The Cleric Class
undefined | Proficiency Modifier | Cantrips Known | 1st Level Spell Slots | 2nd Level Spell Slots | 3rd Level Spell Slots | 4th Level Spell Slots | 5th Level Spell Slots | 6th Level Spell Slots | Features |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | Spellcasting, Subclass I |
2 | +2 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | Subclass II |
3 | +2 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | Harness Divine Energy |
4 | +2 | 3 | 4 | 3 | 0 | 0 | 0 | 0 | Ability Score Improvement |
5 | +3 | 4 | 4 | 3 | 2 | 0 | 0 | 0 | None |
6 | +3 | 4 | 4 | 3 | 3 | 0 | 0 | 0 | Subclass III |
7 | +3 | 4 | 4 | 3 | 3 | 1 | 0 | 0 | Divine Strikes |
8 | +3 | 4 | 4 | 3 | 3 | 2 | 0 | 0 | Ability Score Improvement |
9 | +4 | 4 | 4 | 3 | 3 | 3 | 1 | 0 | Subclass IV |
10 | +4 | 5 | 5 | 3 | 3 | 3 | 2 | 0 | Divine Intervention |
11 | +4 | 5 | 5 | 3 | 3 | 3 | 2 | 1 | None |
12 | +4 | 5 | 5 | 4 | 3 | 3 | 2 | 1 | Ability Score Improvement |
Basic Stats:
Level 1 HP = 6 + your Constitution Modifier; Gaining an additional [1d6 (or 4) + your Constitution Modifier] HP with every additional Cleric Level
Proficiencies
Armor: Light Armor, Bucklers
Weapons: Club, Light Spear, Quarterstaff
Tools: None
Saves: Expertise with Wisdom Saving Throws
Skills: Proficiency with Religion and Choose 2 from History, Insight, Medicine, Nature, or Persuasion
Simple Armor of any type and a Buckler
a Holy Symbol and a Simple Weapon you’re Proficient with
a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope
Features:
Spellcasting:
As a conduit for divine power, you can cast Divine 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, at 5th and 10th Levels.
Spell Slots
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 Divine 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 use a holy symbol as a spellcasting focus for your cleric spells instead of a wand or staff
Channel Divinity (x1):
At 1st level, you gain the ability to channel divine energy directly from your Divine, using that energy to fuel magical effects. You start with a single effect, listed below. When you use your Channel Divinity and have multiple options, 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 Saves, the DC of which is your Spell Save DC. Beginning at 5th level, you can use your Channel Divinity twice between Rests, and at 9th level you can utilize it thrice. When you select at Subclass you gain an additional way to use this feature
Channel Divinity: Burn Undead - As an Action, you present your holy symbol and speak a prayer striking out divine fire to all Undead within 20m of you. Each Undead in that range must make a Charisma Saving Throw, taking 2d10 Radiant Damage on a Failure or half as much on a Success. This Damage increases by 1d10 at 5th, 8th, and 11th Levels. In addition, all Creatures that Fail the Saving Throw are Frightened of you for 1 Minute or until they take Damage from you or an ally
Harness Divine Energy:
Once per Long Rest you can use your Divine’s power to fuel Spells. You can expend a use of your Channel Divinity as a Bonus Action, touching your holy symbol, uttering a prayer, and regaining 1 Spell Slot of your choice up to a Level equal to your Proficiency Bonus
Ability Score Improvement:
When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each
Divine Strikes
Your Melee Attacks deal an additional 1d6 Radiant Damage when using a Weapon you’re Proficient with
Divine Intervention:
When you truly need help you can call upon your Deity themselves to assist you. You implore its assistance and must roll a d20. On an 18 or higher your deity intervenes in the situation. The GM chooses the nature of this assistance; but commonly a higher level Divine Spell could be used at the opportune time. Upon a Success you cannot utilize this ability again for the next week while on a Failure you can retry upon completing a Long Rest. The DC for this is decreased to 17 when you reach Level 12 in this Class
Subclass: You can choose the type of Divine follower that you are at 1st Level, represented by a Domain that comes an assortment of Proficiencies learned by your training in the ways of your chosen place. There are ways to make any of these Domains work for any of the Divines but discuss with your GM how that would affect their world. You gain your Domain’s Features at 2nd Level, Improvements at 6th, and Advancements at 9th.
Death Domain - While commonly this Domain is seen as only subject to the purview of the Death Divine there are many divines which seek to keep the balance of life and death. They don’t seek to kill as many people fear but instead are focused on allowing people to move on through death. They are commonly insightful and tend to the remains of those who have passed on with conviction.
I
Death Proficiencies
You gain Proficiency with all Simple Weapons
You gain Proficiency with Insight or Perception (your choice)
You gain the Cantrip “Spare the Dying”, this doesn’t count against your Cantrips Known
Death Spells - upon reaching the Cleric Level Specified below you can pick from these Death Spells to Prepare
1st - Bane, False Life
3rd - Gentle Repose, Ray of Enfeeblement
5th - Revivify, Vampiric Touch
7th - Blight, Feign Death
9th - Cloudkill, Death Ward
11th - Guardian of Faith, Mass Cure Wounds
II
Channel Divinity - Path to the Grave
Target a Creature you can see within 30m as your Action. Your deathly magic infects its physicality and the next time it takes Damage from you or an ally the Creature becomes Vulnerable to that Damage, which also ends this effect
Death Feature: Living in Death
You can choose any Necromancy Cantrip (regardless of Spell List) and add it your prepared magics, this does not count against your Cantrips Known and you can change your selection any time you gain another Level in this Class
III
Circle of Mortality
When you would utilize a Healing Spell on a Creature with 0HP you double the healing rolled
Your Cantrip (Spare the Dying) is upgraded to form “Revive the Dying”
It now has a Range of 40m, restores HP equal to your Spellcasting Modifier (or double that if cast on a Dying Creature), and has a Bonus Action Casting Time
Sentinel of Death
When an ally within 10m of you takes a Critical Hit you can choose to use your Reaction to nullify that Critical Hit into a normal Hit. You can use this a number of times per Long Rest equal to your Wisdom Modifier
IV
Blackened Magic
When you deal Damage with any Cantrip or a Spell does Necrotic Damage you can add your Wisdom Modifier to the total
Knowledge Domain - Only some Clerics spend their time actually focused on the study of divines and how they impact the world at large. They gain access to large libraries of books and history tomes, sometimes secluding themselves under the Divines of Knowledge or Magic. It is common for these Clerics to be learned but not very powerful, even though some of the most powerful clerics come from this origin.
I
Knowledge Proficiencies - Only some Clerics spend their time actually focused on the study of divines and how they impact the world at large. They gain access to large libraries of books and history tomes, sometimes secluding themselves under the Divines of Knowledge or Magic. It is common for these Clerics to be learned but not very powerful, even though some of the most powerful clerics come from this origin.
Select two of the following to gain Proficiency with: Arcana, History, Nature or Religion
Knowledge Spells - upon reaching the Cleric Level Specified below you can pick from these Knowledge Spells to Prepare
1st - Command, Identify
3rd - Augury, Suggestion
5th - Non-detection, Speak with Dead
7th - Arcane Eye, Locate Creature
9th - Divination, Scrying
11th - Commune, Legend Lore
II
Enhance Knowledge
Whenever you complete a Long Rest select one of your Knowledge Proficiencies, you have Expertise with it
Channel Divinity - Knowledge of the Ages
You can utilize this feature to make a small prayer while channeling your source of magic and focusing on any Toll or Skill, you gain Expertise with the selection for the next Hour
III
Internal Knowledge - At this level, you can use your magic to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an Action, choose one creature that you can see within 30m of you. That creature must make a Wisdom Save vs your Spell Save DC. If the creature Fails, you can begin to read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) while it remains within 30m of you for up to 1 minute.
You can utilize this ability a number of times per long Rest equal to your Proficiency Bonus
During the 1 minute duration you can choose to use your Action to end this effect early and cast the Suggestion spell on the creature without expending a spell slot and without it requiring any Components.
The target automatically Fails its Save against this Spell when utilized in this way. You can utilize this once before you must take a Long Rest to recharge this ability, however if the target succeeds on its Save then you regain the use of this ability after completing a Short Rest instead
IV
Seize Knowledge
You have gained powers over other magics as your Divine connects you with other ways of handling it. You can select any Spell of 4th Level or lower from a Spell List other than the Cleric’s that doesn’t have a Material Component with a Gold Cost. You treat this as a Cleric Spell, but the first time you cast it after completing a Long Rest you do so without expending a Spell Slot
You can change your chosen Spell every time you complete a Long Rest
Life Domain - The members of this Domain will obviously fall commonly under the Divines of goodness, light, medicine, or any kind of helpful goal. They are the most common and also the most sought after type of Cleric as many people cannot brew the potions required to heal illnesses or poisons that require a magical touch and so must seek out a healing cleric to do so.
I
Life Proficiencies
You gain Proficiency with Medicine Checks (or Expertise if you are already Proficient)
You gain Proficiency with Simple Weapons and Medium Armor
Life Spells - upon reaching the Cleric Level Specified below you can pick from these Life Spells to Prepare
1st - Bless, Cure Wounds
3rd - Lesser Restoration, Spiritual Weapon
5th - Beacon of Hope, Revivify
7th - Aura of Life, Guardian of Faith
9th - Aura of Purity, Mass Cure Wounds
11th - Insect Plague, Raise Dead
II
Disciple of Life
Whenever you use a Spell that restores HP to a Creature other than yourself it regains additional HP equal to the Spell Slot used + your Proficiency Bonus
Channel Divinity - Preserve Life
You can utilize your Channel Divinity to heal the badly injured. Using your Action you evoke healing energy from your holy symbol and gain a sphere of magic in your hand that contains an amount of HP equal to 5 * your Cleric Level. As a part of this Action you can pull from this pool of HP and give them to any Creatures within 10m that have less than half their maximum HP. If you do not utilize all this pool of HP you can use a Bonus Action for up to 1 minute to continue to distribute this pool of HP
III
Armor of the Healer
You gain the Mage Armor Spell which you can cast on yourself once per Long Rest without expending a Spell Slot. When this Armor is active and you heal an ally with a Spell for an amount of HP that goes over their Maximum they gain that amount in Shielding
When you utilize the Disciple of Life feature for this Domain you also regain HP equal to the bonus HP from this feature. If this would put you above your Maximum HP you can treat those points as Shielding instead
IV
Supreme Healer
Once per Short Rest you can focus your energy into a healing spell. Instead of rolling treat it as if the maximum amount possible was rolled
Trickery Domain - Divines don’t always give their powers to the best recipients and though the Divine of Trickery does enjoy granting these abilities out many notable clerics of this Domain came from those who tricked even the Divines into lending them their strength before deciding to just go completely crazy and throw caution to the wind afterwards. Not inherently violent however, clerics of Domain have an avoidant nature to combat a lot of the time.
I
Trickery Proficiencies
You gain Proficiency with Stealth or Sleight of Hand (your choice)
You gain Proficiency with the Disguise Kit
Trickery Spells - upon reaching the Cleric Level Specified below you can pick from these Trickery Spells to Prepare
1st - Charm Person, Disguise Self
3rd - Mirror Image, Pass without Trace
5th - Blink, Dispel Magic
7th - Dimension Door, Polymorph
9th - Dominate Person, Modify Memory
11th - Dream, Planar Binding
II
Blessing of the Trickster
You can select a number of Creatures within 8m, up to your Wisdom Modifier, these Creatures have Advantage on Stealth Checks for up to 1 Hour. You can use this once ability once per Short Rest
Channel Divinity - Invoke Duplicity
You can utilize your Action to create a perfect illusion of yourself at a point you can see within 8m that lasts for up to 1 minute. As a Bonus Action on your turn, you can move the illusion up to 10m to a space you can see, but it must remain within 40m of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when your illusion is adjacent to a creature you gain Advantage on Attack Rolls against that creature, given how distracting the illusion is
III
Cloak of Shadows I
You can cloak yourself as a Bonus Action a number of times per day equal to 2* your Proficiency Bonus. This cloak turns you invisible until the start of your next turn
Duplicitous Switch
Whenever you have your Duplicate out you can utilize a Bonus Action to swap places with it instead of moving it
IV
Cloak of Shadows II
This Cloak of Shadows lasts until the end of your next turn now
When you take the Cast of Spell Action and utilize a Trickery Spell you do not lose the Invisible Condition
Vicious Strike
Whenever your Duplicate is adjacent to a Creature and you or an ally you can see deals Damage with a Melee Attack they deal an additional 1d10 Poison Damage. This Damage ignores Resistance to Poison and treats Immunity as just Poison Resistance
War Domain - The War Divine doesn’t pull punches and neither does their Clerics, only seen in theirs or the Divine of Punishment; these Clerics are determined to inflict their Divine’s will, finding themselves halfway between a Cleric and a Paladin.
I
War-Priest Proficiencies
You gain Proficiency with Medium Armor, Heavy Armor, and Shields
You gain Proficiency with all Simple Weapons
You gain Proficiency with Smith’s Tools
War-Priest Spells - upon reaching the Cleric Level Specified below you can pick from these War-Priest Spells to Prepare
1st - Divine Favor, Shield of Faith
3rd - Magical Weapon, Spiritual Weapon
5th - Crusader’s Mantle, Spirit Guardians
7th - Freedom of Movement, Stoneskin
9th - Flamestrike, Guardian of Faith
11th - Holy Weapon, Hold Monster
II
War Priest
Your Divine provides inspiration in combat, allowing you to take the Attack Action as a Bonus Action. You can do so a number of times per Short Rest equal to your Wisdom Modifier
When you utilize this ability you can expend a Spell Slot after Hitting to deal additional Radiant Damage, you roll a number of d6 equal to the Spell Slot Level used and add your Wisdom Modifier to the total
Channel Divinity - Guided Strike
When you make an Attack Roll and hit you can expend a use of this ability as a part of this Action and it becomes a Critical Hit
III
Divine Warrior
You can utilize your Reaction to grant the Guided Strike Channel Divinity to an Ally’s Attack. If they hit you can make a Weapon Attack as a part of this Reaction
War Priest Shield
When you cast any of the War Priest Spells that you have Prepared you can provide this same benefit to an ally adjacent to you. If you do so and lose concentration on the Spell your ally loses it as well
IV
Divine Strikes II
Your Divine Strike ability improves to 1d12 bonus Damage