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Cleric Class

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.

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32--------
2nd+2Channel Divinity (x1), Divine Domain feature, Sect33--------
3rd+2342-------
4th+2Ability Score Improvement443-------
5th+3Channel Divinity Improvement4432------
6th+3Channel Divinity (x2), Divine Domain feature4433------
7th+344331-----
8th+3Ability Score Improvement, Channel Divinity Improvement, Divine Domain feature44332-----
9th+4443331----
10th+4Divine Intervention543332----
11th+4Channel Divinity Improvement5433321---
12th+4Ability Score Improvement5433321---
13th+554333211--
14th+5Channel Divinity Improvment54333211--
15th+5543332111-
16th+5Ability Score Improvement543332111-
17th+6Channel Divinity Improvment, Divine Domain feature5433321111
18th+6Channel Divinity (x3)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention improvement5433332211

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d6 per cleric level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

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. Whenever you gain a level in this class, you can replace one cantrip you learned with another cantrip from the cleric spell list.
Spell Slots 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.
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 have proficiency in divine foci and can use them as a spellcasting focus for your cleric spells.

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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.
- Arcana
- Death
- Destiny (Luck / Fate)
- Forge
- Grave
- Knowledge
- Life
- Light
- Nature
- Order
- Peace
- Tempest
- Trickery
- Twilight
- War

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.

You learn a number of spell masteries equal to your proficiency bonus, One of which may be of any of your cleric spells, while the remaining masteries must be of your domain spells. You may replace one learned spell mastery with another that qualifies whenever you increase a level in this class.

Sect

Also at 2nd level, you choose if you follow the sect of the "Priest" or the "Templar". Doing so provides slight differences in later class feature options, such as your default channel divinity and your 8th level domain feature.

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.
You may also use your channel divinity for the option provided to you by your chosen deity.

Channel Divinity: Turn Undead (Priest)

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: Divine Arsenal (Templar)

You can expend a use of your Channel Divinity when you cast the Spiritual Weapon spell to empower your divine combat as part of casting the spell. When you do, the spell imbues the weapon with unique properties, depending on your cleric domain, for the spell's duration.

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.

Improved Channel Divinity - Destroy Undead(Priest)

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 Cleric table above.

Cleric LevelCR
51/2
81
112
143
174
Improved Channel Divinity - Greater Weapon(Templar)

Alternatively, Starting at 5th level, the Divine Arsenal channel divinity also grants this benefit: When you move the weapon, you can move it up to 30 feet, instead of 20 feet.

At 8th Level, The weapon's attacks are a critical hit on a roll of 19 or 20.

At 11th Level, using the Divine Arsenal channel divinity also causes the spell to be cast as though using a spell slot one level higher.

And at 17th level, using the Divine Arsenal channel divinity also causes the spell to be cast as though using a spell slot two levels higher.

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 Arsenal Domain Options

Arcana - When you hit a creature with your spiritual weapon, it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Additionally, if the target is already under the ongoing effects of a spell you cast, it takes an extra 1d8 force damage.

Death - When you use your spiritual weapon to attack a creature that is missing 50% or more of its hit points, the attack has advantage. Once per turn, if an attack with your spiritual weapon reduces a target to 0 hit points, you can immediately move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it (no action required).

Forge - When you hit a creature with your spiritual weapon, sparks of fire explode from the impact, dealing fire damage equal to your spellcasting ability modifier to all creatures within 5 feet of the target. If the attack is a critical hit, the sparks deal twice as much fire damage.

Grave - When you hit a creature with your spiritual weapon, the target can't regain hit points until the start of your next turn, and deals half as much damage with its weapon attacks for the same duration.

Knowledge - When you hit a creature with your spiritual weapon, the attack assaults their mind as well as their physical form. The target must make an Intelligence saving throw. On a failed save, the target is Dazed until the start of your next turn. If the target is already

Life - When you hit a creature with your spiritual weapon, you can cause healing waters to splash from the attack towards a creature of your choice within 5 feet of the target that has at least 1 hit point. That creature regains hit points equal to your spellcasting ability modifier.

Light - When you hit a creature with your spiritual weapon, the target becomes marked by divine light. It becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until end of your next turn. If the attack is a critical hit, the target is also blinded for the same duration.

Nature - When you hit a creature with your spiritual weapon, vines grow from the weapon and attempt to latch onto the target, which must make a Strength saving throw. On a failed save, the target is restrained until the end of your next turn. The condition ends if you move the weapon or the spell ends.

Order - When you hit a creature with your spiritual weapon, one ally of yours within 5 feet of the target can use its reaction immediately after the attack to make one weapon attack against the same creature.

Peace - When you hit a creature with your spiritual weapon, the target subtracts your spellcasting ability modifier from its attack and damage rolls until the end of your next turn.

Tempest - When you hit a creature with your spiritual weapon, you can cause tempest energy to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to 1d8 + your spellcasting ability modifier.

Trickery - When you attack with your spiritual weapon and your attack has advantage, it deals extra damage equal to your Cleric level on a hit. Additionally, while you are hidden from an enemy, your spiritual weapon is invisible to them. The spiritual weapon is no longer invisible once it is moved or used for an attack.

Twilight - When you hit a creature with your spiritual weapon, you can immediately teleport to an unoccupied space you can see within 5 feet of the target (no action required). The space must be in darkness or magical bright light.

War - When you hit a creature with your spiritual weapon, you can immediately make one melee weapon attack against the creature (no action required) if you are within 5 feet of it.


 


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