Cleric 5
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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1st | +2 | Divine Domain, Feat, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Channel Divinity (1x), Divine Domain feature, Feat | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Specialty Priest feature | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Feat | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Energy Manipulation (CR 1/2; Resist 5) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Channel Divinity (2x), Divine Domain feature, Feat | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Specialty Priest feature | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Energy Manipulation (CR 1; Resist 7), Divine Domain feature, Feat | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Specialty Priest feature | 4 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
10th | +4 | Divine Intervention, Feat | 4 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
11th | +4 | Energy Manipulation (CR 2; Resist 10) | 5 | 4 | 3 | 3 | 2 | 1 | 1 | — | — | — |
12th | +4 | Feat | 5 | 4 | 3 | 3 | 2 | 1 | 1 | — | — | — |
13th | +5 | Specialty Priest feature | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | — |
14th | +5 | Energy Manipulation (CR 3; Resist 12) | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | — |
15th | +5 | Specialty Priest feature | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — |
16th | +5 | Feat | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — |
17th | +6 | Divine Domain feature, Energy Manipulation (CR 4; Resist 15) | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3x) | 5 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 |
19th | +6 | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention Improvement, Feat | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
Class Features
All of the following are class features of the Cleric.Divine Domain
1st-Level Cleric Feature 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.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 can cast it spontaneously. This means you do not need to prepare the spell, but you will lost whatever spell was prepared to that slot before. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Divine DomainsDivine Domain | Description |
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Ancestor Domain | Clerics of the Ancestor Domain honor the spirits of those who came before, calling upon their wisdom and guidance to protect and lead their people. |
Animal Domain | Devoted to the natural world, these clerics form a sacred bond with beasts, channeling primal energy to defend the wild and its creatures. |
Arcana Domain | Clerics of the Arcana Domain wield the mystical power of magic itself, serving as intermediaries between their deity and the arcane forces of the universe. |
Balance Domain | Clerics of the Balance Domain seek harmony in all things, striving to maintain equilibrium between opposing forces such as light and darkness, life and death. |
Cavern Domain | Clerics of the Cavern Domain draw power from the depths of the earth, guarding its hidden places and wielding the stone and darkness within. |
Chaos Domain | These clerics embrace the unpredictable forces of disorder, using chaos as a tool to disrupt the status quo and bring about change. |
Charm Domain | Clerics of the Charm Domain understand the art of persuasion, using their innate allure and divine power to influence hearts and minds. |
Chromatic Dragon Domain | Drawing strength from the primal forces of the chromatic dragons, these clerics channel the destructive and elemental fury of their draconic patrons. |
City Domain | City clerics serve as protectors and guides within urban landscapes, using their divine gifts to maintain order and foster the growth of civilization. |
Community Domain | These clerics dedicate themselves to the well-being of the group, acting as healers, leaders, and protectors within their society. |
Competition Domain | Devoted to personal excellence, clerics of the Competition Domain thrive on challenge, pushing themselves and others to greatness through rivalry and contest. |
Control Domain | Masters of influence and dominion, these clerics use their divine power to assert authority and manipulate the forces around them to maintain order. |
Darkness Domain | Clerics of the Darkness Domain wield the power of shadow, embracing the mysteries and terrors found within the void. |
Death Domain | Clerics of the Death Domain are entrusted with raising undead and wielding necrotic power, using their dark magic to end the lives of the living and spread death. |
Demonic Domain | Clerics of the Demonic Domain channel the chaotic evil of the Pit, wielding infernal power to sow destruction and corruption. |
Destiny Domain | Clerics of the Destiny Domain believe in the unchangeable fate of all beings, shaping and guiding events toward their inevitable outcomes. |
Destruction Domain | These clerics thrive on the raw power of ruin, bringing their deity’s will through acts of violence, chaos, and annihilation. |
Diabolic Domain | Servants of the infernal, clerics of the Diabolic Domain manipulate others and enforce rigid hierarchies through deals and domination. |
Divination Domain | Clerics of the Divination Domain peer into the future, using their connection to their deity to foretell events and unravel the secrets of time. |
Domination Domain | These clerics wield divine authority to bend others to their will, enforcing their god’s vision through sheer force of control. |
Dragon Domain | Clerics of the Dragon Domain revere the majesty and power of dragons, channeling their ancient strength and wisdom in service of their deity. |
Dream Domain | Dream clerics explore the realms of sleep and imagination, using their powers to guide, protect, or manipulate the dreams of others. |
Dwarf Domain | Clerics of the Dwarf Domain are deeply connected to their ancestral roots, embodying the resilience, craftsmanship, and strength of their people. |
Elf Domain | Clerics of the Elf Domain embody the grace, agility, and magical affinity of their people, serving as protectors of elvenkind and their ancient traditions. |
Emotion Domain | These clerics channel the raw power of emotions, influencing the feelings of others to heal, harm, or inspire those around them. |
Evil Domain | Clerics of the Evil Domain revel in malevolence, using their dark powers to spread corruption, fear, and wickedness in the name of their deity. |
Exorcism Domain | These clerics are specialists in combating malevolent spirits and entities, using divine power to banish evil and cleanse the possessed. |
Forge Domain | Clerics of the Forge Domain are masters of creation, channeling divine fire and metalcraft to shape weapons, armor, and wonders from raw materials. |
Gem Dragon Domain | These clerics draw on the psionic power of the gem dragons, using their gifts to harness mental strength and the balance of elemental forces. |
Ghost Domain | Clerics of the Ghost Domain walk the line between life and death, using their connection to spirits to control and commune with the restless dead. |
Glory Domain | These clerics seek honor and fame, leading by example in battle and inspiring others to achieve greatness through deeds of valor. |
Gnome Domain | Clerics of the Gnome Domain embody the curiosity, creativity, and mischievous spirit of their people, using divine magic to innovate and protect. |
Good Domain | Devoted to the ideals of compassion and righteousness, these clerics channel divine light to bring healing and protection to the innocent. |
Grave Domain | Clerics of the Grave Domain oversee the boundary between life and death, ensuring the balance of mortality and preventing the abuse of souls. |
Guardian Domain | These clerics stand as unyielding defenders, using their divine power to shield the weak and protect their allies from harm. |
Halfling Domain | Clerics of the Halfling Domain embody the resilience, luck, and cheerful spirit of their people, using divine blessings to protect their homes and loved ones. |
Hatred Domain | These clerics are fueled by bitterness and vengeance, using their divine power to destroy their enemies and spread malice. |
Hope Domain | Clerics of the Hope Domain inspire others in times of darkness, channeling their divine energy to uplift, heal, and restore faith. |
Hunger Domain | These clerics are driven by insatiable desire, using their divine power to consume and drain the strength of their enemies to feed their endless appetite. |
Hunt Domain | Clerics of the Hunt Domain are relentless predators, channeling divine guidance to track, capture, and bring down their quarry. |
Illusion Domain | These clerics master the art of deception, using divine magic to manipulate reality and confound the senses of those around them. |
Knowledge Domain | Clerics of the Knowledge Domain seek out truth and wisdom, using their divine connection to unlock hidden secrets and guide others with their insight. |
Law Domain | Clerics of the Law Domain uphold order and justice, using their divine authority to enforce rules and bring structure to chaos. |
Liberation Domain | These clerics fight for freedom, breaking chains and overthrowing oppression in the name of their deity’s will. |
Life Domain | Clerics of the Life Domain are devoted to healing and nurturing, channeling divine energy to preserve and protect life. |
Light Domain | Clerics of the Light Domain wield the power of radiance, using their divine light to banish darkness and illuminate the world. |
Luck Domain | These clerics are favored by fortune, using divine intervention to twist fate and bring good fortune to themselves and others. |
Lung Dragon Domain | Clerics of the Lung Dragon Domain channel the wisdom and authority of the celestial dragons, serving as intermediaries between the mortal and divine realms. |
Madness Domain | These clerics embrace the chaos of insanity, wielding unpredictable power to spread confusion and break the minds of their foes. |
Metal Domain | Clerics of the Metal Domain draw upon the strength and resilience of steel, shaping metal and using its durability to defend and create. |
Metallic Dragon Domain | These clerics channel the protective and benevolent nature of metallic dragons, serving as guardians of justice and balance. |
Mind Domain | Clerics of the Mind Domain are masters of psionics and mental fortitude, using their divine powers to control thoughts and strengthen their allies’ resolve. |
Moon Domain | Clerics of the Moon Domain draw power from the cycles of the moon, harnessing its mysterious energy for healing, protection, and transformation. |
Nature Domain | Clerics of the Nature Domain are attuned to the wild, drawing on the forces of earth, sky, and sea to protect the natural world. |
Nobility Domain | These clerics embody leadership and honor, using their divine authority to inspire and guide those in their care. |
Orc Domain | Clerics of the Orc Domain embrace the brutal strength and fierce traditions of their people, channeling divine power to fuel their rage and dominance in battle. |
Order Domain | Clerics of the Order Domain are champions of law and structure, using their divine power to enforce discipline and maintain societal balance. |
Pact Domain | Clerics of the Pact Domain form sacred bonds with powerful entities, using their divine connection to gain extraordinary power in exchange for service. |
Pain Domain | These clerics channel suffering and agony, using the torment of others to fuel their divine magic and bring pain to their foes. |
Patience Domain | Clerics of the Patience Domain understand the value of waiting, using divine foresight and perseverance to achieve long-term goals. |
Peace Domain | These clerics are devoted to harmony, using their divine power to mediate conflict, heal wounds, and promote tranquility. |
Pestilence Domain | Clerics of the Pestilence Domain spread disease and decay, using their divine power to afflict their enemies and bring ruin to the living. |
Plant Domain | These clerics are guardians of the natural world, channeling the power of plants to heal, protect, and aid in the growth of nature. |
Purification Domain | Clerics of the Purification Domain cleanse corruption and evil, using divine light to remove afflictions and restore purity. |
Retribution Domain | These clerics deliver divine vengeance, using their power to strike down those who wrong them or their deity. |
Rune Domain | Clerics of the Rune Domain are masters of ancient symbols and inscriptions, using the power of runes to protect, enhance, and control magical forces. |
Scalykind Domain | Clerics of the Scalykind Domain revere reptiles and serpents, channeling the ancient power of scaled creatures to further their deity’s will. |
Seafolk Domain | These clerics are attuned to the ocean’s depths, drawing on the power of the seas and guiding those who live upon or beneath the waves. |
Slime Domain | Clerics of the Slime Domain embrace the strange and gelatinous, using the mutable nature of ooze to reshape and overwhelm their enemies. |
Spider Domain | Clerics of the Spider Domain wield the web of shadows, channeling the predatory nature of spiders to trap, poison, and destroy their foes. |
Spite Domain | These clerics are fueled by bitterness and revenge, using divine power to inflict suffering on those who have wronged them. |
Stone Domain | Clerics of the Stone Domain are pillars of strength and resilience, using their connection to the earth to shield and protect their allies. |
Strength Domain | These clerics draw upon divine might to enhance their physical power, using brute force to overcome obstacles and defend the weak. |
Summoning Domain | Clerics of the Summoning Domain call forth creatures and spirits, using their divine power to bring forth allies from other planes to serve their will. |
Sun Domain | Clerics of the Sun Domain harness the brilliance and heat of the sun, using its radiance to banish darkness and bring warmth, healing, and destruction. |
Tempest Domain | Clerics of the Tempest Domain wield the power of storms, commanding wind, lightning, and thunder to strike down their enemies and protect their people. |
Temptation Domain | These clerics are masters of desire and manipulation, using divine allure to lead others into indulgence, deception, or ruin. |
Time Domain | Clerics of the Time Domain manipulate the flow of time, using their divine connection to foresee events and alter the course of destiny. |
Travel Domain | These clerics are guardians of wanderers and explorers, using their divine power to guide, protect, and aid those who journey across the world. |
Trickery Domain | Clerics of the Trickery Domain embrace deception and cunning, using illusions and misdirection to outwit their enemies and achieve their goals. |
Twilight Domain | Clerics of the Twilight Domain walk the boundary between day and night, using the soft glow of twilight to bring protection, mystery, and calm. |
Tyranny Domain | These clerics enforce cruel rule and domination, using divine power to bend others to their will and crush opposition. |
Ur-Priest | Ur-Priests reject the idea of worshipping gods, instead viewing them as mere powerful entities and stealing their divine power to fuel their own magic without devotion or reverence. |
War Domain | Clerics of the War Domain are battle-hardened warriors, using divine strength and strategy to lead armies and conquer their foes. |
Wrath Domain | These clerics embody the destructive fury of their deity, unleashing divine vengeance and relentless rage upon those who stand against them. |
Feat
1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Cleric Feature You gain one feat of your choiceSpellcasting
1st-Level Cleric Feature As a conduit for the gods, 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 table. To cast a cleric cantrip, you require a Wisdom score of 10 or higher.Spell Slots
The Cleric table shows how many spell slots you have to cast your divine 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 divine spells that are available for you to cast, choosing from the common spells and any rare spells you know on the cleric spell list. When you do so, choose a number of divine spells equal to the number of spell slots you have available. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. You can prepare six spells, of which four must be 1st-level and two must be 2nd-level. Casting the spell removes it from your list of prepared spells, but you can prepare a spell multiple times. 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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy or unholy symbol of the deity you worship as a spellcasting focus for your cleric spells.Channel Divinity
2nd-Level Cleric Feature You gain the ability to channel divine energy directly from your energy, using that energy to fuel magical effects. You start with three such effects: Turn Undead or Rebuke Undead, depending on the alignment of both you and your deity, harness divine power, 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 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. If both you and your deity are good-aligned, you gain the Turn Undead effect of Channel Divinity. If both your and your deity are evil-aligned, you gain the Rebuke Undead effect of Channel Divinity. If you are neither good nor evil, you gain Turn Undead if your deity is good-aligned and Rebuke Undead if your deity is evil-aligned. If neither you nor your deity are good nor evil-aligned, you choose which effect you gain at 1st level. This cannot be changed while you follow that deity unless you or your deity become good- or evil-aligned.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.Channel Divinity: Rebuke Undead
As an action, you present your unholy symbol and speak a prayer commanding 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 rebuked for 1 minute or until it takes any damage from you or your companions. A creature whose CR is higher than your cleric level is immune to this effect. A rebuked creature must spend its turns following your direct orders, which you can give as a bonus action to any number of rebuked undead under your control. The same command must be given to each. An undead with an Intelligence score of 6 or higher ends this effect immediately if it is issued a suicidal command.Channel Divinity: Harness Divine Power
As a bonus action, you present your holy or unholy symbol and utter a prayer to draw in the divine energy of your god, regaining an expended divine spell slot. This spell slot can be of a level no higher than half your proficiency bonus, but never higher than your Wisdom modifier. This spell slot can only be used for spells you can cast spontaneously, such as those granted by your divine domain.Energy Manipulation
5th-Level Cleric Feature You become more able to control the flow of positive and negative energy, exerting far more power at once. 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 Cleric table above. Additionally, when an undead creature fails its saving throw against your Rebuke Undead feature, the creature gains resistance to positive energy damage and radiant damage equal to a value as shown in the Cleric table above.Divine Intervention
10th-Level Cleric Feature 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 aciton. Describe the assistance you seek, and roll percentile dice (1d100). 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 divine spell or any domain, oath, or circle 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.This is a stub
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Hit Points
Proficiencies
Starting Equipment
As a Cleric, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:- (a) a mace, (b) your deity's favored weapon, or (c) 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 large shield and a holy symbol
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