| 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 |
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
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.
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.
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.
| 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 |
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.
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.
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.
At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1
When taking the magic action you do not suffer any penalties from the fatigued condition.
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
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.
You gain the capstone feature for your Divine Domain.