Page:Dungeons & Dragons System Reference Document.pdf/15



As a cleric, you gain the following class features.

Hit Dice: 1d8 per cleric level

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

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

You start with the following equipment, in addition to the equipment granted by your background:
 * (a) a mace or (b) a warhammer (if proficient)
 * (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
 * (a) a light crossbow and 20 bolts or (b) any simple weapon
 * (a) a priest’s pack or (b) an explorer’s pack
 * A shield and a holy symbol

As a conduit for divine power, you can cast cleric spells.

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Rh