Signup

Clerics are chosen vessels of the divine, wielding sacred power granted by gods, spirits, or cosmic truths.

In Eldareth, where the influence of deities waxes and wanes with mortal faith, clerics serve as conduits between the mortal world and the divine beyond.

Whether protectors of the meek, crusaders of judgment, or seekers of revelation, each cleric channels their god’s will through devotion, discipline, and divine magic.

Their prayers shape reality, their faith shields nations, and their word carries the weight of heaven.

This Cleric embodies the devoted conduit, drawing power from faith as reflected in the classic preparation style – granting daily access to spells based on Wisdom and experience (Wis+Level).

Foundational choices begin at level 1 with Divine Order, determining your path as a martial Protector or knowledgeable Thaumaturge.

Your sacred calling solidifies early at level 2, where you embrace your Subclass, gaining its initial boons and unlocking Channel Divinity with both Turn Undead and your unique Domain option. Level 3 further expands your divine toolkit, adding the versatile Divine Spark and resourceful Harness Divine Power as additional Channel Divinity uses.

From there, the path follows a modern progression, featuring Sear Undead, Blessed Strikes, and a reliable Divine Intervention, creating a Cleric rich in traditional spell access but flowing with contemporary feature pacing.

Core Cleric Traits
Primary Ability Wisdom
Hit Dice 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

Becoming a Cleric...

As a Level 1 Cleric

  • Gain all the traits in the Core Cleric Traits table.
  • Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.

As a Multiclass Cleric

  • Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
  • Gain the Cleric’s level 1 features, which are listed in the Cleric Features table. See the multiclassing rules to determine your available spell slots.
Cleric Class Features Spell Slots per Spell Level
Level Proficiency Bonus Features Channel Divinity Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Order - 3 2 - - - - - - - -
2nd +2 Cleric Subclass, Channel Divinity (Divine Spark)  2 3 3 - - - - - - - -
3rd +2 Channel Divinity (Turn Undead, Harness Divine Power) 2 3 4 2 - - - - - - -
4th +2 Ability Score Improvement, Divine Versatility 2 4 4 3 - - - - - - -
5th +3 Sear Undead 2 4 4 3 2 - - - - - -
6th +3 Subclass feature 3

4 4 3 3 - - - - - -
7th +3 Blessed Strikes

3 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Divine Versatility 3 4 4 3 3 2 - - - - -
9th +4   3 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 3 5 4 3 3 3 2 - - - -
11th +4   3 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Divine Versatility 3 5 4 3 3 3 2 1 - - -
13th +5   3 5 4 3 3 3 2 1 1 - -
14th +5 Improved Blessed Strikes 3 5 4 3 3 3 2 1 1 - -
15th +5   3 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Divine Versatility 3 5 4 3 3 3 2 1 1 1 -
17th +6 Subclass feature 3 5 4 3 3 3 2 1 1 1 1
18th +6   4 5 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 4 5 4 3 3 3 3 2 1 1 1
20th +6 Greater Divine Intervention 4 5 4 3 3 3 3 2 2 1 1  

As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Cleric spells.

Cantrips. You know three cantrips 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 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.

Prepared Spells of Level 1+. 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 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 a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

If another Cleric feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you 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.

Level 1: Divine Order

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).

Level 2: Cleric Subclass

You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. Your choice grants you features when you choose it at 2nd level and again at 6th, and 17th level. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and a unique Channel Divinity option granted by the Subclass you chose at this level (see your domain's description). Each time you use your Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effects 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.

Level 2: Divine Spark

As an action, you expend a use of your Channel Divinity and 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).

Level 3: Turn Undead

As an action, you expend a use of your Channel Divinity and you present your Holy Symbol, censuring Undead creatures. Each Undead 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.

Level 3: Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). 

Level 4: Ability Score Improvement

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

Level 4: Divine Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Level 5: Sear Undead

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.

Level 7: Blessed Strikes

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.

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As an 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.

Level 14: Improved Blessed Strikes

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.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Greater Divine Intervention

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.

Continue Reading

Cleric Subclasses

The following subclasses are available for this class. Options marked (Player's Handbook) or (PHB) refer to the archetype present in both the 2014 and 2024 editions, potentially with minor name variations between versions; players can consult either PHB for the...

Knowledge Domain

The gods of knowledge – such as Io, Eltharel, or Lerathae – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical application of lore. Others...