Cleric

Class Requirements

Minimum Wisdom Score: 10

Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level

Hit Points: 1d8 + your Constitution modifier per cleric level

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

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:

Table- The Cleric

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th
1st +2 Spellcasting 2 - - - - -
2nd +2 Channel Divinity (1/rest), Preserve Life 3 - - - - -
3rd +2 - 4 2 - - - -
4th +2 Ability Score Improvement 4 3 - - - -
5th +3 Destroy Undead (CR 12) 4 3 2 - - -
6th +3 Channel Divinity (2/rest), Blessed Healer 4 3 3 - - -
7th +3 - 4 3 3 1 - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Strike 4 3 3 2 - -
9th +4 - 4 3 3 3 1 -
10th +4 Divine Intervention 4 3 3 3 2 -
11th +4 Destroy Undead (CR 2) 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 - 4 3 3 3 2 1
14th +5 Destroy Undead (CR 3) 4 3 3 3 2 1
15th +5 - 4 3 3 3 2 1
16th +5 Ability Score Improvement 4 3 3 3 2 1
17th +6 Destroy Undead (CR 4), Supreme Healing 4 3 3 3 2 1
18th +6 Channel Divinity (3/rest) 4 3 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 3 2
20th +6 Divine Intervention improvement 4 3 3 3 3 2

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric 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 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 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.

Holy Symbol

You need a holy symbol for your cleric spells.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects and Turn Undead.

When you use your Channel Divinity, you choose which effect to create. You must then finish a 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 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.

Channel Divinity: Preserve Life

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

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.

Table- Destroy Undead

Cleric Level Destroys Undead of CR …
5th 12 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 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.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of 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.

Divine Intervention

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 GM chooses the nature of the intervention; the effect of any cleric spell would 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 rest.

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

Supreme Healing

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 of restoring 2d6 hit points to a creature, you restore 12.