Cleric

Cleric

Source: 2D, PHB, OneDnD
The Cleric
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Divine Domain, Novitiate Training, Spellcasting32
2nd+2Channel Divinity, Divine Domain feature (Channel Divinity option)33
3rd+2Divine Domain feature342
4th+2Ability Score Improvement443
5th+3Blessed Strikes4432
6th+3Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Divine Domain feature543332
11th+4Blessed Strikes (2d8)5433321
12th+4Ability Score Improvement, Channel Divinity (2/rest)5433321
13th+554333211
14th+5Divine Domain feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Blessed Strikes (3d8)5433321111
18th+6Divine Domain feature (Channel Divinity option)5433331111
19th+6Greater Ability Score Improvement5433332111
20th+6Divine Intervention5433332211

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

Proficiencies

Armor: Light and medium armor, light and medium shields
Weapons: Simple weapons
Tools: None
Saving Throws: Choose two from Intelligence, Wisdom, Charisma
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

Equipment

You start with the following equipment:
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.
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
Cleric Spells
Level ▼ Name Ritual Concentration School Tags
CantripGuidanceDivination
CantripHoly MightEnchantment
CantripLightEvocation
CantripMendingTransmutation
CantripResistanceAbjuration
CantripSacred FlameEvocation
CantripSpare the DyingNecromancy
CantripThaumaturgyTransmutation
CantripToll the DeadNecromancy
CantripWord of RadianceEvocation
1stBaneconcentrationEnchantment
1stBlessconcentrationEnchantment
1stCommandEnchantment
1stCreate or Destroy WaterTransmutation
1stCure WoundsEvocation
1stDetect Evil and GoodconcentrationDivination
1stDetect MagicritualconcentrationDivination
1stDetect Poison and DiseaseritualconcentrationDivination
1stGuiding BoltEvocation
1stHealing WordEvocation
1stInflict WoundsNecromancy
1stProtection from Evil and GoodconcentrationAbjuration
1stPurify Food and DrinkritualTransmutation
1stSanctuaryAbjuration
1stShield of FaithconcentrationAbjuration
1stTrumpet of GloryEvocation
2ndAidAbjuration
2ndAuguryritualDivination
2ndBlindness/DeafnessNecromancy
2ndCalm EmotionsconcentrationEnchantment
2ndContinual FlameEvocation
2ndEnhance AbilityconcentrationTransmutation
2ndGentle ReposeritualNecromancy
2ndHold PersonconcentrationEnchantment
2ndInvigorateEvocation
2ndLesser RestorationAbjuration
2ndPrayer of HealingEvocation
2ndProtection from PoisonAbjuration
2ndSilenceritualconcentrationIllusion
2ndSpiritual WeaponconcentrationEvocation
2ndStream of LifeconcentrationEvocation
2ndWarding BondAbjuration
3rdAstral FlareEvocation
3rdAura of VitalityconcentrationEvocation
3rdBeacon of HopeconcentrationAbjuration
3rdBestow CurseconcentrationNecromancycurse
3rdClairvoyanceconcentrationDivination
3rdCreate Food and WaterConjuration
3rdDaylightEvocation
3rdDispel MagicAbjuration
3rdFeign DeathritualNecromancy
3rdGlyph of WardingAbjuration
3rdGrim ApparitionsconcentrationNecromancy
3rdLife TransferenceNecromancy
3rdMagic CircleAbjuration
3rdMass Healing WordEvocation
3rdMeld into StoneritualTransmutation
3rdProtection from EnergyconcentrationAbjuration
3rdRecall AllyConjuration
3rdRemove CurseAbjuration
3rdRevivifyNecromancy
3rdSpeak with DeadNecromancy
3rdThundering CondemnationconcentrationEnchantmentcurse
3rdTonguesDivination
3rdWater WalkritualTransmutation
4thAngelic WingsconcentrationConjuration
4thAura of LifeconcentrationAbjuration
4thAura of PurityconcentrationAbjuration
4thBanishmentconcentrationAbjuration
4thControl WaterconcentrationTransmutation
4thDeath WardAbjuration
4thDemonic WingsconcentrationConjuration
4thDivinationritualDivination
4thFreedom of MovementAbjuration
4thLocateconcentrationDivination
4thPurging FlamesEvocation
4thStone ShapeTransmutation
4thSupernal LanceEvocation
5thCommuneritualDivination
5thContagionNecromancy
5thDawnconcentrationEvocation
5thDispel Evil and GoodconcentrationAbjuration
5thExalted BastionconcentrationAbjuration
5thFlame StrikeEvocation
5thGeasEnchantmentcurse
5thGreater RestorationAbjuration
5thHallowEvocation
5thInsect PlagueconcentrationConjuration
5thLegend LoreDivination
5thMass Cure WoundsEvocation
5thPlanar BindingAbjuration
5thRaise DeadNecromancy
5thScryingconcentrationDivination
6thBlade BarrierconcentrationEvocation
6thFind the PathconcentrationDivination
6thForbiddanceritualAbjuration
6thHarmNecromancy
6thHealEvocation
6thHeroes' FeastConjuration
6thSunbeamconcentrationEvocation
6thTrue SeeingDivination
6thWord of RecallConjuration
7thDivine WordEvocation
7thEtherealnessTransmutation
7thFire StormEvocation
7thPlane ShiftConjuration
7thRegenerateTransmutation
7thResurrectionNecromancy
7thSymbolAbjuration
7thTemple of the GodsConjuration
8thAntimagic FieldconcentrationAbjuration
8thControl WeatherconcentrationTransmutation
8thEarthquakeconcentrationEvocation
8thGodboltEvocation
8thHoly AuraconcentrationAbjuration
8thSunburstEvocation
9thAstral ProjectionNecromancy
9thGateconcentrationConjuration
9thMass HealEvocation
9thPower Word HealEvocation
9thTrue ResurrectionNecromancy

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 members of your creed—or to vanquish its enemies. You gain proficiency with martial weapons, heavy armor, and heavy 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 spell for you, are always prepared, and don't count against the number of spells you can prepare each day.
Cleric LevelSpells
1stextinguish life, sapping strike
3rdgentle repose, ray of enfeeblement
5threvivify, vampiric touch
7thclutches of death, death ward
9thenervation, necrosis

Channel Divinity: Touch of Death

2nd-level Death Domain feature
You gain the following Channel Divinity option.

Touch of Death

2nd-level Death Domain cleric 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 could still 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
You learn the spare the dying cantrip, or one other cleric cantrip of your choice if you already knew it. 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 following Channel Divinity option.

Mortal Call

18th-level Death Domain cleric 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 can't be resurrected by revivify.

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 (below), and another option from your Divine Domain. You gain another option from your Divine Domain at 18th level, and may get options from other sources as well. 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.

Turn the Faithless

2nd-level cleric Channel Divinity option
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.

Absolve the Faithful

2nd-level cleric Channel Divinity option
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 1 hit die and a number of hit points equal to your Wisdom score (minimum 1).

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.