Cleric (class)

## Cleric

A spellcaster who has specialized in healing others, supporting the team.

## Progression

**1st Level**

Choose 2 proficiencies out of the following: Arcana, Anatomy, Science, Persuasion, Insight, or Astronomy.

**Spellcasting**: You can cast spells. See the information below.

**2nd Level**

**Spare Life**: once per long rest you can make it so that a creature that you see that is within 50ft of you cannot be killed, but only reduced down to 1HP if they are hit with something that would reduce them down to 0HP.

**3rd Level**

**Clerical Shield**: You can cast a spell, creating a shield on any creature that you can see, increasing their AC by 2 for 2 rounds. Requires a MAG 14 roll to succeed by caster.

**4th Level**

**Ability score Improvement**: You can improve two stats by one, or one stat by two out of the main six stats.

**5th Level**

**Lighten the Void**: You have advantage to hit a creature of abyssal or Void descent.

**6th Level**

**Clerical Shield**: Reduces DC for shield down to 12.

**7th Level**

**Blessed Strike**: any damage you do gains an addition 1d6 light (radiant) damage

**8th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**9th Level**

**Magic Versatility**: you can choose to replace one of your cantrips with any other cantrip from any spell list

You can now have 5 cantrips.

**10th Level**

You gain additional proficiencies, three of your choice

**11th Level**

**Lighten the Void**: You have advantage when dodging a void or abyssal attack.

**12th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**13th Level**

You can use 1 more cantrip, totaling 6.

**14th Level**

Spare life can now be used twice per long rest.

**15th Level**

Gain proficiency in Anatomy, science, and Arcana.

**16th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**17th Level**

**Deific Intervention**: By the power of the Gods themselves, once per long rest, you can critically succeed any one roll.

**18th Level**

Spare Life can now be used three times per long rest.

**19th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**20th Level**

**Aura of Healing**: Passively, in a 15 radius around the player, all creatures allied with the player to regenerate 4d10 health every round. This includes the Cleric.

**21st Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**22nd Level**

**23rd Level**

**24th Level**

**25th Level**

## Spellcasting

Spells can be cast by half casting classes and full casting classes. Each class has their own unique list of spells which they can learn and cast. Full casting classes can learn up to 2+MAG Cantrips, and learn prepared spells according to their level and Magic Score. A full casting class can learn up to 20 prepared spells, but that number also cannot exceed their current Level+2 or their Magic Score. If a character has a Magic Score and level above 19, their Magic Score becomes their new maximum prepared spells.

During a long rest, spells can be forgotten to make room for other spells that one may want to learn.

## Spell Slots

Below is a table of spell slots, based on level.

## Spell List

Here is an index of spells for this class:

* All Spells
* Cantrips
* 1st Level
* 2nd Level
* 3rd Level
* 4th Level
* 5th Level
* 6th Level
* 7th Level
* 8th Level
* 9th Level