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+2 15

Mage Armor, False Life


12 +2 25ft Flaming Sphere, Gentle Repose
Fireball, Revivify
15 15 Guardian of Faith, Death Ward
Flame Strike, Raise Dead

17
-1 You lose all armor proficiencies that come with the cleric class but gain
-1 proficiency in martial weapons. You also gain expertise in Sleight of Hand

-1 checks to hide a dagger or a similar small weapon on your person. You also
gain the light cantrip.
Also, you can interpose divine light between you and an attacking enemy.
When you’re attacked by a creature within 30ft of you, you can use your
reaction to give disadvantage on the roll, causing light to flare before the
8 attacker. An attacker who can’t be blinded is immune to this effect. This can be
used a number of times = to your WIS mod, regaining uses after a long rest.

+2
As an action, you concentrate on your holy symbol
● +4
+2
and any magical darkness within 30ft of you is
+2 dispelled. Also, each hostile creature within 30ft of
+2 you must make a CON Save. A creature takes
15 2d10+ cleric level necrotic/radiant damage on a fail
and half on a success. A creature behind total cover
is immune to this effect.
+2

+2
14

+0
+0
+0 +0
+0
+5 13
+0
11 +0

◆ +5
+3
+3 ● +5
+3

16 ● +5
+3 You gain the ability to impede death’s progress. As a
reaction when you or an ally that you can see within
◆ +3 30ft of you suffers a critical hit, you turn that into a
+1 normal hit. Any effects triggered by a critical hit are
+1 +1 canceled. This can be used a number of times = to your
WIS mod, regaining all uses after a long rest.
+1
● +3
12
You add your WIS mod to any damage you deal with
any cleric cantrips.

0 Frigid Grasp
0 Prestigidation
0
◆ Sacred Flame
0 Toll the Dead
1 Bless
1 Guiding Bolt
1 Healing Word
1 Purify Food and Drink
1
◆ Unseen Servent
1
◆ Mage Armor

You can use your action to activate an area of dark sunlight that
lasts for 1 minute or until you dismiss it using an action. You omit
dark light in a 60ft radius and a lower light a further 30ft beyond
that. Your enemies in the dark sunlight have disadvantage on
saves against spells that deal fire, necrotic, cold, or radiant
damage.

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