# Cleric

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/cleric.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*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](https://curseofstrahd.app/wiki/spells/spells-by-class.md))

## 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.
