Cleric
You are a divine spellcaster who channels power through faith, ritual, and resolve. You can prepare cleric spells from the cleric spell list after a Long Rest. You also have access to cleric cantrips and can wear armor and use shields.
You are a divine spellcaster who channels power through faith, ritual, and resolve. You can prepare cleric spells from the cleric spell list after a Long Rest. You also have access to cleric cantrips and can wear armor and use shields.
As a halfling, you are small, nimble, and hard to frighten. You can move through the space of any creature that is of a size larger than yours, and you have advantage on saving throws to avoid or end the Frightened condition.
You have training in Insight and Religion, and you were raised among rites, prayers, and service to a sacred cause. Your background reflects discipline, study, and devotion to a higher calling.
You gain two cleric cantrips and one 1st-level cleric spell. You can cast the 1st-level spell once without expending a spell slot, and you regain that use when you finish a Long Rest.
You have Advantage on saving throws you make to avoid or end the Frightened condition.
ليلى تجمع بين الحماية والإنقاذ والاستبصار؛ هي ليست ساحرة هجوم، بل درع طقوسي للمستضعفين. Cure Wounds تأتي من Magic Initiate ويمكن استخدامها مرة واحدة مجانًا لكل Long Rest.
A creature touched can add 1d4 to one ability check of its choice before the spell ends.
A radiant flame forces a creature to make a Dexterity saving throw or take 1d8 Radiant damage.
You touch a living creature at 0 Hit Points and stabilize it.
You touch one object that sheds Bright Light in a 20-foot radius and Dim Light for another 20 feet.
A creature touched can add 1d4 to one saving throw of its choice before the spell ends.
Up to three creatures add 1d4 to attack rolls and saving throws while the spell lasts.
A creature of your choice regains hit points at range.
Ward a creature so enemies must make a Wisdom save to target it with attacks or harmful spells.
A shimmering field grants the target a bonus to AC while the spell lasts.
Once per Long Rest from Magic Initiate, you can restore hit points to a creature you touch.
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