_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.
Cleric Feature Progression
| Level | Proficiency Bonus | Features | Channel Divinity | Cantrips Known |
|---|---|---|---|---|
| 1st | +2 | Spellcasting, Divine Domain | - | 3 |
| 2nd | +2 | Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) | 2 | 3 |
| 3rd | +2 | 2 | 3 | |
| 4th | +2 | Ability Score Improvement, Cantrip Versatility (Optional) | 2 | 4 |
| 5th | +3 | Destroy Undead (CR 1/2) | 2 | 4 |
| 6th | +3 | Channel Divinity (x2), Divine Domain feature | 3 | 4 |
| 7th | +3 | 3 | 4 | |
| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) | 3 | 4 |
| 9th | +4 | 3 | 4 | |
| 10th | +4 | Divine Intervention | 3 | 5 |
| 11th | +4 | Destroy Undead (CR 2) | 3 | 5 |
| 12th | +4 | Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 5 |
| 13th | +5 | 3 | 5 | |
| 14th | +5 | Destroy Undead (CR 3) | 3 | 5 |
| 15th | +5 | 3 | 5 | |
| 16th | +5 | Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 5 |
| 17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 3 | 5 |
| 18th | +6 | Channel Divinity (x3) | 4 | 5 |
| 19th | +6 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 5 |
| 20th | +6 | Divine Intervention improvement | 4 | 5 |
Spell Slots per Spell Level
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | - | - | - | - | - | - | - | - |
| 2nd | 3 | - | - | - | - | - | - | - | - |
| 3rd | 4 | 2 | - | - | - | - | - | - | - |
| 4th | 4 | 3 | - | - | - | - | - | - | - |
| 5th | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 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
Level 1: 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.
Spell Slots
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 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.
Prepared Spells = Cleric Level + Wisdom Modifier
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 as a spellcasting focus for your cleric spells.
Level 1: 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.
| Domain | Source |
|---|---|
| Arcana | Sword Coast Adventurer’s Guide |
| Death | Dungeon Master’s Guide |
| Forge | Xanathar’s Guide to Everything |
| Grave | Xanathar’s Guide to Everything |
| Knowledge | Player’s Handbook |
| Life | Player’s Handbook |
| Light | Player’s Handbook |
| Nature | Player’s Handbook |
| Order | Guildmaster’s Guide to Ravnica Tasha’s Cauldron of Everything |
| Peace | Tasha’s Cauldron of Everything |
| Tempest | Player’s Handbook |
| Trickery | Player’s Handbook |
| Twilight | Tasha’s Cauldron of Everything |
| War | Player’s Handbook |
| The following domains are designed for the Amonkhet Planeshift articles, and are not part of any official release. | |
| Solidarity | Amonkhet |
| Strength | Amonkhet |
| Ambition | Amonkhet |
| Zeal | Amonkhet |
| Unearthed Arcana | |
| Fate | Unearthed Arcana 85 - Wonders of the Multiverse |
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.
Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
Level 2: 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: Divine Spark
As an action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
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: Harness Divine Power
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Level 4: 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.
Level 5: Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) 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. This damage doesn’t end the turn effect.
Level 7: Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice.
Divine Strike. 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 Necrotic or Radiant damage (your choice).
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Level 10 Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.
Level 14: Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
Divine Strike. The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting. 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.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Fate is recommended.
Level 20: Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.