Cleric

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Cleric Characteristics

Please see pages 56-57 in the *D&D 5e Player's Handbook.*

## Class Features

### Cleric Basics

#### Hit Points

**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

#### Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** All 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:

* (1) a mace or (2) a warhammer (if proficient)
* (1) scale mail, (2) leather armor, or (3) chain mail (if proficient)
* (1) a light crossbow and 20 bolts or (2) any simple weapon
* (1) a priest's pack or (2) an explorer's pack
* A shield and holy symbol

### Spellcasting

As a conduit for divine power. you can cast cleric spells. See the Cleric Spell List page for spells available to clerics.

#### 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.

#### Casting Spells

The following 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 can cast any spell from the Cleric Spell List as long as you have the required spell slot to cast it. You must have a holy symbol of your deity, a book of prayers, or a set of prayer beads to cast any cleric spell.

#### 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: Entropy, Forge, Grave, Knowledge, Life, Light, Nature, Survival, Tempest, Trickery, or War. Each domain is detailed at the bottom of this page, and each one provides examples of gods associated with it. 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. 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: 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. Alternately, you can learn a Feat instead of increasing your ability scores.

### 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 below.

**Destroy Undead**
 8th
 11th
 14th
 17th

### 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.

## Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life. and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus ("radiant") Apollo, emphasizing his influence over the Light domain. and in a different place as Apollo Acesius ("healing"), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each domain's description gives examples of deities who have influence over that domain. The setting of the Extended Realms embraces all the Gods in the published D&D settings, including those of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity. Furthermore, Gods specific to the Extended Realms setting can also be used as a cleric's patron deity. For more information on the Gods of the Extended Realms, please see the Deities page.

### Entropy Domain

Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called “Entropy”: a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant sphere of annihilation is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists.

**Entropy Domain Features**
 2nd
 6th
 8th
 17th

#### Domain Spells

You gain domain spells at the cleric levels listed in the Entropy Domain Spells table. See the Divine Domain class feature for how domain spells work.

Entropy Domain Spells

#### Sanctity of Body

When you choose this domain at 1st level, you perform a ritual to anchor your soul to the Material Plane. You have advantage on death saving throws.

#### Channel Divinity: Arcane Disruption

Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your vicinity.

As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of your next turn, and moves with you, centered on you. While inside the aura, any creature that attempts to cast a spell must first succeed on a Constitution saving throw against your spellcasting DC. If they fail the save, the casting fails and the spell slot is wasted.

#### Channel Divinity: Entropic Retaliation

At 6th level, you can use your Channel Divinity to drain a caster’s magical power. When you succeed on a saving throw against a spell or successfully disrupt a spell using Arcane Disruption, you can force the caster to make a Constitution saving throw against your spellcasting DC. On a failure, the caster loses an additional spell slot of the same level. If they possess no more slots of that level, they instead gain a level of exhaustion.

#### Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cantrip.

#### Emissary of Entropy

At 17th level, you have advantage on saving throws against spells. In addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points for each slot level of the spell.

### Forge Domain

Please see pages 18-19 in *Xanathar's Guide to Everything.*

### Grave Domain

Please see pages 19-20 in *Xanathar's Guide to Everything.*

### Knowledge Domain

Please see pages 59-60 in the *D&D 5e Player's Handbook.*

### Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Water, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

**Life Domain Features**
 2nd
 6th
 8th
 14th
 17th

#### Domain Spells

You gain domain spells at the cleric level listed in the Life Domain Spells Table. See the Divine Domain class feature for how domain spells work.

Life Domain Spells

#### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

#### Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature. the creature regains additional hit points equal to 2 + the spell's level.

#### Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

#### Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

#### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack. you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

#### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

### Light Domain

Please see pages 60-61 in the *D&D 5e Player's Handbook.*

### Nature Domain

Please see pages 61-62 in the *D&D 5e Player's Handbook.*

### Survival Domain

Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.

The gods of primitive and uncivilized races are most likely to hold this domain: lizardfolk god Semuanya and orc goddess Luthic are prime examples of deities whose clerics embrace the Survival domain. They are more likely to remain in their territories, nurturing and protecting their flocks, but fighting fiercely when a threat invades their lairs.

**Survival Domain Features**
 2nd
 6th
 8th
 17th

#### Domain Spells

You gain domain spells at the cleric level listed in the Survival Domain Spells Table. See the Divine Domain class feature for how domain spells work.

Survival Domain Spells

#### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Survival and Nature skills. Your proficiency bonus is doubled for any ability checks you make that use those skills.

#### Stand the Fallen

You learn the *Spare the Dying* cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, you can cast it as a bonus action, and the targeted creature gains 1 hit point instead of becoming stable.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long or short rest.

#### Channel Divinity: Encourage the Troops

Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies.

As an action, you present your holy symbol and invoke the survival instincts your deity represents. Each allied creature that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If their attack hits, the allied creature also regains hit points equal to your cleric level.

#### Channel Divinity: Push the Limits

At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level.

#### Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

#### Protection of the Tribe

Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. You regain the use of this feature when you finish a long rest.

### Tempest Domain

Please see page 62 in the *D&D 5e Player's Handbook.*

### Trickery Domain

Please see pages 62-63 in the *D&D 5e Player's Handbook.*

### War Domain

Please see page 63 in the *D&D 5e Player's Handbook.*