Cleric

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

Armor Proficiencies: Light, Medium, and Shields armor

Weapon Proficiencies: Simple weapons

Tool Proficiencies: None

Saving Throw Proficiencies: Wisdom and Charisma

Skill Proficiencies: 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:

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 4 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 3 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 1
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 1 1
12th +4 Ability Score Improvement 5 4 3 3 3 1 1
13th +5 5 4 3 3 3 1 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 1 1 1
15th +5 5 4 3 3 3 1 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 1 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 1 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 1 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 2 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 2 2 2 1 1

Class Features

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 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.

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.

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.

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.

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 table.

Cleric 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

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 GM 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.

Cleric Spells

Cleric Spells
Spell Level School Casting Time Range Components Saving Throw
mending 0 Transmutation 1 minute Touch V, S, M None
guidance 0 Divination 1 action Touch None
thaumaturgy 0 Transmutation 1 action 30 feet V None
resistance 0 Abjuration 1 action Touch V, S, M None
sacred flame 0 Evocation 1 action 60 feet V, S Dexterity negates
light 0 Evocation 1 action Touch V, M None or Dexterity negates
bane 1 Enchantment 1 action 30 feet V, S, M Charisma negates
inflict wounds 1 Necromancy 1 action Touch V, S None
healing word 1 Evocation 1 bonus action 60 feet V None
sanctuary 1 Abjuration 1 bonus action 30 feet V, S, M Wisdom negates
detect poison and disease 1 Divination 1 action Self V, S, M None
command 1 Enchantment 1 action 60 feet V Wisdom negates
detect magic 1 Divination 1 action Self V, S None
detect evil and good 1 Divination 1 action Self V, S None
purify food and drink 1 Transmutation 1 action 10 feet V, S None
protection from evil and good 1 Abjuration 1 action Touch V, S, M None
guiding bolt 1 Evocation 1 action 120 feet V, S None
cure wounds 1 Evocation 1 action Touch V, S None
create or destroy water 1 Transmutation 1 action 30 feet V, S, M None
shield of faith 1 Abjuration 1 bonus action 60 feet V, S, M None
continual flame 2 Evocation 1 action Touch V, S, M None
prayer of healing 2 Evocation 10 minutes 30 feet V None
protection from poison 2 Abjuration 1 action Touch V, S None
restoration, lesser 2 Abjuration 1 action Touch V, S None
locate object 2 Divination 1 action Self V, S, M None
calm emotions 2 Enchantment 1 action 60 feet V, S Charisma negates
blindness/deafness 2 Necromancy 1 action 30 feet V Constitution negates
silence 2 Illusion 1 action 120 feet V, S None
enhance ability 2 Transmutation 1 action Touch V, S, M None
hold person 2 Enchantment 1 action 60 feet V, S, M Wisdom negates
augury 2 Divination 1 minute Self V, S, M None
spiritual weapon 2 Evocation 1 bonus action 60 feet V, S None
warding bond 2 Abjuration 1 action Touch V, S, M None
find traps 2 Divination 1 action 120 feet V, S None
gentle repose 2 Necromancy 1 action Touch V, S, M None
aid 2 Abjuration 1 action 30 feet V, S, M None
zone of truth 2 Enchantment 1 action 60 feet V, S Charisma
meld into stone 3 Transmutation 1 action Touch V, S None
bestow curse 3 Necromancy 1 action Touch Wisdom negates
beacon of hope 3 Abjuration 1 action 30 feet None
water walk 3 Transmutation 1 action 30 feet V, S, M None
sending 3 Evocation 1 action Unlimited V, S, M None
create food and water 3 Conjuration 1 action 30 feet V, S None
daylight 3 Evocation 1 action 60 feet V, S None
spirit guardians 3 Conjuration 1 action Self (15-foot radius) V, S, M Wisdom half
animate dead 3 Necromancy 1 minute 10 feet V, S, M None
clairvoyance 3 Divination 10 minutes 1 mile V, S, M None
revivify 3 Necromancy 1 action Touch V, S, M None
magic circle 3 Abjuration 1 minute 10 feet V, S, M None
remove curse 3 Abjuration 1 action Touch V, S None
healing word, mass 3 Evocation 1 bonus action 60 feet V None
speak with dead 3 Necromancy 1 action 10 feet V, S, M None
dispel magic 3 Abjuration 1 action 120 feet V, S None
tongues 3 Divination 1 action Touch V, M None
protection from energy 3 Abjuration 1 action Touch V, S None
glyph of warding 3 Abjuration 1 hour Touch V, S, M Dexterity half or special
stone shape 4 Transmutation 1 action Touch V, S, M None
divination 4 Divination 1 action Self V, S, M None
locate creature 4 Divination 1 action Self V, S, M None
death ward 4 Abjuration 1 action Touch V, S None
banishment 4 Abjuration 1 action 60 feet V, S, M Charisma negates
control water 4 Transmutation 1 action 300 feet V, S, M None or special
freedom of movement 4 Abjuration 1 action Touch V, S, M None
flame strike 5 Evocation 1 action 60 feet V, S, M Dexterity half
geas 5 Enchantment 1 minute 60 feet V Wisdom negates
cure wounds, mass 5 Evocation 1 action 60 feet V, S None
scrying 5 Divination 10 minutes Self V, S, M Wisdom negates
contagion 5 Necromancy 1 action Touch V, S Constitution partial
hallow 5 Evocation 24 hours Touch V, S, M None or Charisma negates
planar binding 5 Abjuration 1 hour 60 feet V, S, M Charisma negates
restoration, greater 5 Abjuration 1 action Touch V, S, M None
dispel evil and good 5 Abjuration 1 action Self V, S, M None or Charisma negates
legend lore 5 Divination 10 minutes Self V, S, M None
insect plague 5 Conjuration 1 action 300 feet V, S, M Constitution half (recurring)
raise dead 5 Necromancy 1 hour Touch V, S, M None
heroes' feast 6 Conjuration 10 minutes 30 feet V, S , M None
heal 6 Evocation 1 action 60 feet V, S None
true seeing 6 Divination 1 action Touch V, S, M None
planar ally 6 Conjuration 10 minutes 60 feet V, S None
harm 6 Necromancy 1 action 60 feet V, S Constitution half
find the path 6 Divination 1 minute Self V, S, M None
create undead 6 Necromancy 1 minute 10 feet V, S, M None
forbiddance 6 Abjuration 10 minutes Touch V, S, M None
word of recall 6 Conjuration 1 action 5 feet V None
blade barrier 6 Evocation 1 action 90 feet Dexterity half
fire storm 7 Evocation 1 action 150 feet V, S Dexterity half
resurrection 7 Necromancy 1 hour Touch V, S, M None
regenerate 7 Transmutation 1 minute Touch V, S, M None
conjure celestial 7 Conjuration 1 minute 90 feet V, S None
etherealness 7 Transmutation 1 action Self V, S None
divine word 7 Evocation 1 bonus action 30 feet V Charisma negates
symbol 7 Abjuration 1 minute Touch V, S, M Varies
plane shift 7 Conjuration 1 action Touch V, S, M None
control weather 8 Transmutation 10 minutes Self (5-mile radius) V, S, M None
holy aura 8 Abjuration 1 action Self V, S, M Constitution negates
earthquake 8 Evocation 1 action 500 feet V, S, M Constitution negates or Dexterity negates or Dexterity half
antimagic field 8 Abjuration 1 action Self (10 foot radius sphere) V, S, M None
astral projection 9 Necromancy 1 hour 10 feet V, S, M None
heal, mass 9 Evocation 1 action 60 feet V, S None
resurrection, true 9 Necromancy 1 hour Touch V, S, M None
gate 9 Conjuration 1 action 60 feet V, S, M None
Cleric-Exclusive Spells
Spell Level School Casting Time Range Components Saving Throw
thaumaturgy 0 Transmutation 1 action 30 feet V None
sacred flame 0 Evocation 1 action 60 feet V, S Dexterity negates
inflict wounds 1 Necromancy 1 action Touch V, S None
sanctuary 1 Abjuration 1 bonus action 30 feet V, S, M Wisdom negates
guiding bolt 1 Evocation 1 action 120 feet V, S None
prayer of healing 2 Evocation 10 minutes 30 feet V None
augury 2 Divination 1 minute Self V, S, M None
spiritual weapon 2 Evocation 1 bonus action 60 feet V, S None
warding bond 2 Abjuration 1 action Touch V, S, M None
beacon of hope 3 Abjuration 1 action 30 feet None
spirit guardians 3 Conjuration 1 action Self (15-foot radius) V, S, M Wisdom half
healing word, mass 3 Evocation 1 bonus action 60 feet V None
divination 4 Divination 1 action Self V, S, M None
flame strike 5 Evocation 1 action 60 feet V, S, M Dexterity half
hallow 5 Evocation 24 hours Touch V, S, M None or Charisma negates
planar ally 6 Conjuration 10 minutes 60 feet V, S None
harm 6 Necromancy 1 action 60 feet V, S Constitution half
forbiddance 6 Abjuration 10 minutes Touch V, S, M None
word of recall 6 Conjuration 1 action 5 feet V None
blade barrier 6 Evocation 1 action 90 feet Dexterity half
conjure celestial 7 Conjuration 1 minute 90 feet V, S None
divine word 7 Evocation 1 bonus action 30 feet V Charisma negates
holy aura 8 Abjuration 1 action Self V, S, M Constitution negates
heal, mass 9 Evocation 1 action 60 feet V, S None