Cleric

Level Proficiency Bonus Features Channel Divinity Cantrips Known Prepared Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Divine Order - 3 4 2 - - - - - - - -
2 - Channel Divinity 2 - 5 3 - - - - - - - -
3 - Cleric Subclass - - 6 4 2 - - - - - - -
4 - Ability Score Improvement - 4 7 4 3 - - - - - - -
5 +3 Sear Undead -- - 9 4 3 2 - - - - - -
6 - Subclass feature 3 - 10 4 3 3 - - - - - -
7 - Blessed Strikes - - 11 4 3 3 1 - - - - -
8 - Ability Score Improvement - - 12 4 3 3 2 - - - - -
9 +4 - - - 14 4 3 3 3 1 - - - -
10 - Divine Intervention - 5 15 4 3 3 3 2 - - - -
11 - - - - 16 4 3 3 3 2 1 - - -
12 - Ability Score Improvement - - 16 4 3 3 3 2 1 - - -
13 +5 - - - 17 4 3 3 3 2 1 1 - -
14 - Improved Blessed Strikes - - 17 4 3 3 3 2 1 1 - -
15 - - - - 18 4 3 3 3 2 1 1 1 -
16 - Ability Score Improvement - - 18 4 3 3 3 2 1 1 1 -
17 +6 Subclass feature - - 19 4 3 3 3 2 1 1 1 1
18 - - 4 - 20 4 3 3 3 3 1 1 1 1
19 - Epic Boon - - 21 4 3 3 3 3 2 1 1 1
20 - Greater Divine Intervention - - 22 4 3 3 3 3 2 2 1 1
Infobox

Hit Points
Hit Dice d8
1st Level 8 + Con Mod
Level Up 1d8 (or 5) + Con Mod
Proficiencies
Armor Light, Medium, Shields
Weapons Simple
Saving Throws Wis, Cha
Skills (Choose 2) History, Insight, Medicine, Persuasion, Religion
Items
Starting Gold 110 GP
Multiclassing
Ability Score Minimum Wis 13
Armor Light, Medium, Shields

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.

Cantrips. You know three cantrips of your choice from the Cleric spell list.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 1: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3: Cleric Subclass

You gain a Cleric subclass of your choice:

List 4 results

A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Level 5: Sear Undead

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.

Level 7: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.

Divine Strike. The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Greater Divine Intervention

You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.

Cleric Spell List

Table 100 results
NameCastRangeSchool
0 8
GuidanceActionTouchDivination
Mending1 minTouchTransmutation
ResistanceActionTouchAbjuration
Sacred FlameAction60 feetEvocation
Spare the DyingAction15 feetNecromancy
ThaumaturgyAction30 feetTransmutation
Toll the DeadAction60 feetNecromancy
Word of RadianceActionSelfEvocation
1 14
BaneAction30 feetEnchantment
BlessAction30 feetEnchantment
CommandAction60 feetEnchantment
Create or Destroy WaterAction30 feetTransmutation
Cure WoundsActionTouchAbjuration
Detect Evil and GoodActionSelfDivination
Detect MagicActionSelfDivination
Detect Poison and DiseaseActionSelfDivination
Guiding BoltAction120 feetEvocation
Healing WordBonus60 feetAbjuration
Inflict WoundsActionTouchNecromancy
Purify Food and DrinkAction10 feetTransmutation
SanctuaryBonus30 feetAbjuration
Shield of FaithBonus60 feetAbjuration
2 14
AidAction30 feetAbjuration
Augury1 MinuteSelfDivination
Blindness-DeafnessAction120 feetTransmutation
Calm EmotionsAction60 feetEnchantment
Continual FlameActionTouchEvocation
Find TrapsAction120 feetDivination
Gentle ReposeActionTouchNecromancy
Hold PersonAction60 feetEnchantment
Lesser RestorationBonusTouchAbjuration
Locate ObjectActionSelfDivination
Prayer of Healing10 Minutes30 feetAbjuration
SilenceAction120 feetIllusion
Spiritual WeaponBonus60 feetEvocation
Zone of TruthAction60 feetEnchantment
3 16
Animate Dead1 Minute10 feetNecromancy
Aura of VitalityActionSelfAbjuration
Beacon of HopeAction30 feetAbjuration
Bestow CurseActionTouchNecromancy
Clairvoyance10 Minutes1 mileDivination
Create Food and WaterAction30 feetConjuration
Dispel MagicAction120 feetAbjuration
Glyph of Warding1 HourTouchAbjuration
Magic Circle1 Minute10 feetAbjuration
Mass Healing WordBonus60 feetAbjuration
Meld into StoneActionTouchTransmutation
Protection from EnergyActionTouchAbjuration
Remove CurseActionTouchAbjuration
SendingActionUnlimitedDivination
Speak with DeadAction10 feetNecromancy
Spirit GuardiansActionSelfConjuration
4 9
Aura of LifeActionSelfAbjuration
Aura of PurityActionSelfAbjuration
BanishmentAction30 feetAbjuration
Control WaterAction300 feetTransmutation
Death WardActionTouchAbjuration
DivinationActionSelfDivination
Freedom of MovementActionTouchAbjuration
Guardian of FaithAction30 feetConjuration
Stone ShapeActionTouchTransmutation
5 14
Circle of PowerActionSelfAbjuration
Commune1 MinuteSelfDivination
ContagionActionTouchNecromancy
Dispel Evil and GoodActionSelfAbjuration
Flame StrikeAction60 feetEvocation
Geas1 Minute60 feetEnchantment
Greater RestorationActionTouchAbjuration
Hallow24 HoursTouchAbjuration
Insect PlagueAction300 feetConjuration
Legend Lore10 MinutesSelfDivination
Mass Cure WoundsAction60 feetAbjuration
Planar Binding1 Hour60 feetAbjuration
Scrying10 MinutesSelfDivination
Summon CelestialAction90 feetConjuration
6 8
Blade BarrierAction90 feetEvocation
Create Undead1 Minute10 feetNecromancy
HarmAction60 feetNecromancy
HealAction60 feetAbjuration
Heroes' Feast10 MinutesSelfConjuration
Planar Ally10 Minutes60 feetConjuration
SunbeamActionSelfEvocation
Word of RecallAction5 feetConjuration
7 8
Conjure CelestialAction90 feetConjuration
Divine WordBonus30 feetEvocation
EtherealnessActionSelfConjuration
Fire StormAction150 feetEvocation
Plane ShiftActionTouchConjuration
Power Word FortifyAction60 feetEnchantment
Regenerate1 MinuteTouchTransmutation
Symbol1 MinuteTouchAbjuration
8 5
Antimagic FieldActionSelfAbjuration
Control Weather10 MinutesSelfTransmutation
EarthquakeAction500 feetTransmutation
Holy AuraActionSelfAbjuration
SunburstAction150 feetEvocation
9 4
Astral Projection1 hour10 feetNecromancy
GateAction60 feetConjuration
Mass HealAction60 feetAbjuration
Power Word HealAction60 feetEnchantment