|1st||+2||—||3||2||—||—||—||—||Divine Domain, Spellcasting|
|2nd||+2||2||3||3||—||—||—||—||Faith, Channel Divinity, Divine Domain Features|
|4th||+2||3||4||4||3||—||—||—||Ability Score Improvement|
|6th||+3||4||4||4||3||3||—||—||Benedictions, Divine Domain Features|
|8th||+3||6||4||4||3||3||2||—||Greater Ability Score Improvement, Divine Domain Features|
- Hit Dice: 1d8 per cleric level.
- Hit Points (1st-level): 8 + your Constitution modifier.
- Hit Points (Higher Levels): 1d8 (or 5) + your Constitution modifier per cleric level after 1st.
- Armor: Light armor, medium armor, shields.
- Weapons: Simple weapons.
- Tools: None.
- Saving Throws: Wisdom, Charisma.
- Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.
Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):
A. Preset Equipment
- (a) a mace or (b) a warhammer.
- (a) scale mail, (b) leather armor, or (c) chain mail.
- (a) a light crossbow and 20 bolts or (b) a simple weapon.
- (a) a priest's pack or (b) an explorer's pack.
- A shield and a holy symbol.
B. Custom Equipment
You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.
As a cleric, you gain the following class features.
Choose a Divine Domain. You gain features from your Divine Domain at 1st, 2nd, 6th, and 8th-level.
Each domain has a set of three guiding principles—its commandments—that help to direct you in the service of your deity. Honor these commandments to gain—and maintain—the favor of your deity.
Divine Favor: If you make a notable effort to honor a commandment, you may be blessed with divine favor. You can hold a maximum number of divine favors at one time equal to your Wisdom modifier (minimum 1).
On your turn, as a free action, you may spend one point of divine favor to do one of the following:
- Gain Stamina: Regain 1 expended hit die.
- Gain Power: Regain 1 expended 1st-level spell slot.
- Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
- Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
- Forgiveness: Forgive one transgression you have made.
Transgression: If your deity decides that you have actively broken or rejected a commandment, some of your divine power may be stripped away for a time.
Roll a d6 and check the Transgression table below to find out which class feature you lose access to. Reroll any result that doesn't fully apply to you.
|2||1d4 Faith Points|
|3||1 Channel Divinity|
Penance: If you have transgressed, you will have to perform a penance to regain your deity's favor. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:
- Donate: You make a charitable donation of goods, coin, or time to a worthy cause.
- Confess: You confess your transgression to a higher-ranking agent of your faith and are forgiven.
- Pray: You spend a period of time in dedicated prayer to and worship of your deity.
- Serve: You undertake a divine quest in the service of your deity and their domain.
- Sacrifice: You give up something of significant personal value.
If your penance is accepted, you regain one lost feature.
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 still a cleric spell for you.
You gain the ability to cast cleric spells by channeling divine power.
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 Class Features (Cleric) table.
Replacing Known Cantrips: When you gain a cleric level, you may choose one of the cleric cantrips you know and replace it with another cantrip from the cleric spell list.
The Class Features (Cleric) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your 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.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.
Preparing Your Spell List: 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. Casting a spell doesn't remove it from your list of prepared spells.
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.
Changing Your 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: at least 1 minute per spell level for each spell on your list.
Wisdom is your spellcasting ability for your cleric spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for a cleric spell you cast.
Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier: your proficiency bonus + your Wisdom modifier
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You use a holy symbol as a spellcasting focus for your cleric spells.
When you finish a long rest, you can spend one point of divine favor to replace one of your known cleric cantrips with another cantrip from the cleric spell list.
You have a number of faith points, as shown in the Faith Points column of the Class Features (Cleric) table. You can spend faith to channel power from your deity and ask for aid—and you may learn other applications from your Divine Domain.
You recover all expended faith points when you finish a long rest.
You gain two divine powers from your Divine Domain. Some domains may grant you additional effects as you advance in levels, as noted in the domain description.
Saving Throws: Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
4Ability Score Improvement
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.
You are able to empower your Channel Divinity powers with Benedictions. Choose one benediction from your Divine Domain. Whenever you finish a long rest, you may change your selected benediction.
You spend an action to call upon your deity for aid. Describe the assistance you seek, roll a d20, and check the result on the Divine Intervention table. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell (such as those included in the Divine Effects table below) would be appropriate.
You can use this feature once, and you regain expended uses when you finish a long rest.
Empowered Request: You can spend any number of faith points and divine favor to increase your chance of success—to a maximum equal to your Wisdom modifier (minimum of 1). Add +1 to your result for each point you spend. You must decide how many points you wish to spend before you make your roll.
|1-2||Your deity is greatly offended. You have transgressed. In addition, you can't use this feature again until you finish 2d4 long rests.|
|3-6||You sense that your deity is displeased. You can't use this feature again until you finish 1d4 long rests.|
|7-18||There is no response from your deity.|
|19+||Your deity intervenes—though not necessarily in the way you had hoped.|
|28-30||Find the Path|
|61-63||Power Word Heal|
|73-75||Temple of the Gods|
|82-84||Word of Recall|
|56-66||Spare the Dying|
|78-88||Toll the Dead|
|89-99||Word of Radiance|
|26-30||Create or Destroy Water|
|36-40||Detect Evil and Good|
|46-50||Detect Poison and Disease|
|66-70||Protection from Evil and Good|
|71-75||Purify Food and Drink|
|81-85||Shield of Faith|
|56-60||Prayer of Healing|
|61-65||Protection from Poison|
|81-85||Zone of Truth|
|05-08||Beacon of Hope|
|17-20||Create Food and Water|
|33-36||Glyph of Warding|
|45-48||Mass Healing Word|
|49-52||Meld into Stone|
|53-56||Protection from Energy|
|69-72||Speak with Dead|
|49-60||Freedom of Movement|
|61-72||Guardian of Faith|
|16-20||Dispel Evil and Good|
|56-60||Mass Cure Wounds|
|81-85||Wall of Light|