dauntless/content/Classes/Cleric/Playing a Cleric.md
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![[assets/d4a4ba4c12d285cbe4015e5c8499381f_MD5.jpg]]
Clerics are as diverse as the gods they serve, but all are united in their mission to act as their faith demands. A clerics abilities reflect the strength of their faith. The more powerful a cleric becomes, the more their features resemble those of the god they worship.
Cleric is a class that specializes in healing—a crucial part of the adventuring job. Your class features still give you plenty to do when no one is hurt, but no other class is set up to heal and restore damaged allies like yours.
## CLERICS AS ADVENTURERS
Few people can channel divine power as easily as a cleric, so they are typically expected to face the worlds challenges from an early age—or are compelled to do so if their power comes to them later in life.
Clerics possess awesome healing capabilities, a healthy mix of spells capable of harming foes or bolstering allies, and sturdy constitutions that allow them to survive a fight more easily than other casting classes. All these qualities make them welcome additions to an adventuring party.
However, clerics are bound to serve their faith first and their companions second. When faced with ethically or morally complex situations, a clerics presence can be a boon—or hindrance—to making decisions as a group.
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 33.
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_The “default” choice is perhaps [[Light Domain]] or [[Life Domain]]._