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Class Cleric

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  • Channel Divinity: (Level 2) 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. edit delete
    • (Level 6) Beginning at 6th level, you can use your Channel Divinity twice between rests. edit delete
    • (Level 18) Beginning at 18th level, you can use it three times between rests. edit delete
  • Channel Divinity: Turn Undead: (Level 2) 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. edit delete
    • Destroy Undead: (Level 5) Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. edit delete
  • Ability Score Improvement: (Level 4) When you reach 4th level you can gain a feat, 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. edit delete
  • Divine Intervention: (Level 10) Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. edit delete
    • (Level 20) At 20th level, your call for intervention succeeds automatically, no roll required. edit delete
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion. edit delete
  • Harness Divine Power (optional): (Level 2) You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

    The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. edit delete
  • Cantrip Versatility (optional): (Level 4) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list. edit delete
  • Blessed Strikes (optional): (Level 8) Replaces the Divine Strike or Potent Spellcasting feature

    You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. edit delete
  • Spellcasting: As a conduit for divine power, you can cast cleric spells. edit delete
    • Cantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrips of your choice at 4th and 10th level. edit delete
    • Preparing and Casting Spells: To cast a spells of 1st level and higher, 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.

      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. edit delete
    • Spell Casting 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 edit delete
    • Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. edit delete
    • Spell Casting Focus: You can use a holy symbol (found as an item) as a spellcasting focus for your cleric spells. edit delete

Modifiers




Variable Text Display



Text Level Req'd Hideable Connected to Edit
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. 2 No Class: Cleric delete
Beginning at 6th level, you can use your Channel Divinity twice between rests. 6 No Class: Cleric delete
Beginning at 18th level, you can use it three times between rests. 18 No Class: Cleric delete
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. 2 No Class: Cleric delete
Ability Score Improvement: When you reach 4th level you can gain a feat, 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. 4 No Class: Cleric delete
Destroy Undead: Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. 5 No Class: Cleric delete
Divine Intervention: Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. 10 No Class: Cleric delete
At 20th level, your call for intervention succeeds automatically, no roll required. 20 No Class: Cleric delete
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion. Yes Class: Cleric delete
Harness Divine Power (optional): You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
2 No Class: Cleric delete
Cantrip Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list. 4 No Class: Cleric delete
Blessed Strikes (optional): Replaces the Divine Strike or Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
8 No Class: Cleric delete
Spellcasting: As a conduit for divine power, you can cast cleric spells. Yes Class: Cleric delete
Cantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrips of your choice at 4th and 10th level. No Class: Cleric delete
Preparing and Casting Spells: To cast a spells of 1st level and higher, 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.

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.
No Class: Cleric delete
Spell Casting 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
No Class: Cleric delete
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. No Class: Cleric delete
Spell Casting Focus: You can use a holy symbol (found as an item) as a spellcasting focus for your cleric spells. No Class: Cleric delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit
weapon_proficiency simple class feature Class: Cleric delete
armor_proficiency light class feature Class: Cleric delete
armor_proficiency medium class feature Class: Cleric delete
armor_proficiency shield class feature Class: Cleric delete