Magic Initiate (Cleric)
You learn two Cleric cantrips and one 1st-level Cleric spell of your choice. You can cast the 1st-level spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
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You learn two Cleric cantrips and one 1st-level Cleric spell of your choice. You can cast the 1st-level spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You gain Initiative Proficiency. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat, if neither of you is Incapacitated.
You prepare a number of Druid spells from the Druid spell list equal to your Wisdom modifier plus your Druid level. You use Wisdom as your spellcasting ability.
You gain proficiency in Insight and Religion, and you carry yourself with the calm discipline of a temple-trained caretaker.
You know Druidic, the secret language of druids, and can leave hidden messages in nature for those who know it.
You gain Heroic Inspiration whenever you finish a Long Rest.
You gain proficiency in one skill of your choice.
Druid prepared spells equal Wisdom modifier + level (3). Magic Initiate (Cleric) grants two cantrips and one 1st-level cleric spell. Primrose’s prepared druid spells listed above reflect a gentle, support-focused nature magic style.
You create a tiny natural sign or effect, such as a harmless sensory prediction, a puff of wind, or a flower blooming briefly.
You touch one willing creature; once before the spell ends, it can add 1d4 to one ability check of its choice.
You touch one willing creature; once before the spell ends, it can add 1d4 to one saving throw of its choice.
A club or quarterstaff you touch becomes magically empowered, using your spellcasting ability for attacks and damage.
A creature you touch regains 1d8 + your spellcasting ability modifier hit points.
Grasping plants fill a 20-foot square, turning the area into difficult terrain and restraining creatures that fail a Strength save.
A creature you can see regains 1d4 + your spellcasting ability modifier hit points.
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