Cleric

The cleric is a devout servant of their deity, channeling divine power to smite their foes and support their allies.
The Cleric
Cleric Level
Proficiency Bonus
Features
Channel Divinity
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st+2Spellcasting, Divine Domain, Channel Divinity, Divine Spark, Turn Undead232
2nd+2Holy Order Initiate233
3rd+2Divine Domain feature2342
4th+2Ability Score Improvement2443
5th+3Smite Undead34432
6th+3Divine Domain feature34433
7th+3Blessed Strikes344331
8th+3Ability Score Improvement344332
9th+4Holy Order Adept4443331
10th+4Divine Domain feature4543332
11th+4Divine Intervention45433321
12th+4Ability Score Improvement45433321
13th+5454333211
14th+5Divine Domain feature454333211
15th+54543332111
16th+5Ability Score Improvement4543332111
17th+645433321111
18th+6Holy Order Master45433331111
19th+6Ability Score Improvement45433332111
20th+6Greater Divine Intervention45433332211

Hit Points

Hit Dice: 1d8 per Cleric level
Hit Points: 10 + 8 times your level

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

Multiclassing

Ability Score Minimum: Wisdom 1
Proficiencies Gained: Light armor, medium armor, shields

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 melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • a shield and a holy symbol
For information on equipment, you may check the equipment page.

Spellcasting

1st-level Cleric feature
As a conduit for divine power, you can cast cleric spells.
Cantrips. 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 score + 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 score 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 score
Spell attack modifier = your Proficiency Bonus + your Wisdom score
(110/110)
Level
Spell
School
Domain
Tags
CantripGuidanceDivinationDivine
CantripLightEvocationDivine
CantripMendingTransmutationArcane
CantripResistanceAbjurationDivine
CantripSacred FlameEvocationDivine
CantripSpare the DyingNecromancyDivine
CantripThaumaturgyTransmutationDivine
CantripToll the DeadNecromancyDivine
CantripWord of RadianceEvocationDivine
1stBaneEnchantmentDivine
1stBlessEnchantmentDivine
1stCommandEnchantmentDivine
1stCreate or Destroy WaterTransmutationDivineWater
1stCure WoundsEvocationDivine
1stDetect Evil and GoodDivinationDivine
1stDetect MagicDivinationArcaneRitual
1stDetect Poison and DiseaseDivinationPrimalRitual
1stGuiding BoltEvocationDivine
1stHealing WordEvocationDivine
1stInflict WoundsNecromancyDivine
1stProtection from Evil and GoodAbjurationDivine
1stPurify Food and DrinkTransmutationDivineRitual
1stSanctuaryAbjurationDivine
1stShield of FaithAbjurationDivine
2ndAidAbjurationDivine
2ndAuguryDivinationDivineRitual
2ndBlindness/DeafnessNecromancyArcane
2ndCalm EmotionsEnchantmentArcane
2ndContinual FlameEvocationArcane
2ndEnhance AbilityTransmutationDivine
2ndFind TrapsDivinationPrimal
2ndGentle ReposeNecromancyDivineRitual
2ndHold PersonEnchantmentArcane
2ndLesser RestorationAbjurationDivine
2ndPrayer of HealingEvocationDivine
2ndProtection from PoisonAbjurationPrimal
2ndSilenceIllusionDivineRitual
2ndSpiritual WeaponEvocationDivine
2ndWarding BondAbjurationDivine
3rdAura of VitalityEvocationDivine
3rdBeacon of HopeAbjurationDivine
3rdBestow CurseNecromancyArcaneCurse
3rdClairvoyanceDivinationArcane
3rdCreate Food and WaterConjurationDivine
3rdDaylightEvocationDivine
3rdDispel MagicAbjurationArcane
3rdFeign DeathNecromancyArcaneRitual
3rdGlyph of WardingAbjurationArcane
3rdGrim ApparitionsNecromancyArcane
3rdLife TransferenceNecromancyArcane
3rdMagic CircleAbjurationArcane
3rdMass Healing WordEvocationDivine
3rdMeld into StoneTransmutationArcaneRitual
3rdProtection from EnergyAbjurationArcaneAirEarthFireWater
3rdRemove CurseAbjurationArcane
3rdRevivifyNecromancyDivine
3rdSpeak with DeadNecromancyArcane
3rdTonguesDivinationDivine
3rdWater WalkTransmutationDivineRitual
4thAura of LifeAbjurationDivine
4thAura of PurityAbjurationDivine
4thBanishmentAbjurationArcane
4thControl WaterTransmutationPrimalWater
4thDeath WardAbjurationDivine
4thDivinationDivinationDivineRitual
4thFreedom of MovementAbjurationDivine
4thLocateDivinationPrimal
4thStone ShapeTransmutationArcane
5thCommuneDivinationDivineRitual
5thContagionNecromancyDivine
5thDawnEvocationDivine
5thDispel Evil and GoodAbjurationDivine
5thFlame StrikeEvocationDivine
5thGeasEnchantmentArcaneCurse
5thGreater RestorationAbjurationDivine
5thHallowEvocationDivine
5thInsect PlagueConjurationDivine
5thLegend LoreDivinationArcane
5thMass Cure WoundsEvocationDivine
5thPlanar BindingAbjurationArcane
5thRaise DeadNecromancyDivine
5thScryingDivinationArcane
6thBlade BarrierEvocationArcane
6thFind the PathDivinationArcane
6thForbiddanceAbjurationDivineRitual
6thHarmNecromancyDivine
6thHealEvocationDivine
6thHeroes' FeastConjurationDivine
6thSummon CelestialConjurationDivine
6thSunbeamEvocationDivine
6thTrue SeeingDivinationDivine
6thWord of RecallConjurationDivine
7thDivine WordEvocationDivine
7thEtherealnessTransmutationArcane
7thFire StormEvocationPrimalFire
7thPlane ShiftConjurationArcane
7thRegenerateTransmutationPrimal
7thResurrectionNecromancyDivine
7thSymbolAbjurationDivine
7thTemple of the GodsConjurationDivine
8thAntimagic FieldAbjurationArcane
8thControl WeatherTransmutationPrimalAirWater
8thEarthquakeEvocationPrimalEarth
8thHoly AuraAbjurationDivine
8thSunburstEvocationDivine
9thAstral ProjectionNecromancyArcane
9thGateConjurationArcane
9thMass HealEvocationDivine
9thPower Word HealEvocationDivine
9thTrue ResurrectionNecromancyDivine

Divine Domain

1st-level Cleric feature
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, 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 at 6th level, and additional benefits at 3rd, 6th, 10th, and 14th levels.

Domain Spells

Your Divine Domain grants you a number of spells as you level up: domain spells. These spells are always prepared for you, and do not count against your total spells prepared. Whether or not they are on the Cleric spell list, they are considered Cleric spells for you.
You may cast one spell from your list of Domain Spells at its lowest level without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Light Domain
Life Domain

Channel Divinity

1st-level Cleric feature
You gain the ability to channel divine energy directly from the outer planes, using that energy to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead. You may gain additional effects as you gain levels.
You may use your Channel Divinity twice, and you regain one use when you finish a short rest, or all when you finish a long reset. You gain additionall uses of your Channel Divinity when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric table.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the save DC equals your Cleric spell save DC.

Divine Spark

1st-level Cleric feature
As a standard action, you use your Channel Divinity to point your holy symbol at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll a number of d8s equal to your Wisdom modifier (minimum of 1) and add them together. You either restore hit points to the creature equal to the total or force the creature to make a Constitution saving throw. On a failure, the creature takes radiant damage equal to the total, or half as much on a success.

Turn Undead

1st-level Cleric feature
As a standard action, you use your Channel Divinity to present your holy symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. On a failure, it is dazed and frightened of you for 1 minute or until it takes any damage or you are incapacitated or die. While dazed in this way, the only action the creature can take is the dash action.

Holy Order Initiate

2nd-level Cleric feature
You have dedicated yourself to one of the following sacred roles, either on your own or as part of a religious order. Choose one of the following options:
Protector. Trained for battle, you gain proficiency with martial weapons and heavy armor.
Scholar. Studying and teaching the lore of the gods and planes, you gain proficiency in two of the following skills of your choice: Arcane, History, Nature, Persuasion, and Religion.
Whenever you make an ability check using either skill, you gain a bonus to the check equal to your Wisdom score (minimum of 1).
Thaumaturge. Delving deeper into your divine magical abilities, you can prepare one extra Cantrip from the Divine Spell list. See your Spellcasting feature for more information on preparing Spells. In addition, you regain one additional expended use of your Channel Divinity whenever you finish a short rest.
You gain additional benefits from your Holy Order at 9th and 18th levels.

Ability Score Improvement

4th-level Cleric feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.

Smite Undead

5th-level Cleric feature
Whenever you use Turn Undead, each Undead creature that fails its saving throw takes damage as if targeted by your Divine Spark, or half as much on a success.

Blessed Strikes

7th-level Cleric feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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.

Holy Order Adept

9th-level Cleric feature
You have continued your training in your Holy Order, gaining additional benefits.
Protector. When you take the attack action on your turn, you may make an additional weapon attack as a free action on the same turn.
Scholar. Whenever you make a skill check in one of the skills you chose as a part of your Holy Order, you may treat any roll of below 10 as a 10.
Thamaturge. You may use Blessed Strikes to deal an additional 1d8 radiant damage when you damage a creature with any spell, not just a cantrip.

Divine Intervention

11th-level Cleric feature
You can call on your deity or pantheon to intervene on your behalf when your need is great.
As a standard action, describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level, the divine power intervenes. You may choose the effect of any divine spell, or you may have the DM choose the nature of the intervention.
If the intervention occurs, you can't use this feature again for 2d6 days. Otherwise, you can use it again after you finish a long rest.

Holy Order Master

18th-level Cleric feature
Your mastery within your chosen Holy Order has granted you a new channel divinity option to use.
Protector. Whenever you or an ally within 15 feet of you take damage, you may use your reaction to use your Channel Divinity to reduce the damage taken by 4d8.
Scholar. As a standard action, you may use your Channel Divinity to cast the Legend Lore spell without expending a spell slot or requiring any material components.
Thaumaturge. When you use your Divine Spark feature to deal damage to a creature, you may deal an additional 4d8 radiant damage.

Greater Divine Intervention

2nd-level Cleric feature
When you use your Divine Intervention feature, it succeeds automatically—no roll required—and you can use it again after 2d4 days.