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Cleric

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A cleric serves as an instrument of the divine, channeling sacred power to protect, heal, and strike down the foes of their faith. Whether drawing upon the light of creation or the shadows between the stars, they serve as conduits for the will of the gods, carrying both blessing and judgment to the mortal world.

Clerics walk many paths. Some are wandering healers, others war-priests in gleaming mail, and still others scholars interpreting ancient prophecy. Whatever their calling, their presence is a reminder that the divine is never far away. Mortal doubts mean little when a cleric speaks with the weight of eternity -- and when they act, even the heavens take notice.

As a Cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + 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

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

As a conduit for divine power, 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.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric 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 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.

Divine Domain

Choose one domain related to your deity. 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 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.

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: one is a choice between either Divine Resonance or Spiritual Communion (detailed below) and an additional 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.

The choice between Divine Resonance or Spiritual Communion represents the nature of your early connection to the divine and defines how you experience your deity's power. When you reach 6th level or 18th level, you may change your selection as part of a period of prayer and reflection. Your Channel Divinity ability then uses the new option instead of the old.

Channel Divinity: Divine Resonance
As a bonus action, you present your holy symbol and create a field of divine resonance in a 30-foot radius centered on you. The field moves with you. When you activate this feature, it contains a pool of energy dice equal to your proficiency bonus + your Wisdom modifier (minimum of 3). The dice are d4s.

While the resonance is active, whenever an ally within the area hits a creature with an attack or forces a creature to make a saving throw with a spell, that ally can expend one die from the pool. When a die is expended, the ally chooses one of the following effects:

  • Radiant Strike. The ally deals 1d4 extra radiant damage to the target.
  • Sacred Shield. One creature of the ally's choice within the resonance has 1d4 + your Wisdom modifier hit points restored.

The resonance lasts for 1 minute or until the pool is depleted, whichever comes first.

Channel Divinity: Spiritual Communion
As a bonus action, you present your holy symbol and open your senses to the divine. For 10 minutes, you gain the following benefits:

  • Detect Sacred and Profane. You can sense the presence and number of celestials, fiends, and undead within 60 feet of you. You know their general direction but not their exact location or identity. This sense extends through barriers but is blocked by 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt.
  • Spiritual Awareness. You have advantage on Wisdom (Insight) checks and on Wisdom saving throws.
  • Perceive Magic. You can see a faint aura around any creature within 30 feet that is under the effect of a spell or magical effect. You do not learn the specific spell or effect, only that one is present.

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.

Divine Authority

At 5th level, your growing connection to your deity grants you a more potent expression of divine power. You choose one of the following features: Divine Mandate or Consecrated Aura. Each feature uses your Channel Divinity when activated.

When you reach 17th level, you may change your selection as part of a period of prayer and reflection. Your Divine Authority ability then uses the new option instead of the old.

Divine Authority: Divine Mandate
As an action, your Channel Divinity can now be used to issue a divine mandate to one creature you can see within 60 feet. The creature must make a Wisdom saving throw against your spell save DC. On a failure, you impose one of the following mandates, which lasts for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. A creature that is immune to the charmed condition automatically succeeds on this saving throw.

  • Compel. The creature is compelled to move toward or away from a target of your choice (your decision when you impose the mandate). On each of its turns, the creature must use its movement to travel toward or away from the target by the most direct route available. The creature can still take actions and reactions normally.
  • Silence. The creature is unable to speak, cast spells with verbal components, or activate magic items that require a command word. The creature can still make nonverbal sounds.
  • Stand Fast. The creature's speed becomes 0 and it cannot benefit from any bonus to its speed. It can still take actions and reactions normally.

Beginning at 11th level, the saving throw DC for your Divine Mandate increases by 1. Beginning at 17th level, the saving throw DC for your Divine Mandate increases by 2 instead of 1.

Divine Authority: Consecrated Aura
As an action, your Channel Divinity can now be used to activate a consecrated aura that extends 10 feet from you and lasts for 1 minute. The aura moves with you. When you activate the aura, choose one of the following effects:

  • Aura of Resolve. You and allies within the aura cannot be frightened or charmed. If a creature is already frightened or charmed when it enters the aura or when you activate it, that condition is suppressed for as long as the creature remains within the aura.
  • Aura of Warding. You and allies within the aura have resistance to necrotic damage and damage from spells. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it takes radiant damage equal to your Wisdom modifier (minimum of 1).
  • Aura of Vitality. When you cast a spell that restores hit points to one or more creatures within the aura, one creature of your choice regains additional hit points equal to your Wisdom modifier + your proficiency bonus. Each other creature within the aura healed by the spell regains additional hit points equal to your proficiency bonus only.

Beginning at 11th level, the radius of your consecrated aura increases to 20 feet.

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.


The Cleric

Player's Handbook. Wizards of the Coast, 2014.