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cleric [2021/10/04 14:23] titania |
cleric [2023/09/03 18:34] (current) titania |
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|**Stat requirements: | |**Stat requirements: | ||
- | |**Alignments | + | |**Resonances |
|**Hitdice: | |**Hitdice: | ||
|**Saving throws:**| fort/will strong, reflex weak| | |**Saving throws:**| fort/will strong, reflex weak| | ||
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Wisdom is of the utmost importance to clerics and only those with the highest wisdom are going to be worthy to cast the highest level spells. It is also recommended that they have a decent constitution. Most are moderately capable in melee combat, but not so much as a trained warrior. | Wisdom is of the utmost importance to clerics and only those with the highest wisdom are going to be worthy to cast the highest level spells. It is also recommended that they have a decent constitution. Most are moderately capable in melee combat, but not so much as a trained warrior. | ||
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+ | As a hybrid class with spell casting abilities, clerics could benefit from a combination of martial and magic feats. They will need the perfect caster feat to avoid harming their allies and summoned creatures with area-affecting spells. | ||
Clerics prepare their spells with the '' | Clerics prepare their spells with the '' | ||
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Clerics of good and neutral alignments may also spontaneously cast any prepared spell as a healing spell of the same level. Neutral and evil clerics may do likewise, but they will cast such spells spontaneously as damaging equivalents instead. To learn how to do it refer to '' | Clerics of good and neutral alignments may also spontaneously cast any prepared spell as a healing spell of the same level. Neutral and evil clerics may do likewise, but they will cast such spells spontaneously as damaging equivalents instead. To learn how to do it refer to '' | ||
- | Additionally, | + | Additionally, |
Clerics also gain the following cantrips (type ' | Clerics also gain the following cantrips (type ' |