Arms and eyes upraised toward the sun and a prayer
on his lips, an Altmer begins to glow with an inner light that
spills out to heal his battle-worn companions.
Chanting a song of glory, a Nord swings his axe
in wide swaths to cut through the ranks of orcs
arrayed against him, shouting praise to the gods with
every foe’s fall. Calling down a curse upon the forces of undeath, a
Dunmer lifts her holy symbol of Azura as light pours from it to
drive back the draugr crowding in on her companions.
Clerics are intermediaries between the mortal world
and the distant planes of the gods. As varied as the gods
they serve, clerics strive to embody the handiwork of
their deities. No ordinary priest, a cleric is imbued with
divine magic. Most clerics are worshipers of the Aedra, however some clerics recieve their blessings from a select few Deadric Princes worshiped as gods in Tamriel. Such as Azura, Nocturnal or Meridia. All the races of Tamriel have pantheons of gods assocatied with thier peoples, however the Cyrodlic Pantheon of the Nine/Eight Divines has become the most popular through the influence of the Empire.
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
armor proficiencies:
Light armour, medium armour, shields
weapon proficiencies:
All simple weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from History, Insight, Medicine,
Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to
the equipment granted 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
spellcasting:
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 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 cleric spells that appear on the cleric column of the
Ritual Spell List and that you have prepared.
Spellcasting Focus
You can use a holy symbol as a
spellcasting focus for your cleric spells.
class features:
Divine Domain
Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. Each
domain is detailed at the end of the class description,
and each one 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.
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.
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
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 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.
subclass options:
Knowledge Domain:
The gods of knowledge, Julianos of the Nine, Jhunal in Nordic mythology, Xarxes of the Altmeri and Bosmeri pantheons, Azura of the Dunmer, value learning and
understanding above all.
Knowledge Domain Spells
1st: Command, Identify
3rd: Augury, Suggestion
5th: Nondetection, Speak with Dead
7th: Arcane Eye, Confusion
9th: Legend Lore, Scrying
Blessings of Knowledge
At 1st level, you learn two languages of your choice.
You also become proficient in your choice of two of the
following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check
you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity
to tap into a divine well of knowledge. As an action,
you choose one skill or tool. For 10 minutes, you have
proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a
creature’s thoughts. You can then use your access to the
creature’s mind to command it. As an action, choose one creature that you can see
within 60 feet of you. That creature must make a
Wisdom saving throw. If the creature succeeds on the
saving throw, you can’t use this feature on it again until
you finish a long rest. If the creature fails its save, you can read its surface
thoughts (those foremost in its mind, reflecting its
current emotions and what it is actively thinking
about) when it is within 60 feet of you. This effect lasts
for 1 minute. During that time, you can use your action to end this
effect and cast the Suggestion spell on the creature
without expending a spell slot. The target automatically
fails its saving throw against the spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Visions of the Past
Starting at 17th level, you can call up visions of the
past that relate to an object you hold or your immediate
surroundings. You spend at least 1 minute in meditation
and prayer, then receive dreamlike, shadowy glimpses
of recent events. You can meditate in this way for a
number of minutes equal to your Wisdom score and
must maintain concentration during that time, as if you
were casting a spell.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Object Reading. Holding an object as you meditate,
you can see visions of the object’s previous
After meditating for 1 minute, you learn how the owner
acquired and lost the object, as well as the m ost recent
significant event involving the object and that
If the object was owned by another creature in the
recent past (within a number of days equal to your
Wisdom score), you can spend 1 additional minute
for each owner to learn the same information about
that creature.
Area Reading. As you meditate, you see visions
of recent events in your immediate vicinity (a room,
street, tunnel, clearing, or the like, up to a 50-foot cube),
going back a number of days equal to your Wisdom
score. For each minute you meditate, you learn about
one significant event, beginning with the most recent.
Significant events typically involve powerful emotions,
such as battles and betrayals, marriages and murders,
births and funerals. However, they might also include
more mundane events that are nevertheless important
in your current situation.
Life Domain:
The gods of life and death, Arkay of the Nine, Shor of the Nords, Tu'whacca of the Redguards, the deadric prince Meridia and gods of compassion and love, chiefly Mara of the Nine, promote vitality and health through healing the sick and wounded,
caring for those in need, and driving away the forces of
death and undeath.
Life Domain Spells
1st: Bless, Close Wounds
3rd: Lesser Restoration, Spiritual Weapon
5th: Beacon of Hope, Revivify
7th: Death Ward, Guardian of Faith
9th: Mass Close Wounds, Hallow
Bonus Proficency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Disciple of Life
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.
Channel Divinity: Preserve Life
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.
Blessed Healer
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.
Divine Strike
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.
Supreme Healing
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.
Light Domain:
Gods of light and fire, chiefly the dragon god Akatosh of the Nine and Nordic pantheons, called Auri-El in the eleven pantheons or Alkosh by the Kahjiit. And gods of the sun, such as Magnus of the Elven and Bretony pantheons, promote the ideals of rebirth and
renewal, truth and vigilance. The god of righteousness, Stendarr of the Nine, is also commonly asscoiated with this domain.
Light Domain Spells
1st: Guiding Bolt, Mark Light
3rd: Branding Smite, Moonbeam
5th: Daylight, Bain of the Undead
7th: Guardian of Faith, Sickening Radiance
9th: Wall of Light, Holy Weapon
Bonus Cantrip
When you choose this dom ain at 1st level, you gain the
Mage Light cantrip if you don’t already know it.
Warding Flare
Also at 1st level, you can interpose divine light between
yourself and an attacking enemy. When you are attacked
by a creature within 30 feet of you that you can see,
you can use your reaction to impose disadvantage on
the attack roll, causing light to flare before the attacker
before it hits or misses. An attacker that can’t be blinded
is immune to this feature.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.
Channel Divinty: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity
to harness sunlight, banishing darkness and dealing
radiant damage to your foes.
As an action, you present your holy symbol, and any
magical darkness within 30 feet of you is dispelled.
Additionally, each hostile creature within 30 feet of
you must make a Constitution saving throw. A creature
takes radiant damage equal to 2d 10 + your cleric level
on a failed saving throw, and half as much damage on a
successful one. A creature that has total cover from you
is not affected.
Improved Flare
Starting at 6th level, you can also use your Warding
Flare feature when a creature that you can see within
30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate
an aura of sunlight that lasts for 1 minute or until you
dismiss it using another action. You emit bright light in
a 60-foot radius and dim light 30 feet beyond that. Your
enemies in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant damage.
Nature Domain:
Gods of nature, Kynareth of the Nine or Kyne in the Nordic pantheon, Y'free or Ius of the Bosmeri pantheon and gods of agriculture like Zenithar of the Nine or Zeht of the Redguards, are varied as the natural world itself. These gods guard against the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger them.
Nature Domain Spells
1st: Animal Friendship, Speak with Animals
3rd: Oakflesh, Spike Growth
5th: Plant Growth, Wind Wall
7th: Dominate Beast, Grasping Vine
9th: Insect Plague, Tree Stride
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice.
You also gain proficiency in one of the following skills of
your choice: Animal Handling, Nature, or Survival.
Bonus Proficency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity
to charm animals and plants.
As an action, you present your holy symbol and invoke
the name of your deity. Each beast or plant creature that
can see you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is
charmed by you for 1 minute or until it takes damage.
While it is charmed by you, it is friendly to you and other
creatures you designate.
Dampen Elements
Starting at 6th level, when you or a creature within 30
feet of you takes acid, cold, fire, lightning, or thunder
damage, you can use your reaction to grant resistance to
the creature against that instance of the damage.
Divine Strike
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 cold, fire, or
lightning damage (your choice) to the target. When you
reach 14th level, the extra damage increases to 2d8.
Master of Nature
At 17th level, you gain the ability to command animals
and plant creatures. While creatures are charmed by
your Charm Animals and Plants feature, you can take
a bonus action on your turn to verbally command what
each of those creatures will do on its next turn.
Tempest Domain:
Gods of the elements, chiefly Kynareth of the Nine, Kyne in the Nordic pantheon or Tava of the Redguards govern storms, sea, and
sky. Inspire fear and awe in the common folk, commanding respect in the power of the natural world, known for swift justice delivered by thunderbolts.
Tempest Domain Spells
1st: Fog Cloud, Thunderwave
3rd: Gust of Wind, Shatter
5th: Lightning Storm, Sleet Storm
7th: Control Water, Ice Storm
9th: Destructive Wave, Maelstrom
Bonus Proficencies
At 1st level, you gain proficiency with martial weapons
and heavy armour.
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw.
The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
You can use this feature a number of times equal to
your Wisdom m odifier (a minimum of once). You regain
all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity
to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can
use your Channel Divinity to deal maximum damage,
instead of rolling.
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large
or smaller creature, you can also push it up to 10 feet
away from you.
Divine Strike
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 thunder damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to
your current walking speed whenever you are not
underground or indoors.
Trickery Domain:
Gods of trickery, chiefly the dead god Lorkhan of the elves, Leki in the Redguard pantheon, Baan Dar in the Khajiiti pantheon or Stuhn of the Nordic pantheon are are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. Gods of beauty and seduction such as Dibella of the Nine are also commonly accosiated with this domain.
Trickery Domain Spells
1st: Calm, Disguise Self
3rd: Mirror Image, Pass Without Trace
5th: Blink, Dispel Magic
7th: Oblivion Door, Polymorph
9th: Dominate Person, Modify Memory
Blessing of the Trickster
Starting when you choose this domain at 1st level, you
can use your action to touch a willing creature other
than yourself to give it advantage on Dexterity (Stealth)
checks. This blessing lasts for 1 hour or until you use
this feature again.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity
to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of
yourself that lasts for 1 minute, or until you lose your
concentration (as if you were concentrating on a spell).
The illusion appears in an unoccupied space that you
can see within 30 feet of you. As a bonus action on your
turn, you can move the illusion up to 30 feet to a space
you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you
were in the illusion’s space, but you must use your own
senses. Additionally, when both you and your illusion
are within 5 feet of a creature that can see the illusion,
you have advantage on attack rolls against that creature,
given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel
Divinity to vanish. As an action, you becom e invisible until the end of your
next turn. You becom e visible if you attack or cast a spell.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with poison—a gift from your deity. 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
poison damage to the target. When you reach 14th level,
the extra damage increases to 2d8.
Improved Duplicity
At 17th level, you can create up to four duplicates
of yourself, instead of one, when you use Invoke
Duplicity. As a bonus action on your turn, you can
move any number of them up to 30 feet, to a maximum
range of 120 feet.
War Domain:
Gods of war, such as Talos of the Nine, Ysmir of the Nordic pantheon, HoonDing of the Redguards, Trinimac of the elves or Malacath of the Orcs, watch over warriors and reward them for their great deeds. Inspiring others to fight the good fight or offering acts of violence as prayers.
War Domain Spells
1st: Divine Favour, Shield of Faith
3rd: Magic Weapon, Spiritual Weapon
5th: Bain of the Undead, Spirit Guardians
7th: Freedom of Movement, Stoneflesh
9th: Flame Strike, Hold Monster
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons
and heavy armour.
War Priest
From 1st level, your god delivers bolts of inspiration to
you while you are engaged in battle. When you use the
Attack action, you can make one weapon attack as a
bonus action.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.
Channel Divinty: Guided Strike
Starting at 2nd level, you can use your Channel Divinity
to strike with supernatural accuracy. When you make
an attack roll, you can use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you
see the roll, but before the DM says whether the attack
hits or misses.
Channel Divinty: War God's Blessing
At 6th level, when a creature within 30 feet of you
makes an attack roll, you can use your reaction to grant
that creature a +10 bonus to the roll, using your Channel
Divinity. You make this choice after you see the roll, but
before the DM says whether the attack hits or misses.
Divine Strike
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 damage of the
same type dealt by the weapon to the target. When you
reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing,
and slashing damage from nonmagical weapons.