As a
Cleric, you gain the following class
Features.
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 per
Cleric level after 1st
You are proficient with the following
items, in addition to any
Proficiencies provided by your race or
Background.
Armor: Light Armor,
Medium armor,
ShieldsWeapons: simple
WeaponsTools: none
Saving Throws: Wisdom,
CharismaSkills: Choose two from
History,
Insight,
Medicine,
Persuasion, and
ReligionYou start with the following
items, plus anything provided by your
Background.
• (a) a mace or (b) a
Warhammer (if proficient)
• (a)
Scale Mail, (b) Leather
Armor, or (c)
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
As a conduit for divine power, you can cast
Cleric Spells.
CantripsAt
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 SpellsThe
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 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 AbilityWisdom 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.
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 FocusYou can use a holy
Symbol (see "Equipment") as a
Spellcasting focus for your
Cleric Spells.
Choose one domain related to your deity, such as Life. The
Life Domain is detailed at the end of the class description, and 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 SpellsEach 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 of CR
1/2 or lower fails its saving throw against
Your Turn Undead feature, the creature is instantly destroyed.
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.
The
Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through
Healing the sick and wounded, caring for those in need, and driving away the forces of death and
Undeath. Almost any non-evil deity can claim
Influence over this domain, particularly agricultural deities (such as
Chauntea, Arawai, and Demeter), sun gods (such as
Lathander, Pelor, and Re-Horakhty), gods of
Healing or endurance (such as
Ilmater,
Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
When you choose this domain at
1st Level, you gain
Proficiency with
Heavy Armor.
Also starting at
1st Level, your
Healing Spells are more effective. Whenever you use a spell of
1st Level or higher to restore
Hit Points to a creature, the creature regains additional
Hit Points equal to 2 + the spell’s level.
Starting at
2nd Level, you can use your
Channel Divinity to heal the badly injured.
As an
Action, you present your holy
Symbol and evoke
Healing energy that can restore a number of
Hit Points equal to five times your
Cleric level.
Choose any
Creatures within 30 feet of you, and divide those
Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an
Undead or a
Construct.
Beginning at
6th Level, the
Healing Spells you cast on others heal you as well. When you
Cast a Spell of
1st Level or higher that restores
Hit Points to a creature other than you, you regain
Hit Points equal to 2 + the spell’s level.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon
Attack, you can cause the
Attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you would normally roll one or more dice to restore
Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6
Hit Points to a creature, you restore 12.