Cleric

Class Features

Hit Points

Hit Dice: 1d8 per Cleric level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your constitution modifier for each Cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment in addition to what you are granted by your background.

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or © chain mail (if proficient)
  • (a) a light crossbow  and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

The Cleric

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2 2 Channel Divinity (1/rest), Domain Feature 3 3 - - - - - - - -
3 2   3 4 2 - - - - - - -
4 2 Ability Score Improvement 4 4 3 - - - - - - -
5 3 Destroy undead (CR 1/2) 4 4 3 2 - - - - - -
6 3 Channel Divinity (2/rest), Domain Feature 4 4 3 3 - - - - - -
7 3   4 4 3 3 1 - - - - -
8 3 Ability Score Improvement, Destroy Undead (CR 1), Domain Feature 4 4 3 3 2 - - - - -
9 4   4 4 3 3 3 1 - - - -
10 4 Divine Intervention 5 4 3 3 3 2 - - - -
11 4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12 4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 5   5 4 3 3 3 2 1 1 - -
14 5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15 5   5 4 3 3 3 2 1 1 1 -
16 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 6 Destroy Undead (CR 4), Domain Feature 5 4 3 3 3 2 1 1 1 1
18 6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

​​​​​​​At 1st level, 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 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 modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have 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 16, 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 w hen you finish a long rest. Preparing a new list o f cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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 modifier 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 modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
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 sym bol (found in chapter 5) as a spellcasting focus for your cleric spells.

Divine Domain

Choose one Domain related to your deity. each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells – its domain spells – that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the dom ain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from  this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Turn undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Cleric Level Destroys Undead of CR
5 1/2 or lower
8 1 or lower
11 2 or lower
14 3 or lower
17 4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Cleric

Legacy of the Ancients dragonman1985