Cleric
A divine caster who heals, protects and smites, with Channel Divinity and a domain's always-prepared spells.
- Hit die: d8
- Primary ability: WIS
- Saving throws: WIS, CHA
- Skills: choose 2 from History, Insight, Medicine, Persuasion, Religion
- Armor: light, medium, shields
- Weapons: simple
- Spellcasting: WIS, full caster (spell list)
Features by level
- 1: Spellcasting. Cast Cleric spells with Wisdom; prepare spells from the whole Cleric list each Long Rest.
- 1: Divine Order. Choose Protector (Martial weapons, Heavy armor) or Thaumaturge (extra cantrip, bonus to Arcana and Religion).
- 2: Channel Divinity. Two uses per rest: Divine Spark (heal or harm 1d8 + Wis) or Turn Undead.
- 3: Cleric Subclass. Choose a Cleric subclass.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Sear Undead. Turn Undead also deals Radiant damage: d8s equal to your Wisdom modifier.
- 6: Subclass Feature. Gain a feature from your Cleric subclass.
- 7: Blessed Strikes. Choose Divine Strike (+1d8 Necrotic or Radiant on a weapon hit) or Potent Spellcasting (+Wis to Cleric cantrip damage).
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 10: Divine Intervention. Once per Long Rest, cast any Cleric spell of level 5 or lower without a slot.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 14: Improved Blessed Strikes. Divine Strike becomes 2d8, or Potent Spellcasting also grants Temporary Hit Points.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 17: Subclass Feature. Gain a feature from your Cleric subclass.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Greater Divine Intervention. Divine Intervention can cast Wish; then it needs 2d4 Long Rests to recover.
Subclasses (from level 3)
Arcana Domain
A cleric who studies and reshapes arcane magic.
- 3: Student of Arcana. Choose Arcana or a Cleric starting skill; learn two Wizard cantrips as Cleric spells, replacing one when gaining a Cleric level.
- 3: Modify Magic. When casting, spend Channel Divinity freely for one benefit: one spell target gains 2d8 + Cleric level Temporary Hit Points; or, after a visible creature succeeds on its first save against that spell, subtract 1d6 from that save.
- 6: Dispelling Recovery. After casting a slotted spell that heals or ends a condition on a creature, cast Dispel Magic as part of the same action, Bonus Action, or Reaction without a slot. Once per Short or Long Rest; Channel Divinity restores use without an action.
- 17: Magical Mastery. Choose a Wizard spell from each level 6–9, always prepared as Cleric spells. On gaining a Cleric level, replace at most one with a Wizard spell of the same level.
Grave Domain
Clerics who keep watch over the line between the living and the dead, laying the undead to rest and holding death off for those with work unfinished.
- 3: Circle of Mortality. Once per turn +1d4 Necrotic against a Bloodied creature; healing dice for someone at 0 Hit Points are always maximum.
- 3: Grave Domain Spells. Bane, Chill Touch, Detect Evil and Good, Gentle Repose and Ray of Enfeeblement always prepared; more at levels 5, 7 and 9.
- 3: Path to the Grave. Bonus Action, Channel Divinity: curse a creature within 30 feet (Disadvantage on attacks and saves); a hit can end it for 1d8 + Cleric level Necrotic or Radiant.
- 6: Sentinel at Death's Door. Reaction: halve the damage of an attack that hits you or a Bloodied creature you see within 30 feet (Wisdom-modifier uses per Long Rest).
- 17: Divine Reaper. Channel Divinity lets a one-target Necromancy or domain spell take a second target; heal 3 × Cleric level when an enemy dies near you (once per Short Rest).
Knowledge Domain
Devotees of knowledge pursue hidden truths and wield divination magic.
- 3: Blessings of Knowledge. Choose an Artisan’s Tools proficiency and two of Arcana, History, Nature, or Religion; gain proficiency and Expertise in both skills.
- 3: Mind Magic. Magic action: spend Channel Divinity to cast a prepared Divination spell from the Knowledge Domain list without a spell slot or Material components.
- 6: Unfettered Mind. Telepathy with up to your Wisdom modifier creatures within 60 feet; proficiency in Intelligence saving throws, or in another save if you already have it.
- 17: Divine Foreknowledge. Bonus Action: gain Advantage on D20 Tests for 1 hour. Once per Long Rest; a level 6 or higher spell slot can restore the use without an action.
Life Domain
A master healer: every slot-powered heal restores extra Hit Points, and Preserve Life rescues the Bloodied.
- 3: Disciple of Life. Spells cast with a slot heal an extra 2 + the slot's level.
- 3: Life Domain Spells. Always prepared: Aid, Bless, Cure Wounds, Lesser Restoration; more at levels 5, 7 and 9.
- 3: Preserve Life. Channel Divinity: divide 5 × Cleric level Hit Points among Bloodied creatures within 30 feet (up to half their maximum).
- 6: Blessed Healer. When your slot-powered spell heals someone else, you regain 2 + the slot's level.
- 17: Supreme Healing. Healing dice from your spells and Channel Divinity always roll their maximum.
Light Domain
Wields radiance and fire: Radiance of the Dawn scorches foes, Warding Flare spoils attacks.
- 3: Light Domain Spells. Always prepared: Burning Hands, Faerie Fire, Scorching Ray, See Invisibility; more at 5, 7 and 9.
- 3: Radiance of the Dawn. Channel Divinity: dispel magical Darkness within 30 feet; foes take 2d10 + Cleric level Radiant (Con save halves).
- 3: Warding Flare. Reaction: impose Disadvantage on an attack roll within 30 feet; uses = Wis modifier per Long Rest.
- 6: Improved Warding Flare. Warding Flare returns on a Short Rest and grants 2d6 + Wis Temporary Hit Points.
- 17: Corona of Light. Shed 60 feet of sunlight for a minute; foes in it have Disadvantage on saves against your fire and radiance.
Trickery Domain
A divine trickster: blesses stealth, conjures an illusory double and slips between places.
- 3: Blessing of the Trickster. Magic action: you or a willing creature within 30 feet has Advantage on Stealth checks until your next Long Rest.
- 3: Invoke Duplicity. Channel Divinity: an illusory double for 1 minute; cast spells from its space and gain Advantage on foes next to both of you.
- 3: Trickery Domain Spells. Always prepared: Charm Person, Disguise Self, Invisibility, Pass without Trace; more at 5, 7 and 9.
- 6: Trickster's Transposition. When you create or move your duplicate, you can swap places with it.
- 17: Improved Duplicity. Allies share the duplicate's Advantage; when it ends, someone near it heals your Cleric level.
War Domain
A battle priest: extra weapon attacks from War Priest, +10 to a missed attack, and free Spiritual Weapon.
- 3: Guided Strike. Channel Divinity: add +10 to a missed attack roll by you or a creature within 30 feet.
- 3: War Domain Spells. Always prepared: Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon; more at 5, 7 and 9.
- 3: War Priest. Bonus Action weapon or Unarmed Strike attack; uses = Wis modifier per Short or Long Rest.
- 6: War God's Blessing. Channel Divinity: cast Shield of Faith or Spiritual Weapon without a slot or Concentration (1 minute).
- 17: Avatar of Battle. Resistance to Bludgeoning, Piercing and Slashing damage.