Difference between revisions of "SRD5:Cleric"

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{{ambiguous|term=SRD:Cleric}}
 
{{ambiguous|term=SRD:Cleric}}
{{OGL Top}}
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{{5esrd}}{{#set: Canon=true}}
'''Cleric''' is a [[SRD5:Class|class]] in 5th edition and part of the [[SRD-OGL v5.1|SRD]].
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{{tocright}}'''Cleric''' is a [[SRD5:Class|class]] in 5th edition and part of the [[SRD-OGL v5.1|SRD]].
 
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[[Summary::Warrior Priests| ]]
 
==Class Features==
 
==Class Features==
 
As a cleric, you gain the following class features.  
 
As a cleric, you gain the following class features.  
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|classname=Cleric
 
|classname=Cleric
 
|hitdie=8
 
|hitdie=8
|armorprofs=[[SRD5:Light Armor|Light armor]], [[SRD5:Medium Armor|medium armor]] and [[SRD5:Shield|shields]]
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|armorprofs=[[SRD5:Light Armor|Light armor]], {{srd5lc|Medium Armor}} and {{srd5lc|Shield}}s
|weaponprofs=[[SRD5:Simple Weapon|Simple weapons]]
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|weaponprofs=[[SRD5:Simple Weapon|Simple weapon]]s
 
|toolprofs=None
 
|toolprofs=None
 
|saveprofs=Wisdom, Charisma
 
|saveprofs=Wisdom, Charisma
 
|skillnum=two
 
|skillnum=two
 
|skillprofs=History, Insight, Medicine, Persuasion, Religion
 
|skillprofs=History, Insight, Medicine, Persuasion, Religion
|equipment= * ''(a)'' a [[SRD5:Weapon#Mace|mace]] or ''(b)'' a [[SRD5:Weapon#Warhammer|warhammer]] (if [[SRD5:Weapon#Weapon_Proficiency|proficient]])  
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|equipment= * ''(a)'' a {{srd5lc|Mace}} or ''(b)'' a {{srd5lc|Warhammer}} (if {{srd5lc|Proficient}})  
* ''(a)'' [[SRD5:Armor#Scale Mail|scale mail]], ''(b)'' [[SRD5:Armor#Leather Armor|leather armor]], or ''(c)'' [[SRD5:Armor#Chain Mail|chain mail]] (if [[SRD5:Armor#Armor_Proficiency|proficient]])
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* ''(a)'' {{srd5lc|Scale Mail}}, ''(b)'' {{srd5lc|Leather Armor}}, or ''(c)'' {{srd5lc|Chain Mail}} (if proficient)
* ''(a)'' [[SRD5:Weapon#Crossbow, light|light crossbow]] and 20 [[SRD5:Bolt|bolt]]s or ''(b)'' any [[SRD5:Weapon#Simple Weapon|simple weapon]]
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* ''(a)'' {{srd5lc|Light Crossbow}} and 20 {{srd5lc|Bolt}}s or ''(b)'' any simple weapon  
* ''(a)'' a [[SRD5:Adventurer%27s_Gear#Priest.E2.80.99s_Pack|priest’s pack]] or ''(b)'' an [[SRD5:Adventurer%27s_Gear#Explorer.E2.80.99s_Pack|explorer’s pack]]
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* ''(a)'' a {{srd5lc|Priest's Pack}} or ''(b)'' an {{srd5lc|Explorer's Pack}}
* a [[SRD5:Shield|shield]] and a [[SRD5:Holy Symbol|holy symbol]]
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* a shield and a {{srd5lc|Holy Symbol}}
 
}}
 
}}
  
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  {{Spell Row |10|3|2}}
 
  {{Spell Row |10|3|2}}
  
|feature2=[[#Channel Divinity|Channel Divinity]] (1/[[SRD5:Rest|rest]]), [[#Divine Domain Feature|Divine Domain Feature]]
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|feature2=[[#Channel Divinity|Channel Divinity]] (1/{{srd5lc|Rest}}), Divine Domain feature
 
  {{Spell Row |10|3|3}}
 
  {{Spell Row |10|3|3}}
  
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  {{Spell Row |10|4|4|3}}
 
  {{Spell Row |10|4|4|3}}
  
|feature5=[[#Destroy Undead|Destroy Undead]] ([[SRD5:CR|CR]] 1/2)
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|feature5=[[#Destroy Undead|Destroy Undead]] ([[:Category:5e CR 1/2 Monsters|CR 1/2]])
 
  {{Spell Row |10|4|4|3|2}}
 
  {{Spell Row |10|4|4|3|2}}
  
|feature6=[[#Channel Divinity|Channel Divinity]] (2/[[SRD5:Rest|rest]]), [[#Divine Domain Feature|Divine Domain Feature]]
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|feature6=Channel Divinity (2/rest), Divine Domain feature
 
  {{Spell Row |10|4|4|3|2}}
 
  {{Spell Row |10|4|4|3|2}}
  
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  {{Spell Row |10|4|4|3|3|1}}
 
  {{Spell Row |10|4|4|3|3|1}}
  
|feature8=Ability Score Improvement, Destroy Undead ([[SRD5:Monster#Challenge|CR]] 1), [[#Divine Domain Feature|Divine Domain Feature]]
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|feature8=Ability Score Improvement, Destroy Undead ([[:Category:5e CR 1 Monsters|CR 1]]), Divine Domain feature
 
  {{Spell Row |10|4|4|3|3|2}}
 
  {{Spell Row |10|4|4|3|3|2}}
  
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  {{Spell Row |10|5|4|3|3|3|2}}
 
  {{Spell Row |10|5|4|3|3|3|2}}
  
|feature11=Destroy Undead ([[SRD5:Monster#Challenge|CR]] 2)
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|feature11=Destroy Undead ([[:Category:5e CR 2 Monsters|CR 2]])
 
  {{Spell Row |10|5|4|3|3|3|2|1}}
 
  {{Spell Row |10|5|4|3|3|3|2|1}}
  
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  {{Spell Row |10|5|4|3|3|3|2|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|2|1|1}}
  
|feature14=Destroy Undead ([[SRD5:Monster#Challenge|CR]] 3)
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|feature14=Destroy Undead ([[:Category:5e CR 3 Monsters|CR 3]])
 
  {{Spell Row |10|5|4|3|3|3|2|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|2|1|1}}
  
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  {{Spell Row |10|5|4|3|3|3|2|1|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|2|1|1|1}}
  
|feature16=Ability Score Improvement
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|feature16=Ability Score Improvemnet
 
  {{Spell Row |10|5|4|3|3|3|2|1|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|2|1|1|1}}
  
|feature17=Destroy Undead ([[SRD5:Monster#Challenge|CR]] 4), [[#Divine Domain Feature|Divine Domain Feature]]
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|feature17=Destroy Undead ([[:Category:5e CR 4 Monsters|CR 4]]), Divine Domain Feature
 
  {{Spell Row |10|5|4|3|3|3|2|1|1|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|2|1|1|1|1}}
  
|feature18=[[#Channel Divinity|Channel Divinity]] (3/[[SRD5:Rest|rest]])
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|feature18=Channel Divinity (3/rest)
 
  {{Spell Row |10|5|4|3|3|3|3|1|1|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|3|1|1|1|1}}
  
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  {{Spell Row |10|5|4|3|3|3|3|2|1|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|3|2|1|1|1}}
  
|feature20=Divine Intervention Improvement
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|feature20=Divine Intervention improvement
 
  {{Spell Row |10|5|4|3|3|3|3|2|1|1|1}}
 
  {{Spell Row |10|5|4|3|3|3|3|2|1|1|1}}
  
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===Spellcasting===
 
===Spellcasting===
As a conduit for divine power, you can cast [[SRD5:Spells#Cleric Spells|cleric spells]].  
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{{#set: Features=Spellcasting}}As a conduit for divine power, you can cast cleric {{srd5lc|Spell}}s.  
  
 
====Cantrips====
 
====Cantrips====
At 1st level, you know three cantrips of your choice from the [[SRD5:Spells#Cleric Spells|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.  
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At 1st level, you know three {{srd5lc|Cantrip}}s of your choice from the {{srd5lc|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====
 
====Preparing and Casting Spells====
The Cleric table shows how many [[SRD5:Spell Slot|spell slot]]s you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the [[SRD5:Spell Level|spell’s level]] or higher. You regain all expended spell slots when you finish a [[SRD5:Resting|long rest]].  
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The Cleric table shows how many {{srd5lc|Spell Slot}}s you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the {{srd5lc|Spell Level|spell’s level}} or higher. You regain all expended spell slots when you finish a [[SRD5:Long Rest|long rest]].  
  
You prepare the list of [[SRD5:Spells#Cleric Spells|cleric spells]] that are available for you to cast, choosing from the [[SRD5:Spells|cleric spell]] list. When you do so, choose a number of [[SRD5:Spells#Cleric Spells|cleric spells]] equal to your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom modifier]] + your cleric level (minimum of one [[SRD5:Spells#Cleric Spells|spell]]). The [[SRD5:Spells#Cleric Spells|spell]]s must be of a level for which you have [[SRD5:Spells#Cleric Spells|spell]] slots.  
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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 [[SRD5:Ability Modifier|Wisdom modifier]] + your cleric {{srd5lc|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 [[SRD5:Spells#Cleric Spells|spell]] slots. With a [[SRD5:Using_Ability_Scores|Wisdom]] of 16, your list of [[SRD5:Prepared Spell|prepared spells]] can include six [[SRD5:Spells#Cleric Spells|spells]] of 1st or 2nd level, in any combination. If you prepare the 1st-level [[SRD5:Spells#Cleric Spells|spell]] ''[[SRD5:Cure Wounds|cure wounds]]'', you can cast it using a 1st-level or 2nd-level slot. Casting the [[SRD5:Spells#Cleric Spells|spell]] doesn’t remove it from your list of prepared [[SRD5:Spells#Cleric Spells|spells]].  
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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 {{srd5lc|Prepared Spell}}s can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-­level spell ''{{srd5lc|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 [[SRD5:Spells#Cleric Spells|spells]] when you finish a [[SRD5:Long Rest|long rest]]. Preparing a new list of [[SRD5:Spells#Cleric Spells|cleric spells]] requires time spent in prayer and meditation: at least 1 [[SRD5:Minute|minute]] per [[SRD5:Spell Level|spell level]] for each [[SRD5:Spells#Cleric Spells|spell]] on your list.  
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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 {{srd5lc|Minute}} per spell level for each spell on your list.  
  
 
====Spellcasting Ability====
 
====Spellcasting Ability====
[[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] is your spellcasting ability for your [[SRD5:Spells#Cleric Spells|cleric spells]]. The power of your [[SRD5:Spell|spells]] comes from your devotion to your deity. You use your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] whenever a [[SRD5:Spells#Cleric Spells|cleric spell]] refers to your [[SRD5:Spellcasting#Spellcasting_Ability|spellcasting ability]]. In addition, you use your [[SRD5:Ability Modifier|Wisdom modifier]] when setting the Spell [[SRD5:Saving Throw|saving throw]] [[SRD5:DC|DC]] for a [[SRD5:Spells#Cleric Spells|cleric spell]] you cast and when making an attack roll with one.  
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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 {{srd5lc|Spellcasting Ability}}. In addition, you use your Wisdom modifier when setting the [[SRD5:Spell Saving Throw|saving throw]] [[SRD5:DC|DC]] for a cleric spell you cast and when making an attack roll with one.  
  
'''[[SRD5:Spell Save DC|Spell save DC]]''' = 8 + your [[SRD5:Using_Ability_Scores#Proficiency_Bonus|proficiency bonus]] + your [[SRD5:Using_Ability _Scores#Wisdom|Wisdom modifier]]
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'''[[SRD5:Spell Save DC|Spell save DC]]''' = 8 + your {{srd5lc|Proficiency Bonus}} + your Wisdom modifier  
  
'''[[SRD5:Spellcasting#Spellcasting_Ability|Spell attack modifier]]''' = your [[SRD5:Using_Ability_Scores#Proficiency_Bonus|proficiency bonus]] + your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom modifier]]
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'''[[SRD5:Spell Attack Modifier|Spell attack modifier]]''' = your proficiency bonus + your Wisdom modifier  
  
 
====Ritual Casting====
 
====Ritual Casting====
You can cast a [[SRD5:Spells#Cleric Spells|cleric spell]] as a [[SRD5:Ritual|ritual]] if that [[SRD5:Spells#Cleric Spells|spell]] has the [[SRD5:Ritual|ritual]] tag and you have the [[SRD5:Spells#Cleric Spells|spell]] prepared.  
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You can cast a cleric spell as a {{srd5lc|Ritual}} if that spell has the ritual tag and you have the spell prepared.  
  
 
====Spellcasting Focus====
 
====Spellcasting Focus====
You can use a holy symbol (see “[[SRD5:Equipment|Equipment]]”) as a [[SRD5:Spellcasting Focus|spellcasting focus]] for your [[SRD5:Spells#Cleric Spells|cleric spells]].
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You can use a holy symbol (see “[[#Equipment|Equipment]]”) as a {{srd5lc|Spellcasting Focus}} for your cleric spells.  
  
 
===Divine Domain===
 
===Divine Domain===
Choose one domain related to your deity, such as [[#Life Domain|Life]]. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you [[#Domain Spell|domain spell]]s and other features when you choose it at 1st level. It also grants you additional ways to use [[#Channel Divinity|Channel Divinity]] when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  
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{{#set: Features=Divine Domain}}Choose one [[SRD5:Divine Domain|domain]] related to your [[deity]].
 +
 
 +
Your choice grants you {{srd5lc|Domain Spell}}s and other features when you choose it at 1st level. It also grants you additional ways to use [[#Channel Divinity|challen divinity]] when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  
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 +
====Divine Domains====
 +
{{beyondsrd}}
 +
''The SRD lists only the {{SRD5|Life Domain}}. Below is a list of divine domains, official and unofficial.''<br />
 +
({{#ask: [[Category:5e Divine Domains]]|format=count}} official and unofficial divine domains).
 +
{{#ask: [[Category:5e Divine Domains]]
 +
|?Features
 +
|?Summary
 +
|?Author=Source
 +
|mainlabel=Divine Domain
 +
|headers=plain
 +
|format=broadtable
 +
|class=zebra small leftall sortable
 +
|sep=,&ensp;
 +
|limit=500
 +
|default=None created yet! Why don't you add your own?
 +
}}
 +
{{Canon:5e Rule Tip/Divine Strike vs. Potent Spellcasting}}
  
 
====Domain Spells====
 
====Domain Spells====
Each domain has a list of spells — its [[#Domain Spell|domain spells]] — that you gain at the cleric levels noted in the domain description. Once you gain a [[#Domain Spell|domain spell]], you always have it prepared, and it doesn’t count against the number of [[SRD5:Spells#Cleric Spells|spells]] you can prepare each day. If you have a [[#Domain Spell|domain spell]] that doesn’t appear on the [[SRD5:Spells#Cleric Spells|cleric spell]] list, the spell is nonetheless a [[SRD5:Spells#Cleric Spells|cleric spell]] for you.  
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Each [[SRD5:Divine Domain|domain]] has a list of {{srd5lc|Spell}}s — 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 {{srd5lc|Cleric Spell}} list, the spell is nonetheless a cleric spell for you.
  
===Channel Divinity===
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===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: [[#Channel divinity: Turn Undead|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.  
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{{#set: Features=Channel Divinity}}At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel [[SRD5:Magic|magic]]al effects. You start with two such effects: [[#Channel Divinity: Turn Undead|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 [[SRD5:Resting|short or long rest]] to use your Channel Divinity again.  
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When you use your Channel Divinity, you choose which effect to create. You must then finish a [[SRD5:Short Rest|short]] or long rest to use your Channel Divinity again.  
  
Some Channel Divinity effects require [[SRD5:Saving Throw|saving throws]]. When you use such an effect from this class, the DC equals your [[SRD5:Spells|cleric spell]] save DC.  
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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 [[SRD5:Resting|rests]], and beginning at 18th level, you can use it three times between [[SRD5:Resting|rests]]. When you finish a [[SRD5:Resting|short or long rest]], you regain your expended uses.  
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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====
 
====Channel Divinity: Turn Undead====
As an [[SRD5:Action|action]], you present your holy symbol and speak a prayer censuring the [[SRD5:Undead|undead]]. Each undead that can see or hear you within 30 feet of you must make a [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] [[SRD5:Saving Throw|saving throw]]. If the creature fails its [[SRD5:Saving Throw|saving throw]], it is ''turned'' for 1 minute or until it takes any damage.  
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As an {{srd5lc|Action}}, you present your holy symbol and speak a prayer censuring the {{srd5lc|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 [[SRD5:Turn|turn]]s trying to [[SRD5:Movement|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 [[SRD5:Reaction|reaction]]s. For its action, it can use only the [[SRD5:Dash|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 [[SRD5:Dodge|Dodge]] action.
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A turned creature must spend its {{srd5lc|Turn}}s trying to [[SRD5:Movement|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 {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|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 {{srd5lc|Dodge}} action.  
  
 
===Ability Score Improvement===
 
===Ability Score Improvement===
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|ability score]] of your choice by 2, or you can increase two [[SRD5:Ability Score|ability scores]] of your choice by 1. As normal, you can’t increase an [[SRD5:Ability Score|ability score]] above 20 using this feature.  
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{{#set: Features=Ability Score Improvement}}When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one {{srd5lc|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.  
  
 
===Destroy Undead===
 
===Destroy Undead===
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly [[SRD5:Destroyed|destroyed]] if its [[SRD5:Challenge Rating|challenge rating]] is at or below a certain threshold, as shown in the Destroy Undead table.  
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{{#set: Features=Destroy Undead}}Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly {{srd5lc|Destroyed}} if its {{srd5lc|Challenge Rating}} is at or below a certain threshold, as shown in the Destroy Undead table.  
  
 
{|class="zebra"
 
{|class="zebra"
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===Divine Intervention===
 
===Divine Intervention===
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
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{{#set: Features=Devine 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 [[SRD5:Percentile Dice|percentile dice]]. If you roll a number equal to or lower than your cleric level, your deity intervenes. The [[SRD5:GM|GM]] chooses the nature of the intervention; the effect of any [[SRD5:Spells#Cleric Spells|cleric spell]] or cleric [[#Domain Spell|domain spells]] 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 [[SRD5:Resting|long rest]].
 
 
 
At 20th level, your call for intervention succeeds automatically, no roll required.
 
 
 
==Divine Domains==
 
===Knowledge Domain===
 
The gods of knowledge - including Oghma, Boccob, Gilean, Aureon, and Thoth - value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge pro mote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Knowledge Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Command|command]], [[SRD5:Identify|identify]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Augury|augury]], [[SRD5:Suggestion|suggestion]]'' 
 
|-
 
|5th
 
|''[[SRD5:Nondetection|nondetection]], [[SRD5:Speak With Dead|speak with dead]]''
 
|-
 
|7th
 
|''[[SRD5:Arcane Eye|arcane eye]], [[SRD5:Confusion|confusion]]''
 
|-
 
|9th
 
|''[[SRD5:Legend Lore|legend lore]], [[SRD5:Scrying|scrying]]''
 
|}
 
 
 
====Blessings of Knowledge====
 
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: [[SRD5:Using_Ability_Scores#Arcana|Arcana]], [[SRD5:Using_Ability_Scores#History|History]], [[SRD5:Using_Ability_Scores#Nature|Nature]], or [[SRD5:Using_Ability_Scores#Religion|Religion]].
 
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
 
 
 
====Channel Divinity: Knowledge of the Ages====
 
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
 
 
 
====Channel Divinity: Read Thoughts====
 
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
 
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
 
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the [[SRD5:Suggestion|suggestion]] spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
 
 
 
====Potent Spellcasting====
 
At 8th level, you add your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] modifier to the damage you deal with any cleric cantrip.
 
 
 
====Visions of the Past====
 
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] score and must maintain concentration during that time, as if you were casting a spell.
 
Once you use this feature, you can't use it again until you finish a short or long rest.
 
 
 
'''''Object Reading.'''''
 
Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] score), you can spend 1 additional minute for each owner to learn the same information about that creature.
 
 
 
'''''Area Reading.'''''
 
As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your [[SRD5:Wisdom|Wisdom]] score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
 
 
 
===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 Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Life Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Bless|bless]], [[SRD5:Cure Wounds|cure wounds]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Lesser Restoration|lesser restoration]], [[SRD5:Spiritual Weapon|spiritual weapon]]'' 
 
|-
 
|5th
 
|''[[SRD5:Beacon of Hope|beacon of hope]], [[SRD5:Revivify|revivify]]''
 
|-
 
|7th
 
|''[[SRD5:Death Ward|death ward]], [[SRD5:Guardian of Faith|guardian of faith]]''
 
|-
 
|9th
 
|''[[SRD5:Mass Cure Wounds|mass cure wounds]], [[SRD5:Raise Dead|raise dead]]''
 
|}
 
 
 
====Bonus Proficiency====
 
When you choose this domain at 1st level, you gain proficiency with [[SRD5:Armor#Heavy Armor|heavy armor]].
 
 
 
====Disciple of Life====
 
Also starting at 1st level, your [[SRD5:Heal|heal]]ing spells are more effective. Whenever you use a spell of 1st level or higher to restore [[SRD5:Hit Point|hit point]]s 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 [[SRD5:Hit Point Maximum|hit point maximum]]. You can’t use this feature on an undead or a [[SRD5:Construct|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 [[SRD5:Weapon Attack|weapon attack]], you can cause the attack to deal an extra 1d8 [[SRD5:Damage_and_Healing#Radiant|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===
 
Gods of light-including Hehn, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty-promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of those gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry. who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of (heir gods' discerning vision, charged with chasing away lies and burning away darkness.
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Light Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Burning Hands|burning hands]], [[SRD5:Faerie Fire|faerie fire]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Flaming Sphere|flaming sphere]], [[SRD5:Scorching Ray|scorching ray]]'' 
 
|-
 
|5th
 
|''[[SRD5:Daylight|daylight]], [[SRD5:Fireball|fireball]]''
 
|-
 
|7th
 
|''[[SRD5:Guardian of Faith|guardian of faith]], [[SRD5:Wall of Fire|wall of fire]]''
 
|-
 
|9th
 
|''[[SRD5:Flame Strike|flame strike]], [[SRD5:Scrying|scrying]]''
 
|}
 
 
 
====Bonus Cantrip====
 
When you choose this domain at 1st level, you gain the ''[[SRD5:Light|light]]'' cantrip if you don't already know it.
 
 
 
====Warding Flare====
 
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
 
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 rest.
 
 
 
====Channel Divinity: Radiance of the Dawn====
 
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing [[SRD5:Damage_and_Healing#Radiant|radiant]] damage to your foes.
 
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feel of you must make a [[SRD5:Using_Ability_Scores#Constitution|Constitution]] [[SRD5:Saving_Throw|saving throw]]. A creature takes [[SRD5:Damage_and_Healing#Radiant|radiant]] damage equal to 2d10 + your c1eric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
 
 
 
====Improved Flare====
 
Beginning at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
 
 
 
====Potent Spellcasting====
 
At 8th level, you add your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] modifier to the damage you deal with any [[SRD5:Spells#Cleric|cleric cantrip]].
 
 
 
====Corona of Light====
 
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
 
 
 
===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 Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Life Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Bless|bless]], [[SRD5:Cure Wounds|cure wounds]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Lesser Restoration|lesser restoration]], [[SRD5:Spiritual Weapon|spiritual weapon]]'' 
 
|-
 
|5th
 
|''[[SRD5:Beacon of Hope|beacon of hope]], [[SRD5:Revivify|revivify]]''
 
|-
 
|7th
 
|''[[SRD5:Death Ward|death ward]], [[SRD5:Guardian of Faith|guardian of faith]]''
 
|-
 
|9th
 
|''[[SRD5:Mass Cure Wounds|mass cure wounds]], [[SRD5:Raise Dead|raise dead]]''
 
|}
 
 
 
====Bonus Proficiency====
 
When you choose this domain at 1st level, you gain proficiency with [[SR5:Heavy Armor|heavy armor]].
 
 
 
====Disciple of Life====
 
Also starting at 1st level, your [[SRD5:Heal|heal]]ing spells are more effective. Whenever you use a spell of 1st level or higher to restore [[SRD5:Hit_Point|hit point]]s 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 [[SRD5:Hit_Point_Maximum|hit point maximum]]. You can’t use this feature on an undead or a [[SRD5:Construct|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 [[SRD5:Making_an_Attack|weapon attack]], you can cause the attack to deal an extra 1d8 [[SRD5:Damage_and_Healing#Radiant|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.
 
 
 
===Nature Domain===
 
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silva nus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Nature Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Animal Friendship|animal friendship]], [[SRD5:Speak with Animals|speak with animals]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Barkskin|barkskin]], [[SRD5:Spike Growth|spike growth]]'' 
 
|-
 
|5th
 
|''[[SRD5:Plant Growth|plant growth]], [[SRD5:Wind Wall|windwall]]''
 
|-
 
|7th
 
|''[[SRD5:Dominate Beast|dominate beast]], [[SRD5:Grasping Vine|grasping vine]]''
 
|-
 
|9th
 
|''[[SRD5:Insect Plague|insect plague]], [[SRD5:Tree Stride|tree stride]]''
 
|}
 
 
 
====Acolyte of Nature====
 
At 1st level, you learn one [[SRD5:Spells#Druid_Spells|druid cantrip]] of your choice. You also gain proficiency in one of the following skills of your choice: [[SRD5:Using_Ability_Scores#:Animal Handling|Animal Handling]], [[SRD5:Using_Ability_Scores#Nature|Nature]], or [[SRD5:Using_Ability_Scores#Survival|Survival]].
 
 
 
====Bonus Proficiency====
 
Also at 1st level, you gain proficiency with [[SRD5:Heavy Armor|heavy armor]].
 
 
 
====Channel Divinity: Charm Animals and Plants====
 
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
 
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
 
 
 
====Dampen Elements====
 
Starting at 6th level, when you or a creature within 30 feet of you takes [[SRD5:Damage_and_Healing#Acid|acid]], [[SRD5:Damage_and_Healing#Cold|cold]], [[SRD5:Damage_and_Healing#Fire|fire]], [[SRD5:Damage_and_Healing#Lightning|lightning]], or [[SRD5:Damage_and_Healing#Thunder|thunder]] damage, you can use your reaction to grant [[SRD5:Damage_and_Healing#Resistance|resistance]] to the creature against that instance of the damage.
 
 
 
====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 [[SRD5:Damage_and_Healing#Cold|cold]], [[SRD5:Damage_and_Healing#Fire|fire]], [[SRD5:Damage_and_Healing#Lightning|lightning]] damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
 
  
====Master of Nature====
+
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll {{srd5lc|Percentile Dice}}. If you roll a number equal to or lower than your cleric level, your deity intervenes. The {{SRD5|GM}} chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.  
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
 
  
===Tempest Domain===
+
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.  
Gods whose portfolios include the Tempest domain including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor-govern storms, sea, and
 
sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Tempest Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Fog Cloud|fog cloud]], [[SRD5:Thunderwave|thunderwave]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Gust of Wind|gust of wind]], [[SRD5:Shatter|shatter]]'' 
 
|-
 
|5th
 
|''[[SRD5:Call Lightning|call lightning]], [[SRD5:Sleet Storm|sleet storm]]''
 
|-
 
|7th
 
|''[[SRD5:Control Water|control water]], [[SRD5:Ice Storm|ice storm]]''
 
|-
 
|9th
 
|''[[SRD5:Destructive Wave|destructive wave]], [[SRD5:Insect Plague|insect plague]]''
 
|}
 
 
 
====Bonus Proficiencies====
 
Also at 1st level, you gain proficiency with [[SRD5:Weapons#Weapon Proficiency|martial weapon]]s and [[SRD5:Heavy Armor|heavy armor]].
 
 
 
====Wrath of the Storm====
 
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a [[SRD5:Using_Ability_Scores#Dexterity|Dexterity]] saving throw. The creature takes 2d8 [[SRD5:Damage_and_Healing#Lightning|lightning]] or [[SRD5:Damage_and_Healing#Thunder|thunder]] damage (your choice) on a failed saving throw, and half as much damage on a successful one.
 
You can use this feature a number of times equal to your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] modifier (a minimum of once). You regain all expended uses when you finish a long rest.
 
 
 
====Channel Divinity: Destructive Wrath====
 
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
 
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
 
 
 
====Thunderbolt Strike====
 
At 6th level, when you deal [[SRD5:Damage_and_Healing#Lightning|lightning]], or [[SRD5:Using_Ability_Scores#Thunder|thunder]] damage, you can use your reaction to grant [[SRD5:Damage_and_Healing#Resistance|resistance]] to the creature against that instance of the damage.
 
 
 
====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 [[SRD5:Damage_and_Healing#Thunder|thunder]] damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
 
 
 
====Stormborn====
 
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
 
 
 
 
 
===Trickery Domain===
 
Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki-are mischief-makers and instigators who stand
 
as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|Trickery Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Charm Person|charm person]], [[SRD5:Disguise Self|disguise self]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Mirror Image|mirror image]], [[SRD5:Blink|blink]]'' 
 
|-
 
|5th
 
|''[[SRD5:Blink|blink]], [[SRD5:Dispel Magic:dispel magic]]''
 
|-
 
|7th
 
|''[[SRD5:Dimension Door|dimension door]], [[SRD5:Polymorph|polymorph]]''
 
|-
 
|9th
 
|''[[SRD5:Dominate Person|dominate person]], [[SRD5:Modify Memory|modify memory]]''
 
|}
 
 
 
====Blessing of the Trickster====
 
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on [[SRD5:Using_Ability_Scores#Dexterity|Dexterity]] ([[SRD5:Using_Ability_Scores#Stealth|Stealth]]) checks. This blessing lasts for 1 hour or until you use this feature again.
 
 
 
====Channel Divinity: Invoke Duplicity====
 
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
 
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
 
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
 
 
 
====Channel Divinity: Cloak of Shadows====
 
Starting at 6th level, you can use your Channel Divinity to vanish.
 
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
 
 
 
====Thunderbolt Strike====
 
At 6th level, when you deal [[SRD5:Damage_and_Healing#Lightning|lightning]], or [[SRD5:Damage_and_Healing#Thunder|thunder]] damage, you can use your reaction to grant [[SRD5:Damage_and_Healing#Resistance|resistance]] to the creature against that instance of the damage.
 
 
 
====Divine Strike====
 
At 8th level, you gain the ability to infuse your weapon strikes with [[SRD5:Damage_and_Healing#Poison|poison]] — a gift from your deity. 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 [[SRD5:Damage_and_Healing#Poison|poison]] damage to the target. When you reach 14th level, the extra damage increases to 2d8.
 
 
 
====Improved Duplicity====
 
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
 
 
 
 
 
===War Domain===
 
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
 
 
 
{|class="zebra"
 
!colspan="2" style="font-size:12pt;"|War Domain Spells
 
|-
 
!Cleric Level
 
!Spells
 
|-
 
|1st
 
|''[[SRD5:Divine Favor|divine favor]], [[SRD5:Shield of Faith|shield of faith]]'' 
 
|-
 
|3rd
 
|''[[SRD5:Magic Weapon|magic weapon]], [[SRD5:Blink|spirtual weapon]]'' 
 
|-
 
|5th
 
|''[[SRD5:Crusader's Mantle|crusader's mantle]], [[SRD5:Spirit Guardians:spirit of guardians]]''
 
|-
 
|7th
 
|''[[SRD5:Freedom of Movement|freedom of movement]], [[SRD5:Stoneskin|stoneskin]]''
 
|-
 
|9th
 
|''[[SRD5:Flame Strike|flame strike]], [[SRD5:Hold Monster|hold monster]]''
 
|}
 
 
 
====Bonus Proficiencies====
 
At 1st level, you gain proficiency with [[SRD5:Weapon#Martial Melee Weapon|martial weapon]]s and [[SRD5:Armor#Heavy Armor|heavy armor]].
 
 
 
====War Priest====
 
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the [[SRD5:Action#Attack|Attack action]], you can make one weapon attack as a bonus action.
 
You can use this feature a number of times equal to your [[SRD5:Using_Ability_Scores#Wisdom|Wisdom]] modifier (a minimum of once). You regain all expended uses when you finish a [[SRD5:Resting|long rest]].
 
 
 
====Channel Divinity: Guided Strike====
 
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
 
 
 
====Thunderbolt Strike====
 
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
 
 
 
====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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
 
 
 
====Avatar of Battle====
 
At 17th level, you gain resistance to [[SRD5:Damage_Types#Bludgeoning|bludgeoning]], [[SRD5:Damage_Types#Piercing|piercing]], and [[SRD5:Damage_Types#Slashing|slashing]] damage from nonmagical weapons.
 
 
 
 
 
{{Other Official|
 
===Death Domain===
 
The death domain is a divine domain described in the {{Pub|Dungeon Master's Guide (5e)|Dungeon Master's Guide}}.
 
}}
 
  
 +
At 20th level, your call for intervention succeeds automatically, no roll required.
 +
{{SRD5end}}
 +
==Optional Class Features==
 +
When you reach certain levels you may, with your DM's permission, acquire these features:
 +
{{5e Ability Section|3|Additional Cleric Spells|<ref name="TCoE30">{{Cite Pub|Tasha's Cauldron of Everything|pages=30}}</ref> 1st level. Unofficial Description: Gain an additional {{srd5lc|Spell}}s.}}
 +
{{5e Ability Section|3|Harness Divine Power|<ref name="TCoE30" /> 2nd level. Unofficial Description: Regain a {{srd5lc|Spell Slot}}.}}
 +
{{5e Ability Section|3|Cantrip Versatility|<ref name="TCoE31">{{pub|TCoE}} page 31.</ref> 4th level. Unofficial Description: Replace {{srd5lc|Cantrip}} at 4th, 8th, 12th, 16th, and 19th levels.}}
 +
{{5e Ability Section|3|Blessed Strikes|<ref name="TCoE31" /> 8th level. Unofficial Description: Bonus damage from cantrips.}}
 
==Sources==
 
==Sources==
 
* [[SRD-OGL v5.1]] - 5th edition SRD/OGL document published Jan. 2016 by WotC
 
* [[SRD-OGL v5.1]] - 5th edition SRD/OGL document published Jan. 2016 by WotC
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Latest revision as of 15:53, 3 January 2021

Disambiguation.png This article is about SRD:Cleric
For other uses of SRD:Cleric, see SRD:Cleric (disambiguation).
This material from the 5th edition SRD is published under the OGL
Cleric is a class in 5th edition and part of the SRD.

Class Features[edit]

As a cleric, you gain the following class features. As a Cleric, you gain the following class features.

Hit Points[edit]

Hit Dice: 18 per Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier

Proficiencies[edit]

Armor: Light armor, medium armor and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, Religion.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:


Cleric Overview Table[edit]

The Cleric

Level Proficiency
Bonus
Features Spell Slots per Spell Level
Cantrips
Known
 1st  2nd  3rd  4th  5th  6th  7th  8th  9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 2
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvemnet 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 1 1 1

Spellcasting[edit]

As a conduit for divine power, you can cast cleric spells.

Cantrips[edit]

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[edit]

The Cleric 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 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[edit]

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[edit]

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus[edit]

You can use a holy symbol (see “Equipment”) as a spellcasting focus for your cleric spells.

Divine Domain[edit]

Choose one domain related to your deity.

Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use challen divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Divine Domains[edit]

This section exceeds the text of the SRD

The SRD lists only the Life Domain. Below is a list of divine domains, official and unofficial.
(24 official and unofficial divine domains).

Divine DomainFeaturesSummarySource
5e Divine Domain Preload 
Arcana DomainArcane Initiate, Channel Divinity: Arcane Abjuration, Spell Breaker, Potent Spellcasting, Arcane MasteryDomain for deities who's divine domain is magicSword Coast Adventurer's Guide
Celestial DomainYou draw divine power from the hope-giving light in the night sky - And the darkness in between.Zhenra-Khal
City DomainBonus Cantrip, Bonus Proficiencies, Heart of the City, Channel Divinity: Spirits of the City, Block Watch, Divine Strike, Express TransitDivine domain that focuses on modern (21st century) cities and their welfareUA Modern Magic
Death DomainDomain Spells, Bonus Proficiency, Reaper, Channel Divinity: Touch of Death, Inescapable Destruction, Divine Strike, Improved ReaperThis domain deals with death and undeadDungeon Master's Guide (5e)
Fate Domain UADomain Spells, Omens and Portents, Ties That Bind, Channel Divinity: Strands of Fate, Insightful Striking, Potent Spellcasting, Visions of the FutureThis domain focus on destiny or fate.UA 2022 Wonders of the Multiverse
Forge DomainDomain Spells, Bonus Proficiencies, Blessing of the Forge, Channel Divinity: Artisan’s Blessing, Soul of the Forge, Divine Strike, Saint of Forge and FireThe divine domain of working with metal, from digging the ore to finished productXanathar's Guide to Everything
Grave DomainDomain Spells, Circle of Mortality, Eyes of the Grave, Channel Divinity: Path to the Grave, Sentinel at Death’s Door, Potent Spellcasting, Keeper of SoulsDivine domain of the respect of the dead and afterlife.Xanathar's Guide to Everything
Knowledge DomainDomain Spells, Blessings of Knowledge, Channel Divinity: Knowledge of Ages, Channel Divinity: Read Thoughts, Potent Spellcasting, Visions of the PastThe domain of knowledge and information.Player's Handbook (5e)
Life DomainBonus Proficiencies, Disciple of Life, Channel Divinity, Blessed Healer, Divine Strike, Supreme HealingThe Life domain focuses on the positive energy that sustains all life.SRD5
Light DomainDomain Spell, Bonus Cantrip, Warding Flame, Channel Divinity: Radiance of the Dawn, Improved Flare, Potent Spellcasting, Corona of LightThis domain includes truth, beauty, and revealing.Player's Handbook (5e)
Luck DomainDomain Spells, Pendulum of the Lucky, Channel Divinity: Invoke Chance, Skew the Dice, Divine Strike, Master of LuckA cleric who worships a god of fortune, seeking to control the force of luck.Stryker
Nature DomainNature Domain Spells, Acolyte of Nature, Bonus Proficiency, Channel Divinity: Charm Animals and Plants, Dampen Elements, Divine Strike, Master of NatureDomain of naturePlayer's Handbook (5e)
Night DomainDomain Spells, Bonus Cantrip, Shadow Ward, Channel Divinity: Cloak of Night, Shield of Shadows, Potent Spellcasting, Cloying DarknessThis domain promotes the ideals of darkness, concealing, and secrets.Rlyehable
Order DomainBonus Proficiencies, Voice of Authority, Channel Divinity: Order's Demand, Embodiment of the Law, Divine Strike, Order's Wrath, Domain SpellsDomain of discipline and lawVaried, GGtR, TCoE
Peace DomainImplement of Peace, Emboldening Bond, Channel Divinity: Balm of Peace, Protective Bond, Potent Spellcasting, Expansive BondDomain of peaceTasha's Cauldron of Everything
Protection DomainBonus Proficiency, Shield of the Faithful, Channel Divinity: Radiant Defense, Blessed Healer, Divine Strike, Indomitable DefenseDomain of focused on protecting the faithfulUA Cleric
Tempest DomainBonus Proficiencies, Wrath of the Storm, Channel Divinity: Destructive Wrath, Thunderbolt Strike, Divine Strike, StormbornDomain of storms.Player's Handbook (5e)
Travel DomainDomain Spells, Bonus Proficiencies, Blessing of the Traveler, Channel Divinity: Ward, Channel Divinity: Tongues, Inexhaustible, Potent SpellcastingDomain of travelers, explorers, and adventurers.Rlyehable
Trickery DomainDomain Spells, Blessings of the Trickster, Channel Divinity: Invoke Duplicity, Channel Divinity: Cloak of Shadows, Divine Strike, Improved DuplicityDomain of tricks, pranks, and misdirection.Player's Handbook (5e)
Twilight DomainBonus Proficiencies, Eyes of Night, Vigilant Blessing, Channel Divinity: Twilight Sanctuary, Steps of Night, Divine Strike, Twilight Shroud, Domain SpellsDomain focuses on the change from light to dark.Tasha's Cauldron of Everything
Unity DomainDomain Spells, Emboldening Bond, Channel Divinity: Shared Burden, Protective Bond, Potent SpellcastingClerics who's deity has the aspect of Unity.UA 2020 Subclasses Part 2
Virtue DomainA follower of The Mana, seeking enlightenmentMax7238
War DomainBonus Proficiencies, War Priest, Channel Divinity: Guided Strike, Channel Divinity: War God's Blessing, Divine Strike, Avatar of BattleDomain of war, warfare, and warriors.Player's Handbook (5e)

Rule Tip: Divine Strike vs. Potent Spellcasting [1]
The Divine Domains in the Player's Handbook (5e) each give a cleric one of two features at 8th level: either Divine Strike or Potent Spellcasting. If the clerics of a domain typically rely on weapon use, those clerics get Divine Strike. Other clerics get Potent Spellcasting.


Domain Spells[edit]

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[edit]

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[edit]

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[edit]

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.

Destroy Undead[edit]

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
Cleric Level Destroys Undead of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention[edit]

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 GM 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.

End of the SRD5 material

Optional Class Features[edit]

When you reach certain levels you may, with your DM's permission, acquire these features:

Additional Cleric Spells

[2] 1st level. Unofficial Description: Gain an additional spells.


Harness Divine Power

[2] 2nd level. Unofficial Description: Regain a spell slot.


Cantrip Versatility

[3] 4th level. Unofficial Description: Replace cantrip at 4th, 8th, 12th, 16th, and 19th levels.


Blessed Strikes

[3] 8th level. Unofficial Description: Bonus damage from cantrips.

Sources[edit]

  • SRD-OGL v5.1 - 5th edition SRD/OGL document published Jan. 2016 by WotC



Back to Main PageSystem Reference DocumentClasses

Facts about "Cleric"
AuthorSRD5 +
Canontrue +
FeaturesSpellcasting +, Divine Domain +, Channel Divinity +, Ability Score Improvement +, Destroy Undead +, Devine Intervention +, Additional Cleric Spells +, Harness Divine Power +, Cantrip Versatility + and Blessed Strikes +
Hit Die1d 8 +
Length20 +
PublicationSRD5 +
SaveWisdom + and Charisma +
SkillHistory +, Insight +, Medicine +, Persuasion + and Religion +
SummaryWarrior Priests +
TitleCleric +