Cleric

Class Features

Level Proficiency Bonus Features
1st +2 Fighting Style, Spellcasting
2nd +2 Channel Divinity
3rd +2 Divine Domain, Tertiary Slots
4th +2 Ability Score Improvement
5th +2 Magic Fatigue Resistance
6th +3 Divine Domain Feature
7th +3 -
8th +3 Ability Score Improvement, Blessed Strikes
9th +3 -
10th +4 Divine Domain Feature
11th +4 Divine Intervention
12th +4 Ability Score Improvement
13th +4 -
14th +5 Improved Blessed Strikes
15th +5 -
16th +5 Ability Score Improvement, Divine Domain Feature
17th +5 -
18th +6 -
19th +6 Ability Score Improvement
20th +6 Divine Domain Capstone

Hit Points

Class Health Number: 5

Hit Points at 1st Level: 10 + your fighting style health bonus

Hit Points at Higher Levels: 5 + your fighting style health bonus per cleric level after 1st

Proficiencies

Physical and Mental Modifiers

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Strength or Dexterity Modifier.

Your Mental Modifier is your Intelligence, Wisdom, or Charisma Modifier.

Fighting Style

You adopt a particular style of connection to nature as your specialty. Choose one of the following options. Each Fighting style grants you a health bonus at level 1.

At level 7, your fighting style provides you with additional benefits as noted in the Fighting Styles section.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Spellcasting: 1

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 Spellcasting table.

Preparing and Casting Spells. The Cleric Spellcasting table shows how many spell slots you have to cast your cleric spells. To cast one of your 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.

You prepare the list of cleric spells that are available for you to cast. To do so, choose a number of cleric spells from your cleric spell list equal to your Mental modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting Economy. Casting a spell with a Cantrip requires one action. Casting a spell with a Primary or Secondary Spell Slot requires two actions.

Spellcasting Ability. Your Mental Modifier is your spellcasting ability for your cleric spells. The DC for your spell saving throws equals your Mental DC (8 + your proficiency bonus + your Mental 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.

Cleric Spellcasting
Level Cantrips Known Primary Slots Primary Level Secondary Slots Secondary Level Tertiary Slots Tertiary Level
1st 3 0 - 2 1st 0 -
2nd 3 4 1st 2 1st 0 -
3rd 3 4 1st 2 1st 1 2nd
4th 4 4 1st 3 1st 1 2nd
5th 4 4 1st 3 2nd 1 3rd
6th 4 4 2nd 3 2nd 1 3rd
7th 4 4 2nd 3 3rd 1 4th
8th 4 5 2nd 3 3rd 1 4th
9th 4 5 2nd 3 3rd 1 5th
10th 5 5 2nd 3 4th 1 5th
11th 5 5 3rd 3 4th 1 6th
12th 5 5 3rd 4 4th 1 6th
13th 5 5 3rd 4 5th 1 7th
14th 5 5 3rd 4 5th 1 7th
15th 5 5 3rd 4 5th 1 8th
16th 5 5 4th 4 6th 1 8th
17th 5 5 4th 4 6th 1 9th
18th 5 5 4th 5 6th 1 9th
19th 5 5 4th 5 7th 1 9th
20th 5 5 4th 5 7th 2 9th

Channel Divinity: 2

You can channel divine energy directly from your deity to fuel magical effects. You start with one such effect: Turn Undead.

Some Divine Domains grant additional Channel Divinity options when you reach certain levels.

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 must make a Mental DC Wisdom saving throw. If the creature fails its save, 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.

Using Channel Divinity. You must expend a Secondary Spell Slot to use Channel Divinity.

Tertiary Slots: 3

At 3rd level, you gain access to tertiary spell slots, as shown on the Spellcasting table. Refer to the Spellcasting section for the rules governing the casting of tertiary slot spells.

Divine Domain: 3

You choose a Divine Domain that shapes your connection to the divine. Your choice grants you features at 3rd level, and then again at 6th, 10th, and 16th level.

Domains also grant you domain spells at the levels specified in your 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.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1

Magic Fatigue Resistance: 5

When taking the magic action you do not suffer any penalties from the fatigued condition.

Blessed Strikes: 8

You are blessed with divine might in combat. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This increases to 2d8 at level 14

Divine Intervention: 11

You can call on your deity to intervene on your behalf when your need is great.

Divine Intervention. As a 2-action ability, you summon creatures devoted to your God. You can summon a maximum of 4 creatures, their total CR must be no more than your proficiency bonus x2. These creatures return to your god after 1 hour.

This feature requires the use of a tertiary spell slot.

Divine Domain Capstone: 20

You gain the capstone feature for your Divine Domain.