Can Cast Spells: Yes
Divine magic flows through clerics like light through stained glass, colored by the beliefs and dogmas of their chosen deities. As conduits of divine power, these devoted servants carry their gods' will into the world through both miracle and mace. Whether you're a humble preacher tending to your flock, a temple guardian protecting sacred ground, or a crusading zealot spreading your faith across the realms, your connection to your deity grants you extraordinary powers to heal, protect, and sometimes destroy.
As a cleric, you stand as the living embodiment of your deity's presence in the mortal world. Your prayers are answered with tangible divine magic that can mend grievous wounds, smite the wicked, or call forth spiritual guardians to aid your cause. The specific nature of your divine powers reflects your deity's domains -- you might command the raw elements as a tempest cleric, preserve life as a healer, or guard the transition between life and death itself. While your magic and martial training make you formidable in combat, your true strength lies in your unshakeable faith and your ability to serve as a beacon of hope and guidance for others.
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per cleric level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
As a conduit for divine power, you can cast cleric spells.
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 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 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 when you finish a long rest. Preparing a new list of 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 symbol as a spellcasting focus for your cleric spells.
You are able to channel one domain related to your deity. Select one cleric subclass. 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.
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 domain 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.
Channel Divinity: 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.
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.
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 ... |
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
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.
--- Spell Slots per Spell Level --- | ||||||||||||
Level |
Proficiency Bonus |
Features |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st | +2 | Spellcasting, Divine Domain | 3 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2nd | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3rd | +2 | --- | 3 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7th | +3 | --- | 4 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9th | +4 | --- | 4 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13th | +5 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15th | +5 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Name | Description |
---|---|
Air Domain | Wind and the sky are the province of the Air domain. |
Balance Domain | Clerics of balance preserve the delicate equilibrium between cosmic forces to ensure all things work as they should. |
Beauty Domain | Clerics of beauty embody all that is lovely, charming, and beautiful in the world. |
Corruption Domain | The Corruption domain embodies the darkness that lurks in all creatures and the act of giving in to evil impulses. |
Creation Domain | Creation domain clerics channel divine power to manifest objects and solve problems through their mastery over making and unmaking. |
Darkness Domain | Darkness domain clerics wield the protective and concealing aspects of shadow, serving deities who use darkness to shelter the vulnerable and aid those who move in the night. |
Earth Domain | Earth domain clerics wield divine authority over stone, soil, and the underground realms, protecting their communities through their connection to the foundational elements of the world. |
Fire Domain | Fire domain clerics channel the primal force of flame, wielding both its civilization-building potential and its destructive power. |
Forge Domain | Gods of the forge are patrons of artisans who work with metal. |
Grave Domain | Gods of the grave watch over the line between life and death. |
Hunt Domain | Hunt domain clerics serve deities of pursuit and protection, channeling divine power to track dangerous creatures and defend frontier communities. |
Justice Domain | Justice domain clerics serve as divine arbiters who bear the lonely burden of dispensing the gods' absolute justice, which often transcends mortal concepts of mercy. |
Knowledge Domain | Clerics of the knowledge domain value learning and understanding above all. |
Life Domain | Clerics of the life domain focus on the vibrant positive energy that sustains all life. |
Light Domain | Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty. |
Madness Domain | Madness domain clerics channel chaotic divine power that can both shatter and expand mortal minds, walking the line between enlightenment and insanity. |
Mercy Domain | Mercy domain clerics serve deities who oversee the delicate balance between healing and mercy-killing, wielding divine power to end suffering in all its forms. |
Moon Domain | Moon domain clerics channel the enigmatic powers of the lunar cycle, mastering both subtle illumination and shadow to reveal hidden truths while obscuring their own presence. |
Mountain Domain | Mountain domain clerics embody the enduring strength and harsh wisdom of the peaks, drawing power from both the physical and spiritual heights of the world's greatest mountains. |
Nature Domain | Clerics of the nature domain are champions who take an active role in advancing the interests of nature. |
Ocean Domain | Ocean domain clerics bridge the divide between land and sea, channeling the primal power of the waves and serving as intermediaries between maritime and terrestrial realms. |
Order Domain | The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. |
Peace Domain | Clerics of the Peace Domain inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. |
Prophecy Domain | Prophecy domain clerics perceive threads of possible futures, serving as oracles who can glimpse destiny while gaining the power to subtly influence its course. |
Repose Domain | Repose domain clerics serve as guardians of death's natural cycle, protecting the transition between life and death while standing firmly against the scourge of undeath. |
Shadow Domain | Shadow domain clerics harness the power of darkness and twilight, operating in the liminal spaces between light and dark with subtle and deceptive magic. |
Speed Domain | Speed domain clerics harness divine power to achieve supernatural quickness, eventually learning to manipulate the flow of time itself through their mastery of velocity and motion. |
Tempest Domain | Clerics of the tempest domain govern storms, sea, and sky. |
Time Domain | Time domain clerics channel the power of temporal forces, serving deities who oversee the endless cycles of existence and grant their followers the ability to perceive and manipulate time itself. |
Travel Domain | Travel domain clerics harness divine power to ensure safe passage and swift movement, serving as both guides for peaceful travelers and protectors against those who would waylay them. |
Trickery Domain | Clerics of the trickery domain are mischief-makers and instigators who stand as a constant challenge to the accepted order. |
Twilight Domain | Clerics of the Twilight Domain bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. |
Tyranny Domain | Tyranny domain clerics channel divine power focused on domination and control, serving those who seek to impose their absolute authority over others. |
War Domain | Clerics of the war domain excel in battle, inspiring others to fight the good fight. |
Water Domain | Water domain clerics wield the diverse powers of water in all its forms, from life-giving rain to devastating floods, serving deities who command the seas, storms, and streams. |
Wilderness Domain | Wilderness domain clerics master both the physical skills and spiritual aspects of the hunt, combining martial prowess with divine magic that aids in tracking and survival. |
Wind Domain | Wind domain clerics channel the primordial power of the air itself, from gentle breezes to raging storms. |
Winter Domain | Winter domain clerics draw power from the harshest season, wielding its force either as protectors who shield communities from winter's wrath or as harbingers who unleash its frozen fury. |
Name | School | Casting Time | Duration | Range | Comp. |
---|---|---|---|---|---|
Guidance | Divination | 1 action | Concentration, up to 1 minute | Touch | V, S |
Light | Evocation | 1 action | 1 hour | Touch | V, M |
Mending | Transmutation | 1 minute | Instantaneous | Touch | V, S, M |
Resistance | Abjuration | 1 action | Concentration, up to 1 minute | Touch | V, S, M |
Sacred Flame | Evocation | 1 action | Instantaneous | 60 feet | V, S |
Spare the Dying | Necromancy | 1 action | Instantaneous | Touch | V, S |
Thaumaturgy | Transmutation | 1 action | Up to 1 minute | 30 feet | V |
Toll the Dead | Necromancy | 1 action | Instantaneous | 60 feet | V, S |
Word of Radiance | Evocation | 1 action | Instantaneous | 5 feet | V, M |
Name | School | Casting Time | Duration | Range | Comp. |
---|---|---|---|---|---|
Bane | Enchantment | 1 action | Concentration, up to 1 minute | 30 feet | V, S, M |
Bless | Enchantment | 1 action | Concentration, up to 1 minute | 30 feet | V, S, M |
Ceremony | Abjuration | 1 hour | Instantaneous | Touch | V, S, M |
Command | Enchantment | 1 action | 1 round | 60 feet | V |
Create or Destroy Water | Transmutation | 1 action | Instantaneous | 30 feet | V, S, M |
Cure Wounds | Evocation | 1 action | Instantaneous | Touch | V, S |
Detect Evil and Good | Divination | 1 action | Concentration, up to 10 minutes | Self | V, S |
Detect Magic | Divination | 1 action | Concentration, up to 10 minutes | Self | V, S |
Detect Poison and Disease | Divination | 1 action | Concentration, up to 10 minutes | Self | V, S, M |
Guiding Bolt | Evocation | 1 action | 1 round | 120 feet | V, S |
Healing Word | Evocation | 1 bonus action | Instantaneous | 60 feet | V |
Inflict Wounds | Necromancy | 1 action | Instantaneous | Touch | V, S |
Protection from Evil and Good | Abjuration | 1 action | Concentration up to 10 minutes | Touch | V, S, M |
Purify Food and Drink | Transmutation | 1 action | Instantaneous | 10 feet | V, S |
Sanctuary | Abjuration | 1 bonus action | 1 minute | 30 feet | V, S, M |
Shield of Faith | Abjuration | 1 bonus action | Concentration, up to 10 minutes | 60 feet | V, S, M |
Name | School | Casting Time | Duration | Range | Comp. |
---|---|---|---|---|---|
Aid | Abjuration | 1 action | 8 hours | 30 feet | V, S, M |
Player's Handbook. Wizards of the Coast, 2014.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA