Clerics are conduits for divine power, manifesting it as miraculous magic. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague and poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Check with your DM to learn which deities are in your campaign.
Once you've chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
Spellcasting
See Spellcasting section.
Divine Domain
See Subclass Options section.
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 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.
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.
5th level - 1/2 or lower
8th level - 1 or lower
11th level - 2 or lower
14th level - 3 or lower
17th level - 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 you 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.
You start with the following equipment, in addition to the equipment granted by your background:
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. Your learn additional cleric cantrips of your choice at higher levels.
Preparing and casting spells
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.
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.
To cast one of the cleric 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.
Spellcasting ability
Wisdom is your spellcasting ability for your cleric spells and you use it 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.
Divine Domain
Choose one domain related to your deity: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Tempest, Trickery or War. 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.
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 |