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Cleric

What Is a Cleric?

Clerics are divine spellcasters who channel the power of the gods and immortal forces of the Outer Planes. Through faith, prayer, and devotion, they wield miracles that heal the wounded, smite the wicked, and shield the faithful from harm.

A Cleric’s magic is not learned through study or creativity, but granted—a sacred gift bestowed by a deity, pantheon, or cosmic principle. By opening themselves as conduits to divine power, Clerics draw upon radiant and spiritual forces that sustain existence itself.

Most Clerics are tied to temples, shrines, or religious traditions, serving as champions of their faith in the wider world. While many priests tend rituals and prayers, only a few are truly chosen to wield divine magic. Those who are stand as living embodiments of their god’s will—walking miracles capable of reshaping fate.


Becoming a Cleric

As a Level 1 Character

  • Gain all the traits in the Core Cleric Traits table.
  • Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.

As a Multiclass Character

  • Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
  • Gain the Cleric’s level 1 features, which are listed in the Cleric Features table. See the multiclassing rules to determine your available spell slots.

Cleric Progression

LevelProficiency BonusClass FeaturesChannel DivinityCantripsPrepared Spells123456789
1+2Spellcasting, Divine Order342
2+2Channel Divinity2353
3+2Cleric Subclass23642
4+2Ability Score Improvement24743
5+3Sear Undead249432
6+3Subclass feature3410433
7+3Blessed Strikes34114331
8+3Ability Score Improvement34124332
9+4341443331
10+4Divine Intervention351543332
11+43516433321
12+4Ability Score Improvement3516433321
13+535174333211
14+5Improved Blessed Strikes35174333211
15+5351843332111
16+5Ability Score Improvement351843332111
17+6Subclass feature3519433321111
18+64520433331111
19+6Epic Boon4521433332111
20+6Greater Divine Intervention4522433332211

Cleric Class Features

As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.

Cantrips. You know three cantrips of your choice from the Cleric spell list.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 1: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3: Cleric Subclass

You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

Level 5: Sear Undead

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.

Level 7: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Greater Divine Intervention

You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.


Cleric Subclasses

A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, pantheon, or religious order.

Life Domain (PHB 2024)

Clerics of the Life Domain channel divine energy to preserve, restore, and protect life. Their magic mends wounds, cures afflictions, and stands as a bulwark against death itself.

Often devoted to gods of healing, endurance, and community, life clerics serve as protectors of the innocent and caretakers of the faithful. Whether tending temples or marching into battle, they embody compassion backed by unwavering resolve.


Light Domain (PHB 2024)

Clerics of the Light Domain wield the radiant power of the sun, flame, and revelation. Their magic burns away darkness, exposes hidden threats, and inspires hope through blazing displays of divine brilliance.

Frequently serving deities of the sun, truth, or renewal, light clerics are champions against undead, corruption, and despair. To stand before them is to feel the warmth of dawn—or the searing judgment of holy fire.


Trickery Domain (PHB 2024)

Clerics of the Trickery Domain serve gods of deception, mischief, and change. They wield illusion and subtle magic to confuse enemies, protect allies, and undermine rigid authority.

Often operating as spies, infiltrators, or agents of divine subversion, trickery clerics believe that dogma and tyranny must be challenged. To them, cleverness is sacred, and freedom is worth any deception required to secure it.


War Domain (PHB 2024)

Clerics of the War Domain are battle-priests who glorify strength, discipline, and decisive action. They stride into combat clad in armor, calling upon divine power to strike down foes and rally allies.

Devoted to gods of conquest, honor, or righteous battle, war clerics see conflict as a crucible that reveals truth. Faith, steel, and unyielding resolve define their path.


Additional Cleric Domains (Other 5e Sources)


Knowledge Domain (PHB 2014)

Clerics of the Knowledge Domain seek truth in all its forms, valuing learning, memory, and understanding above all else. They uncover secrets, preserve ancient lore, and expose ignorance wherever it festers.

Serving deities of wisdom, history, or prophecy, these clerics act as scholars and advisors. To them, knowledge is sacred—and ignorance is a danger to the world.


Nature Domain (PHB 2014)

Clerics of the Nature Domain revere the untamed forces of the natural world. They draw power from forests, storms, beasts, and the raw balance between growth and decay.

Often allied with druids or rural communities, nature clerics protect the land from corruption and excess. Civilization and wilderness must coexist—or be reminded of nature’s supremacy.


Tempest Domain (PHB 2014)

Clerics of the Tempest Domain command the fury of storms and the wrath of the sea. Thunder, lightning, and crashing waves answer their prayers with violent precision.

Devoted to gods of storms, oceans, or destruction, tempest clerics embody nature’s unchecked power. They are both sailors’ saviors and harbingers of divine catastrophe.


Arcana Domain (Sword Coast Adventurer’s Guide)

Clerics of the Arcana Domain bridge the divide between divine power and arcane magic. They study spells as sacred expressions of cosmic law, not merely tools of mortal will.

Serving gods of magic and knowledge, these clerics safeguard mystical secrets and oppose magical catastrophes. To them, spellcraft is both prayer and responsibility.


Death Domain (Dungeon Master’s Guide)

Clerics of the Death Domain venerate the inevitability of mortality. They wield necrotic magic to hasten the end of life and punish those who defy the natural cycle through undeath.

Often feared or misunderstood, death clerics serve grim gods who value finality and balance. Mercy is rare in their creed—death comes for all, and they ensure it does so properly.


Forge Domain (Xanathar’s Guide to Everything)

Clerics of the Forge Domain honor creation through fire, steel, and craftsmanship. Their faith is expressed through the shaping of weapons, armor, and enduring works.

Serving gods of smithing and industry, forge clerics believe creation is sacred labor. What they make is meant to last—and to defend the faithful against all threats.


Grave Domain (Xanathar’s Guide to Everything)

Clerics of the Grave Domain stand watch over the boundary between life and death. They oppose undeath and ensure that souls pass on at their proper time.

Calm, somber, and resolute, these clerics serve gods of fate, burial, and final rest. They do not fear death—but they do not allow it to be stolen or delayed.


Order Domain (Tasha’s Cauldron of Everything)

Clerics of the Order Domain believe that peace is achieved through structure, law, and unity. They wield divine authority to command allies and enforce discipline.

Often serving gods of civilization and justice, order clerics see cooperation as sacred. Chaos is the enemy, and harmony must be imposed if necessary.


Peace Domain (Tasha’s Cauldron of Everything)

Clerics of the Peace Domain channel divine power to foster unity and cooperation. Their magic strengthens bonds, shields allies, and rewards teamwork.

Serving gods of harmony and compassion, peace clerics believe that connection is the greatest defense against evil. Violence may be necessary—but it is never their first choice.


Twilight Domain (Tasha’s Cauldron of Everything)

Clerics of the Twilight Domain guard the boundary between light and darkness. They offer comfort against fear, guiding others through uncertainty and night.

Often devoted to gods of dusk, guardianship, or transitions, twilight clerics are quiet protectors. In the darkest hours, their presence alone can keep despair at bay.

Main Info Cleric:

Hit Die: d8 per Cleric level
Primary Ability: Wisdom
Armor: Light, Medium, Shields
Weapons: Simple
Tools:
Skills: Choose 2 from History, Insight, Medicine, Persuasion, or Religion
Saves: Wisdom, Charisma
Combat Role: Support, healing, control, and divine offense
Key Mechanic: Spellcasting & Channel Divinity
Starting Equipment: Choose one:
A: Chain shirt, shield, mace, holy symbol, priest’s pack, and 7 gp
B: 110 gp
Complexity: Medium
Best For Players Who: Want a faith-driven character who combines powerful spellcasting, healing, and divine authority, with strong ties to gods, temples, or cosmic forces


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