SRD 5.1 SRD 5.1 (current printing)
SRD 5.2 SRD 5.2.1Cleric
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
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.
- Hit Die
- d8
- Primary Ability
- Wisdom
- Saving Throws
- Wisdom, Charisma
- Proficiencies
- Light Armor, Medium Armor, Shields, Simple Weapons, Saving Throw: WIS, Saving Throw: CHA
The Cleric
| Level | Prof. Bonus | Channel Divinity Charges | Destroy Undead Cr | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | — | — | Spellcasting: Cleric, Divine Domain, Domain Spells | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | 1 | — | Channel Divinity (1/rest), Channel Divinity: Turn Undead, Divine Domain feature | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | 1 | — | Domain Spells | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | 1 | — | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | 1 | 0.5 | Domain Spells, Destroy Undead (CR 1/2 or below) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | 2 | 0.5 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | 2 | 0.5 | Domain Spells | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | 2 | 1 | Ability Score Improvement, Destroy Undead (CR 1 or below), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | 2 | 1 | Domain Spells | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | 2 | 1 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | 2 | 2 | Destroy Undead (CR 2 or below) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | 2 | 2 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | 2 | 2 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | 2 | 3 | Destroy Undead (CR 3 or below) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | 2 | 3 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | 2 | 3 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | 2 | 4 | Destroy Undead (CR 4 or below), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 3 | 4 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | 3 | 4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | 3 | 4 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Cantrip Versatility — 1st level
1st-level cleric feature (enhances Spellcasting)
Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.
Divine Domain — 1st level
Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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 Spells — 1st level
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.
Spellcasting: Cleric — 1st level
As a conduit for divine power, you can cast cleric spells.
Channel Divinity (1/rest) — 2nd level
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: Harness Divine Power — 2nd level
2nd-level cleric optional feature
You can expend a use of your Channel Divinity to fuel your spells. 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.
Channel Divinity: Harness Divine Power — 2nd level
2nd-level cleric feature (enhances Channel Divinity)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.
Channel Divinity: Turn Undead — 2nd level
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.
Divine Domain feature — 2nd level
Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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 Spells — 3rd level
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.
Ability Score Improvement — 4th level
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.
Cantrip Versatility — 4th level
4th-level cleric optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Proficiency Versatility — 4th level
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Destroy Undead (CR 1/2 or below) — 5th level
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.
Domain Spells — 5th level
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 (2/rest) — 6th level
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.
Divine Domain feature — 6th level
Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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 Spells — 7th level
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.
Ability Score Improvement — 8th level
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 (CR 1 or below) — 8th level
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.
Divine Domain feature — 8th level
Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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.
Proficiency Versatility — 8th level
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Domain Spells — 9th level
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.
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 GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain 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 long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Destroy Undead (CR 2 or below) — 11th level
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.
Ability Score Improvement — 12th level
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.
Proficiency Versatility — 12th level
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Destroy Undead (CR 3 or below) — 14th level
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.
Ability Score Improvement — 16th level
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.
Proficiency Versatility — 16th level
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Destroy Undead (CR 4 or below) — 17th level
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.
Divine Domain feature — 17th level
Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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.
Supreme Healing — 17th level
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.
Channel Divinity (3/rest) — 18th level
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.
Ability Score Improvement — 19th level
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.
Proficiency Versatility — 19th level
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Divine Intervention Improvement — 20th level
At 20th level, your call for intervention succeeds automatically, no roll required.
Multiclassing
- Prerequisite
- WIS 13
- Proficiencies Gained
- Light Armor, Medium Armor, Shields
Discussion
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