Cleric

Player's Handbook - Wizards of the Coast


"Consider this your last rites"

  Races of the Material Plane have various avenues to tapping into the magical energies that make up their world. Since the energies originate from otherworldly beings it can be difficult to make a direct connection. It stands to reason that entities such as the gods can act as a conduit for chosen followers, asking for piety and worship in return.   Being connected to any god does require a certain amount of focus on that particular god's tenements. If successful in proving to their god that they are worthy, Clerics gain access to some of the most powerful energies, so much so that they can control the flow of life and death. Though their powers often are lauded beyond some of other magic classes, it does come with a caveat. Since they were essentially rewarded these powers after years of following and fulfilling the word of whatever diety they have been chosen by, there is always the chance that these powers could be taken away. Like Warlocks, Clerics gain strength from the bond they create with their patron diety, a relationship that can continually reward or take everything away.   In Demis, Clerics are mostly celebrated as integral to the health and safety of the world at large. Protectors and defensive powerhouses, Clerics continually grace the stories of the greatest of adventuring parties.  

Stats & Equipment

 

Hit Points

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

Proficiencies

Armor:
Light armor, medium armor, shields
 
Weapons:
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

Quick Links

Cleric Class Table

The Cleric

Spell Slots per Spell Level

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

Standard Abilities

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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.
Choose one from here  
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.

Spellcasting

As a conduit for divine power, you can cast cleric spells.
Details
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.  
Spell Slots
  The Cleric table shows how many spell slots you have to cast your spells of lst 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 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.

2nd Level

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.
 

4th Level

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
 

5th Level

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.

Destroy Undead Table
 
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

10th Level

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.
 

Archetypes

Below is the available archetypes that can be used by this class based on their chosen diety:

Divine Domain Options

  1. Knowledge Domain
  2. Life Domain
  3. Light Domain
  4. Nature Domain
  5. Tempest Domain
  6. Trickery Domain
  7. War Domain
  8. Grave Domain
  9. Order Domain
  10. Peace Domain
  11. Forge Domain
  12. Twilight Domain


Cover image: Barfight! by Todd Lockwood

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