Cleric

To become a cleric is to become a messenger of the gods. The power the divine
offers is great, but it always comes with tremendous responsibility.

– Riggby the patriarch

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Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.

Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Check with your DM to learn which deities are in your campaign.

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Cleric | Class Description

 

 

Cleric Details

Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity’s power.

The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one’s deity, thereby attracting the god’s favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn’t matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.

If you’re playing a cleric character, the following sections offer ways to add some detail to that character’s history and personality.

Temple

Most clerics start their lives ofservice as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.

Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?

Temples
d6 Temple
1 Your temple is said to be the oldest surviving structure built to honor your god.
2 Acolytes of several like-minded deities all received instruction together in your temple.
3 You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 Your temple is a fortress and a proving ground that trains warrior-priests.
5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 You served in a temple in the Outer Planes.

Keepsake

Many clerics have items a mong their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

Keepsakes
d6 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig’s whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runestone said to be blessed by your god

Secret

No mortal soul is entirely free ofsecond thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one’s deity.

If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.

Secrets
d6 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2 You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.
SERVING A PANTHEON, PHILOSOPHY, OR FORCE

The typical cleric is an ordained servant o f a particular god and chooses a Divine Domain associated with that deity. The cleric’s magic flows from the god or the god’s sacred realm, and often the cleric bears a holy symbol that represents that divinity.

Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments.

Cleric | Class Description

 

 

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A Human Cleric uses his holy symbol to pray to a god of the Peace Domain

 

 

The Cleric
Proficiency Cantrips —Spell Slots per Spell Level—
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement, Cantrip Versatility 4 4 3
5th +3 Destroy Undead (CR ½) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

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 (or 5d4 × 10 gp), 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.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric 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.

Cleric | Class Features ↑

 

 

 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, detailed at the end of the class description. 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 three such effects: Turn Undead, Harness Divine Power, 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 is equal to 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.

Channel Divinity: Harness Divine Power

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

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Cleric | Class Features ↑

 

 

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.

Alternatively, you may instead choose a feat from this list. You must satisfy each prerequisite for your chosen feat, if any.

Cantrip Versatility

Beginning at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.

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 ½ 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 DM 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.

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshipped as a deity of Light or Life, as he exhibits strong traits of both domains. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

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Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.

Arcana Domain Spells
Cleric Level Spells
1st detect magic, magic missile
3rd levitate, Nystul’s magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund’s secret chest
9th planar binding, teleportation circle

Arcana Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you but don’t count against the number of cantrips you know.

Channel Divinity:

Arcane Abjuration

Starting at 2nd level as an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished (as in with banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Cleric Level Banishes Creatures of CR…
5th ½ or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Blessed Strikes

At 8th level, you gain the ability to infuse your weapon strikes with the arcane power of the weave. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d6 force damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Arcane Mystery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

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Cleric | Divine Domains ↑

 

 

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object.

Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

Forge Domain Spells
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Divine Skill

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Artisan’s Boon

At 1st level, you have a remarkable ability to create simple items.

You can spend 1 hour crafting a nonmagical item that must be partially made of metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. This item can be crafted as part of a short rest. The gp value of the item can’t be more than 20 times your cleric level, and the item must be Medium or smaller. You can duplicate a nonmagical item that contains metal, such as a key, if you possess the original for the duration of the hour.

To craft such an item, you must lay out metal, which can include coins, with a total gp value equal half that of the item you are creating.

Once you craft an item using this feature, you can’t do so again until you finish a long rest.

Channel Divinity:

Blessing of the Forge

Starting at 2nd level, you can use your Channel Divinity to imbue magic into a weapon or set of armor.

As an action, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. The object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. This bonus lasts for a number of hours equal to your proficiency bonus, and it ends early if you finish a long rest or if you die. Once you use this Channel Divinity option, you can’t use it again until you finish a long rest.

At 10th level, you can use this Channel Divinity option a second time, touching the same object or a different one. If you choose the same object, then the bonus to AC or attack and damage rolls increases to +2.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Blessed Strikes

At 8th level, you gain the ability to infuse your weapon strikes with the arcane power of the weave. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 fire damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Saint of Forge and Fire

At 17th level, your blessed affinity with metal becomes more powerful. While wearing heavy armor, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical sources.

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Cleric | Divine Domains ↑

 

 

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination.

Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Grave Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which counts as a cleric cantrip for you but doesn’t count against the number of cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead.

When you do, you know the location of any undead creature within 60 feet of you that isn’t protected from divination magic. You can track the location of each creature you detect this way for 10 minutes, or until you move more than 1 mile away from the creature. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity:

Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all the damage caused by that attack, and then the curse ends.

Sentinel at Death’s Door

By 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Blessed Strikes

At 8th level, you gain the ability to channel negative energy into each of your attacks. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 necrotic damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice.

You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

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Cleric | Divine Domains ↑

 

 

Knowledge Domain

The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse.

Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.

Knowledge Domain Spells
Cleric Level Spells
1st command, identify
3rd augury, borrowed knowledge
5th sending, speak with dead
7th arcane eye, confusion
9th commune, legend lore

Blessed with Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity:

Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For the next hour, you are proficient with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Blessed Strikes

At 8th level, you gain the ability to channel negative energy into each of your attacks. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 psychic damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 5th-level or higher to use this feature again.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

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Cleric | Divine Domains ↑

 

 

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, sun gods , gods of healing or endurance, and gods of home and community.

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 greater restoration, reincarnate

Protective Training

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.

Blessed Strikes

At 8th level, you gain the ability to infuse your attacks with divine energy. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

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 hit points.

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Light Domain

Gods of lightpromote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement.

Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Spells
Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th dawn, wall of fire
9th flame strike, wall of light

Light Bearer

When you choose this domain at 1st level, you gain the light cantrip. If you already know it, you gain one other cleric cantrip of your choice.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity:

Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

At 10th level, this damage increases to 4d10.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Blessed Strikes

At 8th level, you can now channel radiant energy into each of your attacks. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells
Cleric Level Spells
1st earth tremor, speak with animals
3rd enhance ability, spike growth
5th plant growth, wall of water
7th dominate beast, guardian of nature
9th insect plague, tree stride

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Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Nature’s Guardian

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity:

Animal Companion

Starting at 2nd level, you can use your Channel Divinity to summon an animal companion. As an action, you present your holy symbol and invoke the name of your deity. You may cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your cleric level (rounded down).

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Blessed Strikes

At 8th level, you can infuse your attacks with the fury of nature. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 acid, cold, fire, poison, or lightning damage to the target. You choose the type whenever you use this feature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Master of Nature

At 17th level, you gain the ability to command animals and plant creatures.

As an action, you present your holy symbol and invoke the name of your deity. Choose a number of beasts or plants that can see you within 30 feet of you up to a number equal to your proficiency bonus. Each creature must make a Wisdom saving throw. If a creature fails, it is charmed by you. You can use a bonus action on your turn to verbally command what each charmed creature will do on its next turn. While a creature is charmed by you, it is friendly to you and other creatures you designate.

This effect lasts for 1 minute and ends early if you or an ally causes damage to the affected creature, or if you are incapacitated.

Once you successfully charm a creature with this feature, you can’t use this feature again until you finish a long rest.

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Order Domain Spells
Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Holy Commander

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

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Channel Divinity: Order’s Demand

At 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast an enchantment spell from the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blessed Strikes

At 8th level, you can infuse your attacks with the fury of nature. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 psychic damag to the target.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Order’s Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal psychic damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.

Peace Domain Spells
Cleric Level Spells
1st heroism, sanctuary
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, Otiluke’s resilient sphere
9th greater restoration, Rary’s telepathic bond

Calming Presence

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) up to your Wisdom modifier (minimum of two creatures). You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes.

Each creature can add the d4 no more than once per turn. If one bonded creature willingly attacks another, the bond is immediately broken for all creatures.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace

At 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

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Protective Bond

At 6th level, the bond you forge between people helps them protect each other.

When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Neither creature can benefit from Emboldening Bond until the feature is used again.

Blessed Strikes

At 8th level, you gain the ability to infuse your attacks with divine energy. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Expansive Bond

Beginning at 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

Tempest Domain

Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts.

In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells
Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, thunderstep
7th control water, storm sphere
9th destructive wave, maelstrom

Conductive Equipment

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity:

Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Blessed Strikes

At 8th level, you gain the ability to infuse your attacks with divine energy. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 thunder damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. While you are flying, you are resistant to lightning and thunder damage.

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Trickery Domain

Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells
Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Silver Tongue

At 1st level, you gain proficiency with martial weapons and two of the following skills: Deception, Persuasion, Stealth, and Sleight of Hand.

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a creature, giving them advantage on Stealth checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

 As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity:

Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. You can use your bonus action to become invisible until the end of your next turn.

Blessed Strikes

At 8th level, you gain the ability to infuse your attacks with divine energy. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d10 poison damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Everywhere at Once

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. When you move on your turn, you can move any number of your duplicates up to 30 feet, to a maximum range of 120 feet.

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Domain Spells
Cleric Level Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, Leomund’s tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead

Bulwark of Dusk

At 1st level, you gain proficiency with martial weapons and heavy armor.

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Eyes of Night

Starting when you choose this domain at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use this feature again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

Starting at 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated, lose your concentration (as if you were concentrating on a spell), or die. Whenever a creature (including you) ends its turn in the sphere, you can use your reaction to grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Steps of Night

By 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blessed Strikes

At 8th level, you gain the ability to infuse your attacks with divine energy. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Twilight Shroud

Starting at 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

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War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells
Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader’s mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Divine Soldier

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. Once on each of your turns when you use the Attack action, you can make one additional attack as part of the same action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity:

War God’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Blessed Strikes

At 8th level, you gain the ability to infuse your attacks with divine energy. When a creature takes damage from one of your cleric cantrips or weapon attacks, you can also deal an additional 1d8 damage to that creature.

Once you deal this damage, you can’t use this feature again until the start of your next turn.

Twilight Shroud

Starting at 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

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Cleric Spells

Cantrips (0 Level)
  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead (XGtE)
  • Word of Radiance (XGtE)
1st Level
  • Bane
  • Bless
  • Cause Fear (XGtE)
  • Ceremony (XGtE) (ritual)
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic (ritual)
  • Detect Poison and Disease (ritual)
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Protection from
  • Evil and Good
  • Purify Food and Drink (ritual)
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Augury (ritual)
  • Blindness/Deafness
  • Borrowed Knowledge
    (SCC)
  • Calm Emotions
  • Continual Flame
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Silence (ritual)
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Feign Death (ritual)
  • Glyph of Warding
  • Life Transference (XGtE)
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud (TCoE)
  • Tongues
  • Water Walk (ritual)
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Control Water
  • Death Ward
  • Divination (ritual)
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape
5th Level
  • Commune (ritual)
  • Contagion
  • Dawn (XGtE)
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon (XGtE)
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Skill Empowerment (XGtE)
  • Summon Celestial (TCoE)
  • Wall of Light (XGtE)
6th Level
  • Blade Barrier
  • Create Undead
  • Find the Path
  • Forbiddance (ritual)
  • Harm
  • Heal
  • Heroes’ Feast
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Sunburst
  • Symbol
  • Temple of the Gods (XGtE)
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
9th Level
  • Astral Projection
  • Gate
  • Mass Heal
  • Power Word Heal
  • True Resurrection

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