A landing slot, takeoff slot, or airport slot is a permission granted by the owner of an airport designated as Level 3 (Coordinated Airport), which allows the grantee to schedule a landing or departure at that airport during a specific time period.
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The Cleric
Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 3 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Divine Domain |
2nd | +2 | 3 | 3 | - | - | - | - | - | - | - | - | Channel Divinity (1/rest), Divine Domain feature |
3rd | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - | - |
4th | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement |
5th | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | Destroy Undead (CR 1/2) |
6th | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - | Channel Divinity (2/rest), Divine Domain feature |
7th | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | - |
8th | +3 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature |
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | - |
10th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Divine Intervention |
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Destroy Undead (CR 2) |
12th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement |
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - |
14th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Destroy Undead (CR 3) |
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - |
16th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement |
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | Destroy Undead (CR 4), Divine Domain feature |
18th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Channel Divinity (3/rest) |
19th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement |
20th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Divine Intervention improvement |
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor. shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
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Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting
Focus You can use a holy symbol as a spellcasting focus for your cleric spells.
Divine Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
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Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level | Destroys Undead of CR... |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Life Domain
The Life domain focuses on the vibrant positive energy, one of the fundamental forces of the universe, that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Life Domain Spells
Cleric Level | Spells |
---|---|
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
More level 3 autonomous vehicle models will be hitting the streets in the coming months. Japanese automaker Honda is planning to release its Legend sedan in Japan as a level 3 autonomous vehicle by mid-2020.
Level 3 Autonomous Vehicles
The Honda Legend is the company’s first foray into the sector. According to Nikkei Asian Review, Honda has positioned the car as having partial self-driving capabilities that will allow drivers to take their hands off the wheel and their eyes off the road. Presumably, the sedan will only allow for this level of autonomy during slow traffic on the expressway. Drivers will still be required to take control of the car during emergencies or if the vehicle does something wrong to help ensure pedestrian safety.
Audi AG is already in the Japan market with a level 3 vehicle. The Audi A8 is one of the first cars made with Level 3 autonomous technology. However, it has not been released in some areas of Japan due to legislation.
Autonomous Vehicles Coming to Seoul
Japan is not the only country looking to allow level 3 autonomous vehicles on the streets. Starting in July, South Korea will allow automakers to sell vehicles with basic Level 3 self-driving technology in the domestic market. By 2021, Hyundai Motor Co., Kia Motors Corp., BMW, and Mercedes-Benz are all expected to have level 3 cars available for consumer purchase.
Levels of Autonomous Vehicles
Some companies are working to skip level 3 autonomous driving and go straight toward level 4. As opposed to level 3 where it can be difficult to discern at what point is the human user should be acting as a driver or rider, level 4 and 5 vehicles have very little, if any, human action needed.
Level 0 – Has no autonomous features. The driver is fully responsible for all operating tasks. The majority of the cars currently on the road are at this level.
Level 1 – This type of vehicle is able to do only one task autonomously, such as automatic braking, lane-keeping, or adaptive cruise control. Drivers are still expected to be fully alert behind the wheel.
Level 2 – Level 2 vehicles are capable of handling more than one task at a time, such as automatic lane-keeping and breaking or steering and acceleration. These vehicles are not considered to have true self-driving abilities and still need human intervention. Level 2 systems currently on the market include the Tesla Autopilot, Cadillac Super Cruise, Mercedes-Benz Drive Pilot, and Volvo Pilot Assist.
Level 3 – These vehicles are able to drive from point a to point b if certain conditions are met. In the case of an emergency, drivers are expected to take control of the car. The only vehicle on the market with level 3 autonomous technology presently available to consumers is the Audi A8, although other automakers are working to develop this type of vehicle for release in 2020.
Level 4 – These vehicles are almost completely autonomous and do not require human interaction. They are constricted by location, cannot surpass certain speeds, and cannot drive in inclement weather. Therefore, a driver or remote operator is still required to be prepared to take the wheel. However, the vehicle is capable of completing a trip with little to no driver interaction making it ideal for fixed route vehicles such as corporate campus shuttles. No cars are currently on the market at this level for consumer purchase.
Level 5 – This is a fully self-driving car that can drive from point a to point b regardless of weather condition or speed. These vehicles do not need a driver, which allows passengers the freedom to focus on other activities such as reading or watching television. No vehicles of this level are currently available.
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Resources
Walch, Kathleen. (8 December 2019). Are All Levels Of Autonomous Vehicles Equally Safe?. Forbes.
Szymkowski, Sean. (13 December 2019). Honda self-driving technology coming next year, report says. CNet.
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(24 December 2019). Honda’s new self-driving car in japan will be a game-changer claims Nikkei Asian review. Industry Global News 24.
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(5 January 2020).Level 3 Autonomous Car to be Sold in S. Korea from July. Korea Biz Wire.
(6 January 2020). Honda eyes launch of level-3 autonomous vehicle in mid-2020. Japan Today.