Cleric
A servant of a deity who heals, shields and calls down divine power.
Create a hero of this class- Hit die
- d8
- Primary ability
- WIS
- Saving throws
- WIS, CHA
- Spellcasting
- Full caster · WIS
Progression, levels 1-20
- Level 1Prof. bonus +2
Spellcasting
You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. The chosen spells must be of a level for which you have spell slots. If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells. Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.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).Cantrips: 3. Spell slots: level 1 — 2
- Level 2Prof. bonus +2
Channel Divinity
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead. Each time you use this class's Channel Divinity, choose which effect to create. You gain additional effect options at higher Cleric levels. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach Cleric levels 6 (three uses) and 18 (four uses). If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Spark. As a Magic 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). Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.Cantrips: 3. Spell slots: level 1 — 3
- Level 3Prof. bonus +2
Cleric Subclass
You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.Cantrips: 3. Spell slots: level 1 — 4, level 2 — 2
- Level 4Prof. bonus +2Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3
- Level 5Prof. bonus +3
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.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 2
- Level 6Prof. bonus +3
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3
- Level 7Prof. bonus +3
Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature). 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.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1
- Level 8Prof. bonus +3Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2
- Level 9Prof. bonus +4
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1
- Level 10Prof. bonus +4
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.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2
- Level 11Prof. bonus +4
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 12Prof. bonus +4Ability Score Improvement
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 13Prof. bonus +5
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 14Prof. bonus +5
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.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 15Prof. bonus +5
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 16Prof. bonus +5Ability Score Improvement
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 17Prof. bonus +6
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 18Prof. bonus +6
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 19Prof. bonus +6Ability Score Improvement
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended: when a creature you can see within 60 feet of yourself succeeds on or fails a d20 Test, you can roll 2d4 and apply the total as a bonus or penalty to that roll.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 1, level 8 — 1, level 9 — 1
- Level 20Prof. bonus +6
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.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 2, level 8 — 1, level 9 — 1
Subclasses
Life Domain
Chosen at level 3
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
- Level 3
Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.Life Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared: level 3 — Aid, Bless, Cure Wounds, Lesser Restoration; level 5 — Mass Healing Word, Revivify; level 7 — Aura of Life, Death Ward; level 9 — Greater Restoration, Mass Cure Wounds.Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum. - Level 6
Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level. - Level 17
Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Warpriest
Chosen at level 3
*Faith Has a Sword Arm* You carry your god onto the battlefield: armored like a soldier, you strike back at whoever harms your companions, and divine fury rides every blow. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Warpriest Spells
You always have certain spells prepared: level 3 — Divine Favor, Inflict Wounds, Blur, Spiritual Weapon; level 5 — Haste, Spirit Guardians; level 7 — Fire Shield, Stoneskin; level 9 — Antilife Shell, Hold Monster. Adaptation of A5E: two spells of the original are not in our catalogue and are replaced by Haste and Hold Monster.Boon of the Protector
When a creature in close quarters with you hits you or an ally with a melee attack, you can use your Reaction to make a melee weapon attack against it.Fighting Fit
You gain proficiency with Martial weapons and training with Heavy armor. Adaptation of A5E: the original grants all armor and weapons except rare ones; our game has no rare weapons. - Level 6
Clerical Precision
Whenever you miss with a melee weapon attack, you have Advantage on your next attack roll. Adaptation of A5E: the original speaks of the next melee weapon or melee spell attack. - Level 8
Boon of Fury
Your weapon hits deal extra damage equal to your Wisdom modifier (minimum +1). In addition, a number of times equal to your Wisdom modifier (minimum once) per Long Rest, you can strike with divine power: declare it on your turn (no action), and your next weapon hit this turn deals an extra 1d8 Radiant damage. - Level 17
Boon of Resistance
You have resistance to Bludgeoning, Piercing and Slashing damage. Adaptation of A5E: the original lets you choose nonmagical or magical weapons after each Long Rest; our game does not separate them.
Healer
Chosen at level 3
*Mend What War Breaks* Your faith is a hand on a wound: your healing runs stronger, you turn blows aside from your companions, and every spell you land restores your party. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Healer Spells
You always have certain spells prepared: level 3 — Cure Wounds, Healing Word, Lesser Restoration, Prayer of Healing; level 5 — Beacon of Hope, Mass Healing Word; level 7 — Death Ward, Aura of Life; level 9 — Flame Strike, Greater Restoration. Adaptation of A5E: two spells of the original are not in our catalogue and are replaced by Death Ward and Aura of Life.Heal Up
Healing spells of 1st level or higher that you cast restore extra Hit Points equal to your Wisdom modifier (minimum 1).Small Mercy
You know the Spare the Dying cantrip; it doesn't count against your number of cantrips known.Better Than Cure
When an ally in combat with you is hit by a weapon attack that deals Bludgeoning, Piercing or Slashing damage, you can use your Reaction to halve that damage; from 8th level, to negate it. You can do this a number of times equal to your proficiency bonus per Long Rest. Adaptation of A5E: «within 30 feet» is read as «in the same combat». - Level 6
Healing Aura
When you and your allies spend Hit Dice during a Short Rest, each die restores its maximum. Adaptation of A5E: the original covers allies only; you are included so the feature works when you travel alone. - Level 8
Balance in All Things
When you hit with a spell attack, you and your allies in the combat regain Hit Points equal to your Wisdom modifier plus the spell's level. A creature benefits once per combat. Adaptation of A5E: the original limit is once per Short Rest. - Level 17
Channel Divinity: Divine Protection
When an ally in combat with you would take damage from an attack, a foe's power or a spell, you can use your Reaction and a use of Channel Divinity to negate that damage.
Sun Priest
Chosen at level 3
*Carry the Dawn* You wield the light itself: a flash that leaves foes exposed, a burst that blinds or sears, flame on your weapon, and at the height of your power the stars come down. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Sun Priest Spells
You always have certain spells prepared: level 3 — Light (cantrip), Burning Hands, Faerie Fire, Continual Flame, Scorching Ray; level 5 — Daylight, Fireball; level 7 — Fire Shield, Wall of Fire; level 9 — Creation, Wall of Force. Adaptation of A5E: Darklight is not in our catalogue and is replaced by Daylight; Favored Illumination is the Light cantrip.Flash Fight
As an action, touch a foe: attacks against it have Advantage until the start of your next turn; or touch an ally: attacks against it have Disadvantage. You can do this a number of times equal to your Wisdom modifier (minimum once) per Long Rest.Channel Divinity: Radiant Burst
As an action, foes within 30 feet make a Constitution saving throw against your spell save DC. Blinding: on a failure they are Blinded (they repeat the save at the end of each turn). Searing: they take 2d10 + your cleric level Radiant damage, half on a success. Adaptation of A5E: dispelling magical darkness is narrated by the Master. - Level 6
Fierce Flash
You can use Flash Fight on creatures within 30 feet of you, not only ones you touch. - Level 8
Harness the Flame
Choose fire or radiant. Your weapon hits and cleric cantrips deal extra damage equal to your Wisdom modifier (minimum +1): weapon hits — of the chosen type. Adaptation of A5E: the type is chosen at 8th level for good (the original changes it on each Long Rest); with a cantrip the bonus adds to the cantrip's own damage. - Level 17
Summon the Stars
Channel Divinity, as an action: choose a foe; foes near it make a Constitution saving throw or are Blinded (they repeat the save at the end of each turn). The first time you do this after a Long Rest, they also take 12d6 Radiant damage, half on a success. Adaptation of A5E: only foes are affected; the minute-long light, its later saves and revealing the invisible are narrated by the Master.