when you reach 5th leveI, you regain ali of your expended...
phb_449
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] ica!notes or words of power to disrupt mind-influencing effects. As ao actioo, you can slaft a perfonnance that lasts until the end of your nextturn. During that time, you and any friendly creatures within 30 feet of you have advantage o...
phb_450
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] nd it (no action required). PART I I CLASSES MAGICAL SECRETS By 10th leveI, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be Dfa le...
phb_451
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] ded in the number in the Spells Known column Df the Bard table. Vou learn two additional spells from any class at 14th leveI and again at 18th leveI. SUPERIOR INSPIRATION At 20th levei, when you roll initiative and have no uses DfBardic ...
phb_452
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] ts, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. COLLEGE OF LORE Bards Dfthe College of Lore know something about most things, collectin...
phb_453
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] t tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning eve...
phb_454
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] rch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete wi...
phb_455
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] tant figures of authority. BONUS PROFICIENCIES When you join the College of Lore at 3rd levei, you gain proficiency with three skills of your choice. CUTTING WORDS AIso at 3rd levei, you learn how to use your witto distract, confuse, and...
phb_456
phb
55
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] eaction to expend one Dfyour uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. Vou can choose to use this feature after the creature makes its roll, but before the DM...
phb_457
phb
56
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] it can't hear you or if it's imlllune tu being charmed. ADDITIONAL MAGICAL SECRETS At 6th leveI, yuu learn twu spells of yuur chuice from any class. A spell yuu choose must be of a levei you call cast, as shown on the Bard table, or a ca...
phb_458
phb
56
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] lIake an ability check. you can expend one use of Bardic Inspiration. RolI a Bardic lllspiration die and add the numbcr rolled to your ability check. You call choose to do so after rou roll the die for the ability check, but before the D...
phb_459
phb
56
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] nspire a new generatioll of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They traveI the land to witness great events firsthand and tu ensure that the melllory ...
phb_460
phb
56
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] es of old. BONUS PROFICIENCIES When you join the College of Valor at 3rd levei, you gain proficiency with medium armor, shields, and martial weapuns. COMBAT INSPIRATION AIso at 3rd leveI, rou learn to inspire others in battle. A crcature...
phb_461
phb
56
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Bard > Bard Colleges] oll is made against the ercature, it can use its reaetion to roll the Bardie Inspiration die and add the numbcr rolled to its AC against that attaek. after seeing the roll but before knowing whelher it hits or misses. EXTRA ATTACK Starti...
phb_462
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] to a single harmonious act. When yuu use your action to cast a bard spell, you can ll1ake Qne weapon attack as a bonus actiol1. PART 1 C.LASSF.S 55 . PART 1 I CLASSES CLERIC Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins...
phb_463
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's falI. Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it...
phb_464
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. HEALERS AND WARRIORS Divine magic, as the name suggests, is the power of the gods, lIowing from them i...
phb_465
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] nt this power to everyone who seeks it, but only to those chosen to fuIfi11a 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 relie...
phb_466
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down liames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat tra...
phb_467
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positi...
phb_468
phb
57
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric] Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect .
phb_469
phb
58
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] s braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect . 3rd +2 3 4 2 4th +2 Ability Seore Improvement 4 4 3 5th +3 Destroy Undead (CR 1/2) 4...
phb_470
phb
58
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] ean mean fighting rampaging ores, negotiating peaee between warring nations, or sealing a portal that would allow a demon prinee to enter the world. Most adventuring clerics maintain some eonneetion to established temples and orders o...
phb_471
phb
58
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] etion to established temples and orders of their faiths. A temple might ask for a clerie's aid, or a high priest might be in a position to demand il. CREATING A CLERIC As you ereate a clerie, the most important question to eonsider is...
phb_472
phb
58
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] eharaeter to embody, Appendix B includes Iists of many of the gods of the multiverse, Cheek with your DM to learn whieh deities are in your eampaign. Onee you've ehosen a deity, eonsider your cleric's relationship to that god, Did you...
phb_473
phb
58
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] ind for you? ar are you striving to prove yourself worthy of a great quest? QUICK BUILD Vou ean make a cleric quiekly by following these suggestions. First, Wisdom should be your highest ability seore, followed by Strength or Constitu...
phb_474
phb
58
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] eore, followed by Strength or Constitution. Seeond, ehoose the aeolyte baekground. CLASS FEATURES As a clerie, you gain the following class features. HIT POINTS Hit Dice: 1d8 per clerie levei Hit Points at 1st Levei: 8 + your Constitu...
phb_475
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] a light erossbow and 20 bolts or (b) any simple weapon (a) a priest's paek or (b) an explorer's paek A shield and a holy symbol Po\RT 1 CL'\ SES 5i . 58 SPELLCASTING As a conduit for divine power, you can cast cleric spells. See chapt...
phb_476
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] he cleric spelllist. Vou learn additional cleric cantrips of your choice at higher leveis, as shown in the Cantrips Known column of the Cleric table. PREPARING AND CASTING SPELLS The Cleric table shows how many spell slots you have to...
phb_477
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] pell slots when you finish a long rest. Vou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spelllist. When you do 50, choose a number of cleric spells equal to your Wisdom modifier + you...
phb_478
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] evei and two 2nd-levei spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd levei, in any combination. ]f you prepare the 1st-levei spell cure wounds, you can cast it using a 1st-levei or...
phb_479
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] spell doesn't remove it from your list of prepared spells. PART 1 I CLASSES Vou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: a...
phb_480
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] ls. The power of your spells comes from your devotion to your deity. Vou use your Wisdom whenever a c1eric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cle...
phb_481
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] bonus + your Wisdom modifier RITUAL CASTING Vou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. SPELLCASTING Focus Vou can use a holy symbol (found in chapter 5) as a spellcasting ...
phb_482
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] , and each one provides examples of gods associated with it. Your choice grants you domain spells and olher features when you choose it at 1st leveI. It also grants you additional ways to use Channel Divinity when you gain that featur...
phb_483
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] n description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spelllist, the spell is...
phb_484
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] tly from your deity, using that energy to fuel magical effects. Vou start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in leveis, as noted in the ...
phb_485
phb
59
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Class Features] ity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your c1eric spell save DC. Beginning at 6th leveI, you can use your Channel Divinity twice between rests, and b...
phb_486
phb
60
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes ...
phb_487
phb
60
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. ABILITY SCORE IMPROVEMENT domains of Knowledge, Life, and Light. As a cleric, you ch...
phb_488
phb
60
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus ("radiant") Apollo,...
phb_489
phb
60
[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] Life domain. Alternatively, your choice of domain could simply be a malter of personal preference, the aspect of the deity that appeals to you most. Each domain's description gives examples of deities who have influence over that doma...