Cleric
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A Cleric might learn formulaic prayers and ancient rites, but the ability to cast Cleric spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
When a Cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many Clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Quick Build
You can make a Cleric quickly by following these suggestions. First, WIS should be your highest ability score, followed by STR or CON. Second, choose the Acolyte Background.
Class Features
Hit Points
Hit Dice: 1D8 per Cleric level
At 1st level: 8 + Your CON Modifier
At higher levels: 1D8 or 5 if lower than 5, + CON Modifier
Proficiencies
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- Simple Weapons
- Tools
- Weaver’s Tools
- Saving Throws
- WIS, CHA
- Skills
- Choose two from: History, Insight, Medicine, Persuasion, and Religion
- Spellcasting
- WIS
Starting Equipment
- 1. (a) a mace or (b) a warhammer (if proficient)
- 2. (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- 3. (a) a light crossbow and 20 bolts or (b) any simple weapon
- 4. (a) a priest’s pack or (b) an explorer’s pack
- 5. A shield and a holy symbol
Cleric Table
| Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | - | ||||||||
| 2nd | 2 | 3 | - | |||||||
| 3rd | 2 | 4 | 2 | - | ||||||
| 4th | 3 | 4 | 3 | - | ||||||
| 5th | 3 | 4 | 3 | 2 | - | |||||
| 6th | 3 | 4 | 3 | - | ||||||
| 7th | 3 | 4 | 3 | 1 | - | |||||
| 8th | 3 | 4 | 3 | 2 | - | |||||
| 9th | 3 | 4 | 3 | 1 | - | |||||
| 10th | 4 | 3 | 2 | - | ||||||
| 11th | 4 | 3 | 2 | 1 | - | |||||
| 12th | 4 | 3 | 2 | 1 | - | |||||
| 13th | 4 | 3 | 2 | 1 | - | |||||
| 14th | 4 | 3 | 2 | 1 | - | |||||
| 15th | 4 | 3 | 2 | 1 | - | |||||
| 16th | 4 | 3 | 2 | 1 | - | |||||
| 17th | 4 | 3 | 2 | 1 | ||||||
| 18th | 4 | 3 | 1 | |||||||
| 19th | 4 | 3 | 2 | 1 | ||||||
| 20th | 4 | 3 | 2 | 1 |
Class Features
Spellcasting
WIS is your spellcasting ability for your cleric spells. Your magic comes from devotion to your deity. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS 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 WIS modifier
Spell attack modifier = your Proficiency Bonus + your WIS modifier
Choose a number of Cleric spells equal to your WIS modifier (Minimum 1) + half your Cleric level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.
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.
Ritual Casting
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Holy Symbol
You have a symbol of your god that could be a sacred relic or a symbol emblazen upon a favored weapon, shield, or armor or perhaps a censor or sphere of sealed Holy Water. This symbol acts as a Spellcasting Focus for your Cleric spells.
DivineOrder
You dedicate yourself to one of the following sacred roles
Protector: You are trained in war. You have proficiency in Martial weapons and Heavy Armor.
Thaumaturge: You learn an additional cantrip and can add your WIS modifier to Arcana and Religious checks.
Channel Divinity
You can channel energy from the outer plains to make miracles. The DC of any Channel Divinity saves is equal to your spell save DC. You can use Channel Divinity twice per long rest. You regain one use during a short rest and all during a long rest. The miracles can take the following forms
Divine Spark: You can use an action and present your Holy Symbol to a creature within 60 ft and roll 1D8 and add your WIS modifier. If the target is an ally you restore hit points equal to the result. If it is an enemy they must make a CON saving throw and on a fail they take Radiant damage equal to the result. Undead have disadvantage on the saving throw.
Turn Undead: You can use an action and present your Holy Symbol to censure the Undead. All Undead within 30 ft must make WIS saving throw and on a failure they gain the Frightened and Incapacitated conditions for 1 minute. The condition ends if they take damage, you are Incapacitated or die. They use their turn to move as far away from you as they can.
Your faith takes shape as you begin to worship a specific god or pantheon connected to a domain. Your choice grants you features at 3rd level and again at 6th and 17th level.
Apocalypse
Death
Dragongod
Forge
Grave
Knowledge
Life
Light
Love
Nature
Order
Pain
STR
→ Choose your subclass belowAbility Score Increase
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.
Sear Undead
Your holy energy burns the Undead you Turn. Whenever you use Turn Undead, each Undead that failed the save takes Radiant damage equal to your WIS modifier in D8s. This damage does not end the effect of Turn Undead.
Blessed Strikes
You channel your divine power into your strikes. Choose one of the following options
Divine Strikes: Once on each of your turns when you hit a creature you may add 1D8 Radiant or Necrotic damage.
Potent Spellcasting: Add your WIS modifier to any Cleric cantrip damage you deal.
Increased Divine Spark
Your faith increases the power of your Divine Spark. You increase the damage dealt or hit points heals by 1D8 (To total of 2D8).
Ability Score Increase
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.
Divine Intervention
You can call upon your deity to aid you. As an action you can cast any Cleric spell level 5 or lower that does not have a casting time of a reaction and cast it without expending a spell slot or using material components. You can use this feature once per long rest.
Ability Score Increase
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.
Increased Divine Spark
Your faith further increases the power of your Divine Spark. You increase the damage dealt or hit points heals by 1D8 (To a total of 3D8).
Improved Blessed Strikes
Your ability to channel your divine power into your strikes has improved. You gain the following corresponding feature previously chosen.
Divine Strikes: Once on each of your turns when you hit a creature you may add 2D8 Radiant or Necrotic damage.
Potent Spellcasting: When a Cleric cantrip deals damage to a creature you can channel vitality into yourself or another target within 60 ft, granting temporary hit points equal to twice your WIS modifier.
Ability Score Increase
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.
Increased Divine Spark
Your faith greatly increases the power of your Divine Spark. You increase the damage dealt or hit points heals by 1D8 (To a total of 4D8).
Epic Boon
You gain an Epic Boon feat for which you qualify.
Greater Divine Intervention
When you use your now formidable faith to call upon intervention you can now use the Wish spell. You cannot use this feature until you have completed 2D4 long rests.
Divine Domains
Cleric Subclasses (18)
Choose your subclass at the level indicated in the class table above.