Cleric (Class)

Basically devout priests, clerics travel the world in order to spread worship and the overall message of their patron god. They are the mortal twin of the Aasimar, however unlike the Aasimar they have chosen this life for themselves as opposed to being assigned it from birth.

Clerics typically gather in temples of their respective gods throughout the world, however a few can be found traveling and helping those in need or otherwise spreading the word and will of their patron.

## **Quick Build Tips**

Make Wisdom your highest ability score, followed by Strength or Constitution.

## **Traits**

### **Hit Points**

* **Hit Dice:** 1d8 per cleric level
* **Hit Points at 1st Level:** 8 + Constitution modifier
* **Hit Points at Higher Level:** 1d8 (or 5) + 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

### **Starting Equipment**

* (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
* OR starting gold of 5d4 x 10 gp

## **Features**

### **Spellcasting**

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

#### ***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 (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

### **Divine Domain**

Choose one domain related to your deity:
Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life
domain is detailed at the end of the class description and provides
examples of gods associated with it. See the *Player’s Handbook*
for details on all the domains.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: 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 or Feat**

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### **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 Destroy Undead table.

#### ***Destroy Undead Table***

 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.

## **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.

* Knowledge = ioun or vecna
* Life = sunlight or life shit
* Light = rebirth and renewal, truth, vigilance, and beauty
* Nature = nature
* Tempest = storms
* Trickery =
* War =
* Death =
* Forge =
* Grave =