Cleric

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.

The Cleric Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (2), Divine Domain feature 3 3 - - - - - - - -
3rd +2 Sacred Order 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead 4 4 3 2 - - - - - -
6th +3 Divine Domain feature 4 4 3 3 - - - - - -
7th +3 Sacred Order Improvement 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 Channel Divinity (3) 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 5 4 3 3 3 2 1 1 - -
14th +5 Sacred Order Improvement 5 4 3 3 3 2 1 1 - -
15th +5 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (4) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
 

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: All 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
  • A holybook of your faith

Spellcasting

You have learned to draw on magic from the upper plains through meditation and prayer to cast spells. Becoming a living conduit for divine power and the entities who embody them. The magic you utilize is of the Divine type. You can memorize and prepare spells from any school. Practitioners of divine magic refer to spells as 'miracles', since they are made possible through otherworldly aid.

Cantrips

At 1st level, you know three cantrips of your choice from the divine spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

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.

Memorised Spells

You are capable of memorizing a number of spells equal to your Religion Skill Modifier (to a minimum of 0). The spells memorized can be of any level between 0 and 9.

To memorize a new spell, you need to spend 2 + 2 times spell level in hours partaking in a ritual/study session to learn and memorize the spell or exchange a spell that you memorized with a new spell. And the spell you are memorizing must be from a creature that also memorized it, or scripture containing information on the spell, such as a scroll or spell book.

Repaired Spells

You are also capable of preparing a number of spells equal to either your Wisdom Modifier or your Cleric level, whichever is higher.

To be able to prepare spells, you need a spellbook, or an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic, through 1 hour of prayer and meditation with your spellbook you can change out one of your spells with another written in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge you must seek out locations, people, and powerful entities to learn from. Seeking out organizations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, and then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be castable for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep a backup spellbook in a safe place.

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 faith modifier + your Wisdom modifier

Spell attack modifier = your faith modifier + your Wisdom modifier

Every cleric is a servant to an entity of a higher plane, whether it's holy or unholy, their faith is the channel of their divine magical power. A cleric's power scales with how dedicated, knowledgable, and reverent they are to their god and domain. It shifts and changes depending on how much faith they have for their domain, and how much favor they garner by their dedication.

Faith modifier

The strength of your faith affects the potency of your spells. When you first make a character or gain a level in the Cleric class, your faith bonus starts at 0.

Gain faith

Any time you perform a deed or uphold a value that is considered a virtue by your Domain, your faith bonus increases by 1. Your Faith bonus can't be greater than one and a half times your current Proficiency Bonus.

Another way to increase your Faith is to atone for failings or meditate. To do this, you can spend 1 hour performing a spiritual ritual where you reconciliate your relation to your faith and Domain. You roll a charisma ability check where the DC is 12 + your current Faith Modifier. On a succes your faith bonus increases by 1. You can perform this ritual once a day, and if done within a temple deicated to your faith you roll with advantage.

Loose faith

If you experience traumatic events that put your faith in question, or you willingly stray from your teachings, roll a Wisdom save against a DC of 12 + current Faith Modifier. Failure will result in a -1 to your faith, and a failure by 5 will result in a -2 to your faith.

Domain Favour

How willing the domain or deity you worship is to give you power. Depending on the actions you take and how they adhere or stray from the tenace of your worship, your god may revoke or grant more power to you.

Disposision Effect
Unworthy -10 to class level when determining spell slots or become a heretic.
Renounced -4 to class level when determening spell slots.
Unfavoured -2 to class level when determining spell slots.
Favoured No effect
Blessed Divine spells are upcasted by one level.
Ordained Divine spells are upcasted by two levels.
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 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.

Prime Domain Source
Order Tasha's Cauldron of Everything (Modified)
Light Player's Handbook
Life Player's Handbook
Chaos RPathos
Darknes RPathos
Death Dungeon Master's Guide
Domain Source
Arcana Sword Coast Adventurer's Guide
Forge Adept Xanathar's Guide to Everything
Grave Xanathar's Guide to Everything
Knowledge Player's Handbook
Nature Player's Handbook
Peace Tasha's Cauldron of Everything
Tempest Player's Handbook
Trickery Domain Player's Handbook
Twilight Tasha's Cauldron of Everything
War Player's Handbook
Blood Tal'Dorei Campaign Guide
Mind Exploring Eberron
Unity Unearthed Arcana 68 - Subclasses, Part 2
Beauty (WIP) RPathos
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 have 2 Charges of Channel Divinity, 3 at 9th level and 4 at 18th level (Paladin levels count as well). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

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.

If the creature fails its Saving Throw, it is turned and you can inflict one of the following conditions on it:

  • Feard The undead 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.
  • Dazed The undead is Dazed for 1 minute or until it takes any damage or you are Incapacitated or die. It can only Move or take one Action on its turn, not both. It also can’t take a Bonus Action or a Reaction.

Sacred Order

Starting at 3rd level, you have dedicated yourself to one of the following sacred roles, either on your own or as part of a religious order that you adhere to. Choose one of the following options:
Thaumaturge
Your faith is unshakeable, to a point where the divine may notice your devotion, and reward you for it. You are blessed with gifts that those of lesser faith aspire to achieve.
Protector
Your body is a temple, hardened for battle, either to protect the followers of your faith or to smite the blasphemous. You are the last line of defense against the evils that seek to destroy your faith.
Scholar
Your in-depth knowledge grants you insight into the mortal and immortal realm, serving you well. Your duty is to understand and establish the fundamentals of your faith through scripture.

Thaumaturge

By delving deeper into your divine magical abilities you gain the ability to prepare one cantrip of your choice from the Divine Spell list. Additionally, you are able to change out one of your divine cantrips for another at the end of a long rest in a temple of your faith.

Potent Spellcasting (7th level)

You add your Wisdom modifier to the damage you deal with any divine cantrip.

Warding Wisdom (14th level)

When you cast a Cleric 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.


Protector

Trained for battle with the duty to guard the faithful flock. You gain proficiency with martial weapons and heavy armor.

Blessed Strikes(7th level)

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 damage. The type of damage depends on your Domain. Tempest would make it lightning, Light would make it Radiant, Grave would make it Necrotic, and so on.

Blessed Strikes Improvement (14th level)

The extra damage of your Blessed Strikes increases to 2d8.


Scholar

Studying and teaching about the lore of the gods, you gain Proficiency in two of the following Skills of your choice: Arcana, History, Nature, Persuasion, and Religion. Or a tool or instrument of your choice.

Expertise (7th level)

You can choose any skills or tools of your choice and gain expertise in it, choose up to two.

Wisen Ward (14th level)

You add your Wisdom Modifier as a bonus to your Saves.


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, 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 Proficiency Bonus 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.

Divine Intervention (10th level)

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, similar to that of the Wish spell. If your deity intervenes, you can't use this feature again until you finish 2d4 Long Rests. Otherwise, you can try to use this feature again after you finish a long rest.

Alternatively, you choose to cast one of your Divine spells of 5th level or lower. As part of the same action, you cast that spell without expending a spell slot or needing any material components. Doing it this way will forgo the need to roll a percentile dice. The spell is cast at 5th level.

At 20th level, your call for intervention succeeds automatically, with no roll required.