Cleric

Level
Prof. Bonus
Class Features
Channel Divinity
Cantrips
Spell Points
Max Spell Level
1st
+2
Divine Order, Spellcasting
-
3
2
1st
2nd
+2
Channel Divinity
2
3
3
1st
3rd
+2
Divine Domain
2
3
8
2nd
4th
+2
Two Feats
2
4
10
2nd
5th
+3
Smite Undead
2
4
16
3rd
6th
+3
Domain Feature
3
4
19
3rd
7th
+3
Blessed Strikes
3
4
23
4th
8th
+3
Feat
3
4
27
4th
9th
+4
Improved Divine Order
3
4
32
5th
10th
+4
Domain Feature
3
5
37
5th
11th
+4
Divine Intervention
3
5
43
6th
12th
+4
Feat
3
5
43
6th
13th
+5
Improved Blessed Strikes
3
5
50
7th
14th
+5
Domain Feature
3
5
50
7th
15th
+5
-
3
5
58
8th
16th
+5
Feat
3
5
58
8th
17th
+6
-
3
5
67
9th
18th
+6
Greater Divine Intervention
4
5
72
9th
19th
+6
Feat
4
5
78
9th
20th
+6
Epic Boon
4
5
85
9th

Class Features

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

Hit Points

Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills (Choose 2): History, Insight, Medicine, Persuasion, and Religion
Weapons: Simple Weapons
Tools: None

Armour Training

Light Armour, Medium Armour, Shields

1st Level: Divine Order

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

Protector. Trained for battle, you gain Martial Weapon Proficiency and Heavy Armour Training.

Scholar. Studying and teaching about lore of the gods and the universe, you gain Proficiency in two of the following Skills of your choice: Arcana, 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 Modifier (minimum of +1).

Thaumaturge. Delving deeper into your divine magical abilities, you know one extra cantrip from the Divine Spell list. In addition, you regain one expended use of your Channel Divinity whenever you finish a Short Rest.

1st Level: Spellcasting

You have learned to cast spells through prayer, meditation, and devotion.

Cantrips. You know three cantrips of your choice from the Divine spell list. Whenever you gain a Cleric level, you can replace one of your cantrips with another Divine cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Divine cantrip of your choice, as shown in the Cantrips column of the Cleric table.

Spell Points. The Cleric table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.

Known Spells of 1st+ Level. You know all 1st-level spells from the Divine spell list. The Max Spell Level column of the Cleric table shows when you gain access to higher level spells.

For example, as a 3rd-level Cleric, you can cast spells of 1st or 2nd level from the Divine spell list.

Spellcasting Ability. Wisdom is your spellcasting ability for the spells you cast with your Cleric features, since the power of your spells comes from your devotion to your deity.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for the spells you cast with your Cleric features.

2nd Level: Channel Divinity

You can channel divine energy directly to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, which are described below. Other Cleric features give additional Channel Divinity effect options. Each time you use this Channel Divinity, you choose which effect to create from among those you have from this class.

You can use Channel Divinity twice. 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 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 them. 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 (your choice) damage 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 certain Cleric levels: 8th level (2d8), 13th level (3d8), and 15th level (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has the Frightened and Incapacitated conditions for 1 minute. This effect ends early on the creature if it takes any damage, you have the Incapacitated condition, or you die.

3rd Level: Divine Domain

You choose a domain shaped by your choice of Deity and the gifts they grant you.

Your divine domain is a specialization that grants you special abilities at certain Cleric levels. For the rest of your career, you gain each of your domain's features that are of your Cleric level and lower. This class's description tells you the levels when your domain provides features.

Life Domain
Light Domain
Trickery Domain

4th Level: Two Feats

You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.

5th Level: Smite Undead

You can cause your Turn Undead feature to smite the undying; 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.

6th Level: Domain Feature

You gain a feature from your divine domain.

7th Level: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice:

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

Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Divine cantrip.

8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th Level: Improved Divine Order

Your sacred duties have expanded, allowing you to choose a second option from the Divine Order feature.

10th Level: Domain Feature

You gain a feature from your divine domain.

11th Level: Divine Intervention

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

12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

13th Level: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful:

Divine Strike. The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a Divine cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

14th Level: Domain Feature

You gain a feature from your divine domain.

16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

18th Level: Greater Divine Intervention

You are able to call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose any Divine spell, not just one of 5th level or lower.

19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Level: Epic Boon

You gain the following benefits:

  Ability Score Increase. Choose your Wisdom or Charisma score. That score increases by 2, and its maximum is now 30.
Epic Boon. You gain the Epic Boon of Fate or another Epic Boon of your choice.

Articles under Cleric