Cleric
Cleric
Source: 2D, PHB, OneDnD
The Cleric
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Divine Domain, Novitiate Training, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Channel Divinity, Divine Domain feature (Channel Divinity option) | 2 | 4 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Divine Domain feature | 2 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Blessed Strikes | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Divine Domain feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Divine Domain feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Blessed Strikes (2d8) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement, Channel Divinity (2/rest) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Divine Domain feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Blessed Strikes (3d8) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Divine Domain feature (Channel Divinity option) | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Greater Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 18
Hit Points Gained at Each Cleric Level After 1st: 8
Hit Points at 1st Level: 18
Hit Points Gained at Each Cleric Level After 1st: 8
Proficiencies
Saving Throws: Choose two from Intelligence, Wisdom, and Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Multiclassing
Ability Score Minimum: Wisdom 1
Proficiencies Gained: Light and medium armor, light and medium shields, simple weapons, one type of artisan's tools of your choice
Proficiencies Gained: Light and medium armor, light and medium shields, simple weapons, one type of artisan's tools of your choice
Equipment
You start with the following 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 melee weapon
- (a) a priest's pack or (b) an explorer's pack
- A light or medium shield and a holy symbol
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.
Spellcasting
1st-level cleric feature
Drawing on your faith for guidance, you can cast cleric spells. Your spellcasting power is your own, but you rely on divine will to shape your magic into spells.
Cantrips. 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. Whenever you gain a level in this class, you can swap one cleric cantrip you know with a different one.
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 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 score + your cleric level (minimum of one spell). The spells must be of a level for which you have cleric 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 3, 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.
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 score 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 score
Spell attack modifier = your proficiency bonus + your Wisdom score
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.
Cleric Spells
Level▼ | Name | Ritual | Concentration | School | Tags |
|---|---|---|---|---|---|
| Cantrip | Glint | Evocation | |||
| Cantrip | Guidance | Divination | |||
| Cantrip | Holy Might | Enchantment | |||
| Cantrip | Light | Evocation | |||
| Cantrip | Mending | Transmutation | |||
| Cantrip | Resistance | Abjuration | |||
| Cantrip | Sacred Flame | Evocation | |||
| Cantrip | Spare the Dying | Necromancy | |||
| Cantrip | Thaumaturgy | Transmutation | |||
| Cantrip | Toll the Dead | Necromancy | |||
| Cantrip | Word of Radiance | Evocation | |||
| 1st | Aura of Clarity | concentration | Abjuration | ||
| 1st | Bane | concentration | Enchantment | ||
| 1st | Bless | concentration | Enchantment | ||
| 1st | Command | Enchantment | |||
| 1st | Create or Destroy Water | Transmutation | |||
| 1st | Cure Wounds | Evocation | |||
| 1st | Detect Evil and Good | concentration | Divination | ||
| 1st | Detect Magic | ritual | concentration | Divination | |
| 1st | Detect Poison and Disease | ritual | concentration | Divination | |
| 1st | Guiding Bolt | Evocation | |||
| 1st | Healing Word | Evocation | |||
| 1st | Inflict Wounds | Necromancy | |||
| 1st | Minor Benediction | Abjuration | |||
| 1st | Protection from Evil and Good | concentration | Abjuration | ||
| 1st | Purify Food and Drink | ritual | Transmutation | ||
| 1st | Sanctuary | Abjuration | |||
| 1st | Shield of Faith | concentration | Abjuration | ||
| 1st | Trumpet of Glory | Evocation | |||
| 2nd | Aid | Abjuration | |||
| 2nd | Augury | ritual | Divination | ||
| 2nd | Aura of Purity | concentration | Abjuration | ||
| 2nd | Blindness/Deafness | Necromancy | |||
| 2nd | Calm Emotions | concentration | Enchantment | ||
| 2nd | Continual Flame | Evocation | |||
| 2nd | Enhance Ability | concentration | Transmutation | ||
| 2nd | Gentle Repose | ritual | Necromancy | ||
| 2nd | Hold Person | concentration | Enchantment | ||
| 2nd | Invigorating Burst | Evocation | |||
| 2nd | Mote | concentration | Conjuration | ||
| 2nd | Prayer of Healing | Evocation | |||
| 2nd | Protection from Poison | Abjuration | |||
| 2nd | Restore Body | Abjuration | |||
| 2nd | Restore Mind | Abjuration | |||
| 2nd | Silence | ritual | concentration | Illusion | |
| 2nd | Soothing Mists | concentration | Conjuration | ||
| 2nd | Stream of Life | concentration | Evocation | ||
| 2nd | Vital Ebb | Evocation | |||
| 2nd | Vital Flow | Evocation | |||
| 2nd | Warding Bond | Abjuration | |||
| 3rd | Argent Blessing | concentration | Evocation | ||
| 3rd | Astral Flare | Evocation | |||
| 3rd | Aura of Retribution | concentration | Evocation | ||
| 3rd | Aura of Shielding | concentration | Abjuration | ||
| 3rd | Beacon of Hope | concentration | Abjuration | ||
| 3rd | Bestow Curse | concentration | Necromancy | curse | |
| 3rd | Clairvoyance | concentration | Divination | ||
| 3rd | Cleansing Winds | Evocation | |||
| 3rd | Create Food and Water | Conjuration | |||
| 3rd | Daylight | Evocation | |||
| 3rd | Dispel Magic | Abjuration | |||
| 3rd | Feign Death | ritual | Necromancy | ||
| 3rd | Glyph of Warding | Abjuration | |||
| 3rd | Grim Apparitions | concentration | Necromancy | ||
| 3rd | Life Transference | Necromancy | |||
| 3rd | Magic Circle | Abjuration | |||
| 3rd | Mass Healing Word | Evocation | |||
| 3rd | Meld into Stone | ritual | Transmutation | ||
| 3rd | Protection from Energy | concentration | Abjuration | ||
| 3rd | Recall Ally | Conjuration | |||
| 3rd | Remove Curse | Abjuration | |||
| 3rd | Revivify | Necromancy | |||
| 3rd | Speak with Dead | Necromancy | |||
| 3rd | Thundering Condemnation | concentration | Enchantment | curse | |
| 3rd | Tongues | Divination | |||
| 3rd | Water Walk | ritual | Transmutation | ||
| 4th | Angelic Wings | concentration | Conjuration | ||
| 4th | Arcane Embargo | concentration | Abjuration | ||
| 4th | Aura of Recovery | concentration | Evocation | ||
| 4th | Banishment | concentration | Abjuration | ||
| 4th | Control Water | concentration | Transmutation | ||
| 4th | Death Ward | Abjuration | |||
| 4th | Demonic Wings | concentration | Conjuration | ||
| 4th | Divination | ritual | Divination | ||
| 4th | Freedom of Movement | Abjuration | |||
| 4th | Locate | concentration | Divination | ||
| 4th | Potency | concentration | Transmutation | ||
| 4th | Purging Flames | Evocation | |||
| 4th | Radiant Armor | concentration | Evocation | ||
| 4th | Stone Shape | Transmutation | |||
| 4th | Supernal Lance | Evocation | |||
| 4th | Séance | ritual | concentration | Necromancy | |
| 5th | Commune | ritual | Divination | ||
| 5th | Contagion | Necromancy | |||
| 5th | Dawn | concentration | Evocation | ||
| 5th | Dispel Evil and Good | concentration | Abjuration | ||
| 5th | Exalted Bastion | concentration | Abjuration | ||
| 5th | Flame Strike | Evocation | |||
| 5th | Geas | Enchantment | curse | ||
| 5th | Greater Restoration | Abjuration | |||
| 5th | Hallow | Evocation | |||
| 5th | Insect Plague | concentration | Conjuration | ||
| 5th | Legend Lore | Divination | |||
| 5th | Lucidity | concentration | Enchantment | ||
| 5th | Major Benediction | Abjuration | |||
| 5th | Mass Cure Wounds | Evocation | |||
| 5th | Mass Revivify | Necromancy | |||
| 5th | Mass Sanctuary | Abjuration | |||
| 5th | Planar Binding | Abjuration | |||
| 5th | Raise Dead | Necromancy | |||
| 5th | Scrying | concentration | Divination | ||
| 6th | Blade Barrier | concentration | Evocation | ||
| 6th | Find the Path | concentration | Divination | ||
| 6th | Forbiddance | ritual | Abjuration | ||
| 6th | Harm | Necromancy | |||
| 6th | Heal | Evocation | |||
| 6th | Heroes' Feast | Conjuration | |||
| 6th | Investiture of Light | concentration | Transmutation | ||
| 6th | Sunbeam | concentration | Evocation | ||
| 6th | Tears of the Faithless | Conjuration | |||
| 6th | True Seeing | Divination | |||
| 6th | Word of Recall | Conjuration | |||
| 7th | Divine Word | Evocation | |||
| 7th | Etherealness | Transmutation | |||
| 7th | Field of Brimstone | concentration | Transmutation | ||
| 7th | Fire Storm | Evocation | |||
| 7th | Plane Shift | Conjuration | |||
| 7th | Regenerate | Transmutation | |||
| 7th | Resurrection | Necromancy | |||
| 7th | Symbol | Abjuration | |||
| 7th | Temple of the Gods | Conjuration | |||
| 8th | Antimagic Field | concentration | Abjuration | ||
| 8th | Control Weather | concentration | Transmutation | ||
| 8th | Earthquake | concentration | Evocation | ||
| 8th | Godbolt | Evocation | |||
| 8th | Holy Aura | concentration | Abjuration | ||
| 8th | Second Sun | Evocation | |||
| 8th | Sunburst | Evocation | |||
| 9th | Astral Projection | Necromancy | |||
| 9th | Damnation | ritual | Conjuration | curse | |
| 9th | Gate | concentration | Conjuration | ||
| 9th | Mass Heal | Evocation | |||
| 9th | Power Word Heal | Evocation | |||
| 9th | True Resurrection | Necromancy |
Novitiate Training
1st-level cleric feature
As a novitiate of a holy order, you train in the pursuit of a particular holy mission. You gain one of the following options of your choice.
Crusader. You will take your faith to hostile places to protect its members—or to vanquish its enemies. You gain proficiency with martial weapons, medium armor, and medium shields.
Missionary. You will share your faith through education and oration. You gain proficiency in two of the following skills of your choice: Arcana, Deception, History, Intimidation, Nature, Persuasion, Religion. You can use Wisdom instead of the usual ability score with the skills you chose.
Theurge. You will contemplate your faith and strive towards enlightenment. You learn an additional cleric cantrip of your choice, and you can cast a cleric spell with the ritual tag as a ritual even if you don't have it prepared.
Divine Domain
1st-level cleric feature
Choose one domain related to your deity. Your choice grants you features at 1st level and again at 2nd, 3rd, 6th, 10th, and 14th level.
Death Domain
Source: 2D
The death domain is about the transition from living to dead. It is an ubiquitous choice for evil clerics following gods of murder, but death itself is not evil. Good clerics of death may work to ease the passing of the terminally ill, ensure the safe departure of spirits to the afterlife, comfort the families of the deceased, or—when appropriate—delay the moment of death to some later time. And sometimes, for good or for evil, a creature just needs to die.
Death Domain Spells
1st-level death domain feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as cleric spells for you, are always prepared, and don't count against the number of spells you can prepare each day. You also learn spare the dying, which doesn't count against the number of cleric cantrips you know.
| Cleric Level | Spells |
|---|---|
| 1st | extinguish life, sapping strike |
| 3rd | gentle repose, ray of enfeeblement |
| 5th | revivify, vampiric touch |
| 7th | clutches of death, death ward |
| 9th | enervation, necrosis |
Channel Divinity: Touch of Death
2nd-level death domain feature
You gain the Touch of Death Channel Divinity option.
As a free action when you hit a creature with a melee attack, you bid its spirit depart. The target takes necrotic damage equal to 5 + twice your cleric level.
Sense of Doom
3rd-level death domain feature
You have a magical special sense when creatures are near death. The sense has a range of 30 feet. Within that range, you know the location of each bloodied creature, each dying creature, and each corpse that died within the past minute (and can thus be resurrected by revivify). In particular, you sense the moment of a creature's death. When you sense a dying creature in this way, you also know how many death saving throws it has passed or failed.
This sense can't detect Minuscule targets, Constructs or Undead, or targets protected from divination magic.
Master of Fates
3rd-level death domain feature
When you cast spare the dying, you can target one creature you can see within 30 feet instead of its usual range. Additionally, you can cast extinguish life at 1st level without expending a spell slot. Your Sense of Doom counts as sight for the purposes of both spells.
Captain of Souls
6th-level death domain feature
When you sense a creature die with your Sense of Doom, you can assign a task to its departing spirit as a reaction. Choose one other creature you can see within 10 feet of where the creature died. You compel the spirit to either heal or harm the creature. If the spirit heals, the target regains a number of hit points equal to a roll of the spirit's former size die. If the spirit harms, the target takes necrotic damage equal to the same.
You can use this feature a number of times equal to your Wisdom score (minimum once), regaining expended uses when you finish a long rest.
Empowered Spirits
10th-level death domain feature
Your Captain of Souls feature is empowered in the following ways:
- The healed or harmed target can be within 30 feet of where the dead creature died, instead of 10.
- The amount of healing or damage is equal to a roll of three size dice instead of one.
The Last Minute
14th-level death domain feature
When you or a creature you can sense with your Sense of Doom would die, you can delay the death for a brief time. No action is required to delay your own death, but you must use a reaction to delay the death of another creature. Instead of dying, the target gains 1 hit point and a number of temporary hit points equal to its hit point maximum. These temporary hit points last for 1 minute. The target is immune to exhaustion and instant death while these temporary hit points remain.
When the temporary hit points are gone, the target dies. If the target is also reduced to 0 hit points, its body is so mangled that it can't be resurrected by any means short of resurrection.
Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity: Mortal Call
18th-level death domain feature
You gain the Mortal Call Channel Divinity option.
As a major action, you concentrate on your holy symbol and attempt to bring instant death to one creature you can see within 30 feet. The target makes a Constitution saving throw, a Wisdom saving throw, and a Charisma saving throw, and suffers an effect based on the number of failed saves:
- 0 failures. The target takes necrotic damage equal to an eighth of its hit point maximum (rounded up).
- 1 failure. The target takes necrotic damage equal to a quarter of its hit point maximum (rounded up).
- 2 failures. The target takes necrotic damage equal to half its hit point maximum (rounded up).
- 3 failures. The target takes necrotic damage equal to its hit point maximum.
If damage from this effect reduces the target to 0 hit points, it dies instantly and its soul departs, as if it had been dead for 1 minute. (In particular, the target can't be resurrected by revivify.)
Light Domain
Source: 2D
No single domain can encompass all of light's purposes and meanings. Some gods of light might retain clerics of other domains, such as trickery to dazzle the eyes, or nature to care for plants. As a cleric of the light domain itself, your powers are primarily concerned with light's most basic purpose: illumination. You reveal that which is hidden from view, guide your allies to safety, and burn away danger with your light.
Brilliant Flames
1st-level light domain feature
When you would deal fire damage with a cleric spell, you can deal radiant damage instead.
Light Domain Spells
1st-level light domain feature
You learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as cleric spells for you, are always prepared, and don't count against the number of spells you can prepare each day. You also learn light, which doesn't count against the number of cleric cantrips you know.
| Cleric Level | Spells |
|---|---|
| 1st | burning hands, faerie fire |
| 3rd | mote, scorching ray |
| 5th | daylight, disillusion |
| 7th | lens of distortion, revealing light |
| 9th | dawn, wall of light |
Channel Divinity: Illuming Beacon
2nd-level light domain feature
You gain the Illuming Beacon Channel Divinity option.
As a standard action, you present your holy symbol and illuminate a 5-foot-radius, 30-foot-tall cylinder within 30 feet of you. Until the end of your next turn, the area is bright light and emits dim light (5 ft.). This light is sunlight. The area has the following additional effects:
- When you create the light, each creature of your choice in the area must make a Constitution saving throw. A target takes radiant damage equal to 1d6 + your cleric level on a failed save, or half as much on a success.
- Each illusion and area of magical darkness is suppressed where it overlaps the area, unless it was created by a spell of a level higher than half your cleric level.
Blessed Light
3rd-level light domain feature
When you create dim or bright light with your Channel Divinity or a cleric spell, the light is blessed. Creatures of your choice are affected by bless while touched by the light. (Invisible creatures aren't blessed.)
If you created the light using a cantrip, it remains blessed until the end of your next turn. Otherwise, it remains blessed for up to 1 hour.
Blinding Radiance
6th-level light domain feature
When you use your Channel Divinity or a cleric spell to force a creature to make a saving throw against radiant damage, you can flare the light against that creature. If the creature fails its saving throw, it is blinded until the end of your next turn. (You can flare light against multiple targets of the same effect, but each target counts as a separate use of this feature.)
You can use this feature a number of times equal to your Wisdom score (minimum once). You regain expended uses when you finish a long rest.
Sun's Vigil
10th-level light domain feature
You gain a new special sense, as your light becomes an extension of your own eyes. You can effectively see anything illuminated by light created by your Channel Divinity or a cleric spell you cast, regardless of where you're actually looking with your eyes. Moreover, you can pay attention to all of it just as easily as you can pay attention to what your own eyes see.
Flare Divinity
14th-level light domain feature
When you use Illuming Beacon, you can flare the divine channeling for greater effect. The effect's area becomes a 20-foot-radius, 120-foot-high cylinder, and it lasts for up to 1 hour. You must maintain concentration on it for the duration, however.
Once you flare Illuming Beacon in this way, you can't do so again until you finish a long rest.
Channel Divinity: Radiant Scourge
18th-level light domain feature
You gain the Radiant Scourge Channel Divinity option.
You brandish your holy symbol as a major action, and cause it to glow with a piercing light. The light fades from it and descends on up to three creatures of your choice that you can see with your own eyes or with Sun's Vigil, regardless of distance and cover. Each target is subjected to the effects of dispel magic plus one of the following effects of your choice:
- Burn. The target must succeed on a Constitution saving throw or take 7d6 radiant damage, or half as much on a success. If this damage reduces the target to 0 hit points, its body turns to ash.
- Balm. The target gains the benefits of greater restoration.
Channel Divinity
2nd-level cleric feature
No longer a novitiate, you are given the ability to channel your god's power directly. These powers, while magical, are the direct workings of your deity, and are thus unaffected by dispel magic, antimagic field, and similar effects.
You gain three Channel Divinity options: Turn the Faithless, Absolve the Faithful, and one or more options from your Divine Domain. Other sources may also grant you Channel Divinity options. You can use Channel Divinity to produce the effects of any one option you know. Doing so requires the use of a holy symbol. Once you use Channel Divinity, you can't do so again until you finish a short or long rest.
If a Channel Divinity effect from this class requires a saving throw, the DC equals your cleric spell save DC.
Starting at 12th level, you can use Channel Divinity twice per short or long rest, but you can't use the same option both times.
As a standard action, you thrust out your holy symbol and censure the enemies of your faith. Choose one of the following creature types: Aberration, Celestial, Fey, Fiend, or Undead. Each creature of the chosen type within 30 feet of you that isn't behind total cover must succeed on a Wisdom saving throw or be forced to turn away from you for 1 minute, as it recoils from your presence. While turned, a target has disadvantage on attack rolls and ability checks, and it can't willingly move closer to you.
A target ceases to be turned if it takes any damage or if total cover comes between it and your holy symbol. The effect also ends if you are incapacitated or if your holy symbol ceases to be on your person.
As a standard action, you present your holy symbol and relieve your allies of some of their burdens. Choose any number of creatures within 30 feet of you that aren't behind total cover. Each target regains a number of hit points equal to your cleric level and can repeat one saving throw against a "save ends" effect of its choice.
Ability Score Improvement
4th-level cleric feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Blessed Strikes
5th-level cleric feature
Your strikes are suffused with your deity's power. Choose a damage type when you gain this feature: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Whenever you deal damage of the chosen type using a cleric feature (including cleric spells and Channel Divinity options), the damage ignores the target's resistances and treats the target's immunities as resistances.
Also, when you hit a creature with a weapon attack that deals damage, you can deal an additional 1d8 damage of the chosen type. You can't do so again until the start of your next turn. This extra damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8) as a cleric.
Greater Ability Score Improvement
19th-level cleric feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Divine Intervention
20th-level cleric feature
As a major Magic action, you can call on your deity to aid you in your time of greatest need.
The simplest form of aid is to grant you the ability to cast any cleric spell. You choose the spell and the level at which to cast it, up to 9th level. The spell instantly takes effect, expending no spell slot and requiring no components (or creating them if necessary for the spell to function). Like your Channel Divinity powers, it is unaffected by effects such as counterspell, dispel magic, and antimagic field.
Instead of casting a cleric spell, you can leave the nature of the intervention up to the DM.
Once you use this feature, you can't use it again until you finish a number of long rests equal to the level at which the spell was cast, or 3d4 long rests if the DM decided its function.