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Cleric

Clerics are the bridge between the divine and the mortal planes. They are the doers of good works and the adamant desciples of their prefered god. All clerics worship all the gods but most function as part of one of the hundreds of specialized cults around certain aspects of a certain god.  

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Once you’ve chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your w ishes? How do the temple priests o f your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?  

Starting Equipment

• (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  

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules o f spellcasting and chapter 11 for the cleric spell list.  

C a n t r i p s

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

P r e p a r in g a n d C a s t in g S p e l l s

The Cleric table shows how many spell slots you have to cast your spells o f 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 o f cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number o f cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be o f 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 o f 16, your list o f prepared spells can include six spells o f 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 o f prepared spells.   You can change your list o f prepared spells when you finish a long rest. Preparing a new list o f cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

S p e l l c a s t in g A b i l i t y

Wisdom is your spellcasting ability for your cleric spells. The power o f your spells comes from your devotion to your deity. You use your W isdom 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  

R i t u a l C a s t in g

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Sp e l l c a s t in g F o c u s

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.  

Class Features

D i v i n e D o m a i n

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end o f the class description, and each one provides examples o f 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.

D o m a in S p e l l s

Each domain has a list o f 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 o f 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.

C h a n n e l D i v i n i t y

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.

C h a n n e l D i v i n i t y : T u r n U n d e a d

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 o f you must make a W isdom 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 o f 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.

A b i l i t y S c o r e I m p r o v e m e n t

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f 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.

D e s t r o y U n d e a d

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.

D i v i n e I n t e r v e n t i o n

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 o f the intervention; the effect of any cleric spell or cleric domain spell w ould 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 Domains

 

Knowledge Domain

K n o w l e d g e D o m a i n S p e l l s

Cleric Level Spells 1st command, identify 3rd augury, suggestion 5th nondetection, speak with dead 7th arcane eye, confusion 9th legend lore, scrying  

B l e s s in g s o f K n o w l e d g e

At 1st level, you learn two languages o f your choice. You also become proficient in your choice o f two o f the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either o f those skills.

C h a n n e l D i v i n i t y : K n o w l e d g e o f t h e A g e s

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well o f knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

C h a n n e l D i v i n i t y : R e a d T h o u g h t s

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet o f you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet o f you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

P o t e n t S p e l l c a s t in g

Starting at 8th level, you add your W isdom modifier to the damage you deal with any cleric cantrip.

V i s io n s o f t h e Pa s t

Starting at 17th level, you can call up visions o f the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses o f recent events. You can meditate in this way for a number o f minutes equal to your W isdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as you meditate, you can see visions o f the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell as the most recent significant event involving the object and that owner. If the object w as owned by another creature in the recent past (within a number o f days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions o f recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your W isdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

L i f e D o m a i n

L i f e D o m a i n S p e l l s

Cleric Level Spells 1st bless, cure wounds 3rd lesser restoration, spiritual weapon 5th beacon o f hope, revivify 7th death ward, guardian of faith 9th mass cure wounds, raise dead  

Bo n u s P r o f ic ie n c y

When you choose this domain at 1st level, you gain proficiency with heavy armor.

D is c ip l e o f L if e

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell o f 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

C h a n n e l D i v i n i t y : P r e s e r v e L if e

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number o f hit points equal to five times your cleric level. Choose any creatures within 30 feet o f you, and divide those hit points among them. This feature can restore a creature to no more than half o f its hit point maximum. You can’t use this feature on an undead or a construct.

B l e s s e d H e a l e r

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell o f 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

D iv in e St r ik e

At 8th level, you gain the ability to infuse your w eapon strikes with divine energy. Once on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Su p r e m e H e a l in g

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead o f restoring 2d6 hit points to a creature, you restore 12.  

Light Domain

Light Domain Spells

Cleric Level Spells 1st burning hands, faerie fire 3rd f laming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall  

B o n u s C a n t r i p

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Wa r d in g F l a r e

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number o f times equal to your W isdom modifier (a minimum o f once). You regain all expended uses when you finish a long rest.

C h a n n e l D i v i n i t y : R a d ia n c e o f t h e D a w n

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet o f you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Im p r o v e d F l a r e

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet o f you attacks a creature other than you.

P o t e n t S p e l l c a s t in g

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

C o r o n a o f L ig h t

Starting at 17th level, you can use your action to activate an aura o f sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.  

Nature Domain

N a t u r e D o m a i n S p e l l s

Cleric Level Spells 1st animal friendship, speak with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride  

A c o l y t e o f N a t u r e

At 1st level, you learn one druid cantrip o f your choice. You also gain proficiency in one o f the following skills of your choice: Animal Handling, Nature, or Survival.

B o n u s P r o f ic ie n c y

Also at 1st level, you gain proficiency with heavy armor.

C h a n n e l D i v i n i t y : C h a r m A n im a l s a n d P l a n t s

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name o f your deity. Each beast or plant creature that can see you within 30 feet of you must make a W isdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

D a m p e n E l e m e n t s

Starting at 6th level, when you or a creature within 30 feet o f you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance o f the damage.

D i v in e St r ik e

At 8th level, you gain the ability to infuse your w eapon strikes with divine energy. Once on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

M a s t e r o f N a t u r e

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each o f those creatures will do on its next turn.  

Tempest Domain

T e m p e s t D o m a i n S p e l l s

Cleric Level Spells 1st fo g cloud, thunderwave 3rd gust o f wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague  

B o n u s P r o f ic ie n c ie s

At 1st level, you gain proficiency with martial w eapons and heavy armor.

W r a t h o f t h e St o r m

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet o f you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number o f times equal to your Wisdom modifier (a minimum o f once). You regain all expended uses when you finish a long rest.

C h a n n e l D i v i n i t y : D e s t r u c t iv e W r a t h

Starting at 2nd level, you can use your Channel Divinity to wield the power o f the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead o f rolling.

T h u n d e r b o l t St r ik e

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

D iv in e St r ik e

At 8th level, you gain the ability to infuse your w eapon strikes with divine energy. Once on each o f your turns when you hit a creature with a w eapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

St o r m b o r n

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Trickery Domain

T r i c k e r y D o m a i n S p e l l s

Cleric Level Spells 1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory

B l e s s in g o f t h e T r i c k s t e r

Starting when you choose this domain at 1st level, you can use your action to touch a w illing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

C h a n n e l D i v i n i t y : In v o k e D u p l i c i t y

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate o f yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet o f you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet o f you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet o f a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

C h a n n e l D i v i n i t y : C l o a k o f Sh a d o w s

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end o f your next turn. You become visible if you attack or cast a spell.

D i v in e St r i k e

At 8th level, you gain the ability to infuse your w eapon strikes with poison—a gift from your deity. Once on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Im p r o v e d D u p l i c i t y

At 17th level, you can create up to four duplicates o f yourself, instead o f one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number o f them up to 30 feet, to a maximum range o f 120 feet.

W a r D o m a i n

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts o f cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics o f such gods excel in battle, inspiring others to fight the good fight or offering acts o f violence as prayers. Gods o f war include champions o f honor and chivalry (such as Torm, Heironeous, and Kiri- Jolith) as well as gods o f destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other w ar gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.  

War Domain

Wa r D o m a i n S p e l l s

Cleric Level Spells 1st divine favor, shield o f faith 3rd magic weapon, spiritual weapon 5th crusader’s mantle, spirit guardians 7th freedom o f movement, stoneskin 9th f lame strike, hold monster   B o n u s P r o f i c ie n c ie s At 1st level, you gain proficiency with martial w eapons and heavy armor. Wa r P r ie s t From 1st level, your god delivers bolts o f inspiration to you while you are engaged in battle. When you use the Attack action, you can make one w eapon attack as a bonus action. You can use this feature a number o f times equal to your Wisdom modifier (a minimum o f once). You regain all expended uses when you finish a long rest. C h a n n e l D i v i n i t y : G u id e d St r i k e Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. C h a n n e l D i v i n i t y : W a r G o d ’s B l e s s in g At 6th level, when a creature within 30 feet o f you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. D i v in e St r i k e At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage o f the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. A v a t a r o f B a t t l e At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical w eapons.

Class Features

Hit Dice:

1d8

Hit Points at 1st Level:

8+Con

Hit Points after 1st:

1d8+Con

Armour Proficiencies:

Light armor, medium armor, shields

Weapon Proficiencies:

All simple weapons

Tools:

None

Saving Throws:

Wisdom, Charisma

Skills:

Choose two from History, Insight, Medicine, Persuasion, and Religion

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