Cleric

Serving as intermediaries between the mortal world and their chosen deity, clerics are devout followers - or even avatars - of a god, channeling awe-inspiring power in service of the divine. Clerics are versatile in both support and offensive roles, wielding spells and turning undead. Their power is shaped by their domain, aligning with aspects such as life, war, knowledge, or nature, each granting unique abilities and spell access.

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, 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

LevelProficiency BonusFeaturesCantrips knownSpells known1st lvl slots 2nd lvl slots 3rd lvl slots 4th lvl slots 5th lvl slots 6th lvl slots 7th lvl slots 8th lvl slots 9th lvl slots
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature54333211111
18th+6Channel Divinity (3/rest)54333311111
19th+6Ability Score Improvement54333321111
20th+6Divine Intervention improvement54333322111

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 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 can use a holy symbol (see “Equipment”) as a spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, 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 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 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.

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.

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.

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.

Cleric Level
5th1/2 of lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Divine Intervention

Starting at the 10th level, you have the ability to seek your deity's direct assistance in times of significant need. This act of calling upon your deity for help requires the use of your action. You need to specify the type of help you're asking for and then roll percentile dice. If the roll is equal to or lower than your cleric level, your deity will intervene on your behalf. The exact nature of this divine intervention is up to the GM, who may choose an effect similar to any cleric spell or domain spell. If your deity does intervene, you must wait 7 days before using this feature again. If not, it becomes available again after a long rest. At the 20th level, your plea for divine intervention is automatically successful, with no dice roll needed.

Life Domain

The Life domain is centered around the abundant positive energy that is a fundamental force in the universe, fueling all forms of life. Deities associated with life focus on fostering health and vitality by healing the sick and wounded, aiding those in need, and opposing the forces of death and undeath. This domain is typically linked to a wide array of deities, not restricted to any alignment, though they are often non-evil. These include deities of agriculture like Chauntea, Arawai, and Demeter, sun gods such as Lathander, Pelor, and Re-Horakhty, deities of healing or endurance like Ilmater, Mishakal, Apollo, and Diancecht, as well as gods of home and community, including Hestia, Hathor, and Boldrei.

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 mass cure wounds, raise dead

Bonus Proficiency

Upon selecting this domain at the 1st level, you become proficient with heavy armor.

Disciple of Life

Also at the 1st level, your ability to heal through spells is enhanced. When you cast a spell of 1st level or higher that restores hit points to a creature, that creature receives additional hit points equivalent to 2 plus the level of the spell.

Channel Divinity: Preserve Life

Beginning at the 2nd level, you can channel your divine energy to perform significant healing. As an action, by presenting your holy symbol, you can release healing energy that can restore hit points equal to five times your cleric level. You can distribute these hit points among any creatures within 30 feet of you, but this feature cannot restore a creature beyond half of its hit point maximum. This ability does not affect undead or constructs.

Blessed Healer

Starting at the 6th level, the healing spells you cast on others also benefit you. Whenever you cast a spell of 1st level or higher that restores hit points to someone other than yourself, you regain hit points equal to 2 plus the level of the spell.

Divine Strike

At the 8th level, you gain the power to imbue your weapon attacks with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an additional 1d8 radiant damage to the target. Upon reaching the 14th level, this extra damage increases to 2d8.

Supreme Healing

From the 17th level onward, when using a spell to restore hit points, you maximize the healing potential of your spells. Instead of rolling dice for restoring hit points, you use the maximum possible amount for each die. For instance, a spell restoring 2d6 hit points would heal for 12 hit points.

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Cleric Spell List

Cantrips (0 Level)

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

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