Class

Cleric

Hit die
d8
Saving throws
Charisma, Wisdom

Subclass

Divine Order

Level 1

You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Spellcasting

Level 1

You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Channel Divinity

Level 2

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Cleric Subclasses

Level 3

You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.

Ability Score Improvement

Level 4, 8, 12, 16

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

Sear Undead

Level 5

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.

Blessed Strikes

Level 7

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Divine Intervention

Level 10

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.

Improved Blessed Strikes

Level 14

The option you chose for Blessed Strikes grows more powerful.

Divine Strike. The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Epic Boon

Level 19

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.

Greater Divine Intervention

Level 20

You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.

Cantrips

[Column data]

Channel Divinity

[Column data]

Cleric Spell List

This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.

Table: Cantrips (Level 0 Cleric Spells)

Spell School Special
Guidance Divination C
Light Evocation —
Mending Transmutation —
Resistance Abjuration C
Sacred Flame Evocation —
Spare the Dying Necromancy —
Thaumaturgy Transmutation —

Table: Level 1 Cleric Spells

Spell School Special
Bane Enchantment C
Bless Enchantment C, M
Command Enchantment —
Create or Destroy Water Transmutation —
Cure Wounds Abjuration —
Detect Evil and Good Divination C
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Guiding Bolt Evocation —
Healing Word Abjuration —
Inflict Wounds Necromancy —
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Sanctuary Abjuration —
Shield of Faith Abjuration C

Table: Level 2 Cleric Spells

Spell School Special
Aid Abjuration —
Augury Divination R, M
Blindness/Deafness Transmutation —
Calm Emotions Enchantment C
Continual Flame Evocation M
Enhance Ability Transmutation C
Find Traps Divination —
Gentle Repose Necromancy R, M
Hold Person Enchantment C
Lesser Restoration Abjuration —
Locate Object Divination C
Prayer of Healing Abjuration —
Protection from Poison Abjuration —
Silence Illusion C, R
Spiritual Weapon Evocation C
Warding Bond Abjuration M
Zone of Truth Enchantment —

Table: Level 3 Cleric Spells

Spell School Special
Animate Dead Necromancy —
Beacon of Hope Abjuration C
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Create Food and Water Conjuration —
Daylight Evocation —
Dispel Magic Abjuration —
Glyph of Warding Abjuration M
Magic Circle Abjuration M
Mass Healing Word Abjuration —
Meld into Stone Transmutation R
Protection from Energy Abjuration C
Remove Curse Abjuration —
Revivify Necromancy M
Sending Divination —
Speak with Dead Necromancy —
Spirit Guardians Conjuration C
Tongues Divination —
Water Walk Transmutation R

Level 4 Cleric Spells

Spell School Special
Aura of Life Abjuration C
Banishment Abjuration C
Control Water Transmutation C
Death Ward Abjuration —
Divination Divination R, M
Freedom of Movement Abjuration —
Guardian of Faith Conjuration —
Locate Creature Divination C
Stone Shape Transmutation —

Level 5 Cleric Spells

Spell School Special
Commune Divination R
Contagion Necromancy —
Dispel Evil and Good Abjuration C
Flame Strike Evocation —
Geas Enchantment —
Greater Restoration Abjuration M
Hallow Abjuration M
Insect Plague Conjuration C
Legend Lore Divination M
Mass Cure Wounds Abjuration —
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M

Level 6 Cleric Spells

Spell School Special
Blade Barrier Evocation C
Create Undead Necromancy M
Find the Path Divination C, M
Forbiddance Abjuration R, M
Harm Necromancy —
Heal Abjuration —
Heroes' Feast Conjuration M
Planar Ally Conjuration —
Sunbeam Evocation C
True Seeing Divination M
Word of Recall Conjuration —

Level 7 Cleric Spells

Spell School Special
Conjure Celestial Conjuration C
Divine Word Evocation —
Etherealness Conjuration —
Fire Storm Evocation —
Plane Shift Conjuration M
Regenerate Transmutation —
Resurrection Necromancy M
Symbol Abjuration M

Level 8 Cleric Spells

Spell School Special
Antimagic Field Abjuration C
Control Weather Transmutation C
Earthquake Transmutation C
Holy Aura Abjuration C, M
Sunburst Evocation —

Level 9 Cleric Spells

Spell School Special
Astral Projection Necromancy M
Gate Conjuration C, M
Mass Heal Abjuration —
Power Word Heal Enchantment —
True Resurrection Necromancy M

Cleric Subclasses

Primary Ability Wisdom
Hit Point Die D8 per Cleric level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP

Prepared Spells

[Column data]

Proficiency Bonus

[Column data]

1st

[Column data]

2nd

[Column data]

3rd

[Column data]

4th

[Column data]

5th

[Column data]

6th

[Column data]

7th

[Column data]

8th

[Column data]

9th

[Column data]