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Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes, where gods dwell, and channel it to bolster allies, heal wounds, and battle foes.

Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that granted their magic. Harnessing divine magic doesn’t rely on a single form of training, though Clerics often learn prayers, rites, and traditions that help them understand and direct the power entrusted to them.

Not every member of a temple or shrine is a Cleric. Some priests are called to a life of temple service, carrying out their devotion through prayer and ritual rather than magic. Many mortals claim to speak for the gods, but few can marshal divine power as a Cleric can.

This version of the Cleric retains the class’s traditional prepared spellcasting, with the number of prepared spells determined by Wisdom and Cleric level and the full list able to be changed after each Long Rest.

Divine Order and the Cleric’s Domain are chosen at 1st level, establishing both the character’s broader sacred role and the specific divine tradition through which their power is expressed. Domains provide their initial identity features and Domain Spells at 1st level, with later subclass features gained at 6th and 17th level.

Channel Divinity is gained at 2nd level and provides Divine Spark, Turn Undead, and the Channel Divinity option granted by the Cleric’s Domain. Harness Divine Power is added at 3rd level, allowing a limited number of Channel Divinity uses to restore spell slots. Later progression follows the modern framework with Sear Undead, Blessed Strikes, Divine Intervention, and Greater Divine Intervention.

The aim is to preserve the Cleric’s broad spell access, daily flexibility, and strong connection to its Domain while giving Channel Divinity several dependable uses throughout the character’s progression.

Core Cleric Traits  
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

Becoming a Cleric

As a Level 1 Character

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 Character

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 Features

Level Proficiency Bonus Features Channel Divinity Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Order, Cleric Subclass - 3 2 - - - - - - - -
2nd +2 Channel Divinity (Divine Spark, Turn Undead, Domain Option) 2 3 3 - - - - - - - -
3rd +2 Harness Divine Power 2 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 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 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 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 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

Level 1: Spellcasting

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

Cantrips

You know three Cleric cantrips of your choice.

When you reach Cleric levels 4 and 10, you learn one additional Cleric cantrip of your choice, as shown in the Cantrips Known column of the Cleric Features table.

Whenever you gain a Cleric level, you can replace one Cleric cantrip you know with another Cleric cantrip of your choice.

Spell Slots

The Cleric Features table shows how many spell slots you have to cast your level 1+ spells.

You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ Cleric spells that are available for you to cast, choosing from the Cleric spell list.

The number of spells you can have prepared equals your Wisdom modifier plus your Cleric level, with a minimum of one spell.

The spells you prepare must be of a level for which you have spell slots.

If another Cleric feature, such as your subclass, grants you spells that are always prepared, those spells don’t count against the number of spells you can prepare with this feature. Those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can replace any or all of the Cleric spells you have prepared with other Cleric spells for which you have spell slots.

Ritual Casting

You can cast a Cleric spell as a Ritual if that spell has the Ritual tag and you have it prepared.

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 additional Cleric cantrip of your choice.

In addition, whenever you make an Intelligence (Arcana or Religion) check, you gain a bonus to the check equal to your Wisdom modifier, with a minimum bonus of +1.

Level 1: Cleric Subclass

You gain a Cleric subclass of your choice.

A Cleric subclass represents your Divine Domain, reflecting a particular aspect of the divine power you serve or embody.

Your subclass grants features when you choose it at Cleric level 1 and again at Cleric levels 6 and 17. Your subclass also grants Domain Spells at the Cleric levels specified in its description.

When you gain Channel Divinity at 2nd level, your subclass also provides a Channel Divinity option associated with your Domain.

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to create supernatural effects.

You begin with Divine Spark and Turn Undead, as described below, and you also gain the Channel Divinity option provided by your Cleric subclass.

Whenever you use Channel Divinity, choose one Channel Divinity option available to you and expend one use of this feature.

You can use Channel Divinity twice. At Cleric level 6, you can use it three times, and at Cleric level 18, you can use it four times, as shown in the Channel Divinity column of the Cleric Features table.

You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

If a Channel Divinity option requires a saving throw, the save DC equals your Cleric spell save DC.

Divine Spark

As a Magic action, you present your Holy Symbol and target another creature you can see within 30 feet of yourself.

Roll 1d8 and add your Wisdom modifier.

Choose one of the following effects:

  • Heal. The target regains Hit Points equal to the total.

  • Harm. The target must make a Constitution saving throw. On a failed save, the target takes Necrotic or Radiant damage, your choice, equal to the total. On a successful save, it takes half as much damage.

The number of d8s you roll increases when you reach certain Cleric levels: 2d8 at level 7, 3d8 at level 13, and 4d8 at level 18.

Turn Undead

As a Magic action, you present your Holy Symbol and censure Undead creatures.

Each Undead of your choice within 30 feet of yourself must make a Wisdom saving throw.

On a failed save, the creature has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far away from you as it can on its turns.

The effect ends early on the creature if it takes damage, if you have the Incapacitated condition, or if you die.

Level 3: Harness Divine Power

You can expend Channel Divinity to replenish a portion of your magical power.

As a Bonus Action, you touch your Holy Symbol, expend one use of Channel Divinity, and regain one expended spell slot.

The slot’s level can be no higher than half your Proficiency Bonus, rounded up.

You can use Harness Divine Power once between Long Rests. You can use it twice between Long Rests starting at Cleric level 6 and three times between Long Rests starting at Cleric level 18.

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 5: Sear Undead

Your divine power burns through creatures affected by your Turn Undead.

Whenever an Undead fails its saving throw against your Turn Undead, roll a number of d8s equal to your Wisdom modifier, with a minimum of one die.

The creature takes Radiant damage equal to the total rolled.

This damage doesn’t end the effects of Turn Undead on that creature.

Level 7: Blessed Strikes

Divine power enhances either your weapon attacks or your spellcasting.

Choose one of the following options. Once chosen, the option can’t be changed unless another feature allows you to do so.

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 upon divine power to produce a miraculous effect.

As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t have a casting time of a Reaction.

As part of the same action, you cast the chosen spell without expending a spell slot or requiring Material components.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes becomes more powerful.

Divine Strike

The extra damage dealt by your Divine Strike increases to 2d8.

Potent Spellcasting

When you cast a Cleric cantrip and deal damage to a creature with it, you can grant vitality to yourself or another creature within 60 feet of yourself.

The chosen creature gains 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

Your ability to call upon divine power reaches its height.

When you use Divine Intervention, you can choose Wish instead of a Cleric spell.

If you cast Wish with Divine Intervention, you can’t use Divine Intervention again until you finish 2d4 Long Rests.

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