0 Level:
1. Detect Magic or Spark
2. Read Magic or Create Water
3. Stabilize
1st Level:
1. Bless Water or Comprehend Languages
2. Shield of Faith or Summon Monster I
3. (Domain - Healing or Magic) Cure Light Wounds or Identify
Standard Daily Spells in Town/Camp:
0 Level:
1. Read Magic
2. Detect Magic
3. Stabilize (Town) or Create Water (Camp)
1st Level:
1. Bless Water
2. Comprehend Languages
3. (Domain) Identify
Standard Daily Spells in Dungeon or on Road:
0 Level:
1. Create Water
2. Spark
3. Stabilize
1st Level:
1. Shield of Faith
2. Summon Monster I
3. (Domain) Cure Light Wounds
(Alternates - I may choose Bless Water in place of Shield of Faith if I feel holy water supplies are low or could be useful on a particular day, i.e. when facing undead in a crypt etc)
Abilities:
Aura - Powerful Aura exhibited by the cleric that matches Deity's Alignment.
Channel Energy - Energy harnessed to heal living or hurt the undead. 1d6 + 1d6/2 lvls beyond 1st in 30 foot area. Save DC is 10 + 1/2 Clerics lvl + Chr Modifier.
Domains - Healing and Magic
Healing - Rebuke Death (Unconscious players are healed for 1d4+1/2 lvls.) Useful 3/day + Wis Mod.
Magic - Hand of the Acolyte (Melee attack at 30 foot range by throwing and returning weapon to owner) (Add Wis to attack roll instead of Dex) (Useful 3/day + Wis Mod)
Spontaneous Casting - Convert a prepared spell of 1st or higher that is not a domain spell into the equivalent heal spell.
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ReplyDeleteSpells:
ReplyDeleteOrisons:
a) Guidance
b) Light
c) Detect Magic
d) Read Magic
1st Level:
a) Shield of Faith
b) Sanctuary
c) Command
d) (Domain) Cure Light Wounds