Cleric

Core Statistics
Class Type: Full Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Wisdom, Charisma

Armour Proficiencies: Light Amrour, Medium Armour, Shields

Weapon Proficiencies: Simple Weapons

Other Proficiencies: None

Skill Proficiencies
As a Wizard, you can choose 2 skills from the following list to become proficient with.
 * History
 * Insight
 * Medicine
 * Persuasion
 * Religion

Starting Equipment
As a Cleric, you roll 4d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Missionary
At 1st level, you become proficient with heavy armour or martial weapons (your choice).

Spellcasting
At 1st level, you are a conduit for divine power. You gain the ability to cast spells from the Cleric spell list. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
 * Cantrips: You learn 3 cantrips from the Cleric spell list. You learn an additional Cleric cantrip at 4th and 10th level.
 * Prepared Spells: You know all of the spells on the Cleric spell list. When you finish a long rest, you can prepare a list of Cleric spells equal your Cleric level + your Wisdom modifier (a minimum of 1).
 * Ritual Casting: As a Cleric, you can cast a spell as a ritual.
 * Spell Slots: The Cleric Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Versatile Cantrips: When you finish a long rest, you can choose one Cleric cantrip that you know and replace with with another Cleric cantrip.

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 when you reach certain levels in this Class: 1st, 4th, 7th, 10th, 13th, 16th, and 19th level.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Cleric spell save DC. You can use the powers of your Channel Divinity once, and you regain the use of it when you finish a short or long rest. You gain more uses of this feature as you gain levels in this Class (see the Cleric Feature Table).
 * Banish Darkness: As 2 actions, you present a holy symbol and utter a prayer, causing any magical darkness within 30 feet of you to be dispelled. Additionally, each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
 * Guided Strike: When you make an Attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM determines whether the Attack hits or misses.
 * Harness Divinity: As 1 action, you touch a holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
 * Preserve Life: As 2 actions, you present a holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
 * Turn Undead: As 2 actions, you present a 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 any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its actions, it can use only the Move type actions or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature does nothing.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Destroy Undead
At 5th level, when an undead fails its saving throw against your Turn Undead Channel Divinity feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as seen below.

Divine Intervention
At 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use 3 actions. Describe the assistance you seek, and roll a d100. If you roll a number equal to or lower than your Cleric level, your deity intervenes. The DM chooses the nature of the intervention. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Blessed Strikes
At 14th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon Attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Divine Herald
At 20th level, when you use your Divine Intervention feature it will automatically succeed.