Cleric

Class Features

As a cleric, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per priest 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 armour, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pace or (b) an explorer's pack
  • A shield and a holy symbol
The Cleric
Level Proficiency Bonus Features Cantrips Known Spells Slots Slot Level Divine Gifts
1st +2 Divine Domain, Spellcasting 2 1 1st
2nd +2 Channel Divinity (1/rest), Divine Domain Feature 2 2 1st 2
3rd +2 2 2 2nd 2
4th +2 Ability Score Improvement 3 2 2nd 2
5th +3 Destroy Undead (CR 1/2) 3 2 3rd 3
6th +3 Channel Divinity (2/rest), Divine Domain Feature 3 2 3rd 3
7th +3 3 2 4th 4
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature 3 2 4th 4
9th +4 3 2 5th 5
10th +4 Divine Intervention 4 2 5th 5
11th +4 Destroy Undead (CR 2), Mystic Arcanum (6th) 4 3 5th 5
12th +4 Ability Score Improvement 4 3 5th 6
13th +5 Mystic Arcanum (7th) 4 3 5th 6
14th +5 Destroy Undead (CR 3) 4 3 5th 6
15th +5 Mystic Arcanum (8th) 4 3 5th 7
16th +5 Ability Score Improvement 4 4 5th 7
17th +6 Destroy Undead (CR 4), Divine Domain Feature, Mystic Arcanum (9th) 4 4 5th 7
18th +6 Channel Divinity (3/rest) 4 4 5th 8
19th +6 Ability Score Improvement 4 4 5th 8
20th +6 Divine Intervention Improvement 4 4 5th 8

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.

Spell Slots

The Cleric table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Preparing and Casting Spells

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 no higher than what's shown in the Cleric table's Slot Level column for your level. When you reach 5th level, for example, you can prepare cleric spells which can be 1st, 2nd, or 3rd level. With a Wisdom of 16, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd level, in any combination. 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.

Spellcsting 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, such as Life. The Life domain is detailed at the end of the class description. The other domains are detailed in the Player's Handbook. 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 diety, 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.

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.

Divine Gifts

At 2nd level, you gain two divine gifts of your choice. Your gift options are detailed at the end of the class description. When you gain certain cleric levels, you gain additional gifts of your choice, as shown in the Divine Gifts column of the Cleric table.

Additionally, when you gain a level in this class, you can choose one of the gifts you know and replace it with another gift that you could learn at that level.

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.

Destroy Undead
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 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.

Mystic Arcanum

At 11th level, your god bestows upon you divine secrets allowing you to cast a higher order of spells. You may prepare 6th level spells and are able to cast a single 6th level spell per Long Rest.

At higher levels, you may cast a single spell of levels 7th, 8th, and 9th at the level shown in the Cleric table.

Divine Gifts

If a divine gift has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Arcana Divine

Prerequisite: Arcana Domain, 3rd level


You can add one wizard spell of your choice to your Cleric Spell list, outside of the ones added by this domain. You can change this spell when you gain a Cleric level. This spell can then be included in your prepared spells but, unlike the Domain Spells, does count against your number of Spells prepared. The spell must be of a level no higher than your Slot Level as shown in the Cleric table.

Arcane Sight

Prerequisite: Arcana Domain


You can cast detect magic at will, without expending a spell slot.

Aura of Life

Prerequisite: Life Domain, 5th level


Allies within 5 feet of you regenerate health equal to half of your Wisdom modifier, as long as you are conscious.

Beast Speech

Prerequisite: Nature Domain


You can cast speak with animals at will, without expending a spell slot.

Burning Brilliance

Prerequisite: Light Domain, 5th level


Your light spells of 1st level or higher now deal damage to creatures. A creature within 5 feet of a source of light created by you, or within an area of effect such as Faerie Fire, takes 1d8 damage for each level of the spell slot spent.

In addition, your Light Cantrip, gives disadvantage to a creature's attacks and Dexterity saves, until the start of your next turn, when you cast it within 30 feet of them. A creature affected by Light in this way cannot be affected again for 10 minutes.

Charming Demeanor

Prerequisite: Trickery Domain


When you use the charm person spell, as long as you did not have the target do anything specifically bad for it (such as loan you a small amount of gold, go for a walk instead of standing guard, etc.), it will not know that it was charmed.

Command Undead

Prerequisite: 9th level


When you use your Channel Divinity to turn undead, you can choose for any undead that would be destroyed to be charmed to fight for you. They will fight uder your command for a number of rounds equal to you Wisdom modifier (minimum 1 round), after which they are destroyed as normal.

Divine Force

Prerequisite: Arcana Domain


When cast magic missile, you can choose for it to deal radiant damage instead of force damage.

Flurry of Blades

Prerequisite: Martial Weapon Proficiency granted by your Divine Domain, 5th level


When you take the attack action, you can make two attacks instead of one.

Gift of Yggdrasil

Prerequisite: Nature Domain


You can cast barkskin at will, without expending a spell slot or material components.

Greater Bane

Prerequisite: Grave Domain


When an enemy affected by your Bane spell attempts an attack of skill check, the die rolled is a 1d6 instead of a 1d4.

Greater Knowledge of the Ancients

Prerequisite: Knowledge Domain, 5th level


When you choose a skill of tool for your Channel Divinity: Knowledge of the Ancients, you gain Expertise in that skill of tool instead of proficiency.

Eye of the Hurricane

Prerequisite: Tempest Domain


When you cast fog cloud, you are able to choose a number of creatures equal to your wisdom modifier who are within 30 feet of you. They are immune to its effect and can see clearly.

Mask of Many Faces

Prerequisite: Trickery Domain


You can cast disguise self at will, without expending a spell slot.

Messenger of the Gods

Prerequesite: 5th level


You can cast find steed once per long rest without expending a cleric spell slot.

Ritual of Restoration

Prerequisite: 3rd level


You can cast lesser restoration as a ritual.

Sword of the Gods

You can choose a single Sacred Weapon Form, representative of your god. As an action, you can summon this weapon to use in battle. It counts as magical for the purposes of overcoming Resistance and immunity to non-magical attacks. It also counts as a holy symbol for the purposes of Spell-casting.


Hammer of Thor

You can also talk with your DM about having the weapon deal a damage type that fits your god, such as Thor giving Lightning damage, to add more personal flavor to your cleric.


Tempered Shield

Prerequisite: Forge Domain


When you cast shield, you also add your Wisdom Modifier to your AC (minimum of +1).

Through the Eyes of the Gods

Once per long rest, you can gain True Sight for 1 minute, out to 20 feet.

Trained in War

Prerequisite: War Domain


You learn a single fighting style from the list available to the Paladin.