The Cleric Edit
|—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Divine Domain||3||2||—||—||—||—||—||—||—||—|
|2nd||+2||Channel Divinity (1/rest),
Divine Domain feature
|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
|8th||+3||Ability Score Improvement,
Destroy Undead (CR 1),
Divine Domain feature
|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||—||—||—|
|14th||+5||Destroy Undead (CR3)||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|17th||+6||Destroy Undead (CR 4),
Divine Domain feature
|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||2||1||1|
Class Features Edit
Hit Dice: Edit
1d8 per cleric level. 1st level = 8 + Constitution modifier. Higher levels = 1d8 (or 5) + your Constitution modifier.
Armor: Light armor, medium armor, shields. Weapons: All simple weapons. Tools: None. Saving: Throws: Wisdom, Charisma. Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.
- (a) a mace or (b) a warhammer (if proficient).
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient).
- (a) a light crossbow and 20 bolts or (b) any simple weapon.
- (a) priest's pack or (b) an explorer's pack.
- A shield and a holy symbol.
You cast cleric spells. Wisdom is your spellcasting ability for cleric spells, for setting the saving throw DC for a cleric spell you cast and for attacking with a cleric spell. The power of your spells comes from your devotion to your deity.
You are a prepared spellcaster, meaning you must prepare spells to cast before you are able to cast them. You may choose any spell on the cleric spell list, linked above, but are limited to how many you may choose. # of spells you may choose = your Wisdom modifier + your cleric level. You are given a minimum of one spell choice. A level 1 Cleric with a Wisdom modifier of +3 may prepare 4 spells (1+3=4). You are also limited to how many prepared spells you may cast per day, known as your spell slot limit. You gain additional spell slots as you level, as shown on the above cleric table under the 'Spell Slots per Spell Level' column.
You regain all expended Spell Slots when you finish a Long Rest.
Cantrips are the exception to both of these limitations.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
Cantrips are the exception to prepared spellcasting rules. You select cantrips upon being able to do so (consult the Cantrips Known column of the above cleric table) and know them permanently. At 1st level, you know three (3) cantrips of your choice from the cleric spell list. You learn additional cleric cantrips at higher levels as shown in the Cantrips Known column of the above cleric table. Cantrips do not need to be prepared, are always available to cast as long as you meet the requirements, and do not count against your daily spell slot limit. You may cast cantrips as many times as you have available as many times per day as you would like.
Spell Slots Edit
Your cleric level and spell levels are not the same. As shown in the table above, being a 5th level cleric does not grant you the ability to cast 5th level spells.Spells are cast by expending a Spell Slot, which you gain a number of at every level. These Spell Slots themselves have levels, meaning the magnitude at which you may cast any specific spell. All spells have a minimum level requirement to be cast. Casting a 5th level spell such as Mass Cure Wounds requires expending a 5th level spell slot, no smaller. Keeping with this example, you would gain a 5th level spell slot at cleric level 9. More powerful spells require more powerful Spell Slots.
You may expend higher level spell slots than a spell requires. Some spells receive additional benefits when being cast at higher levels. Cure Wounds, a 1st level spell, requires a 1st level Spell Slot to cast. But cast using a higher level slot yields an additional 1d8 for every Spell Slot level above the 1st. Casting Cure Wounds using a 5th level Spell Slot yields 5d8 + your Wisdom modifier in healing.
You may think of Spell Slots as how much power your cleric is putting into a spell, and how much power they are capable of putting into a spell every day.
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions. Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe ’s fall. Calling down a curse upon the forces of undead, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Healers and Warriors Edit
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Divine Agents Edit
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.
Creating a Cleric Edit
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
Quick Build Edit
You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.
Hit Dice - 1d8 per level
Hit points at 1st level - 8+ constitution modifier
Hit points at higher levels - 1d8 (or 5) + your constitution modifer per level after firstChampions of the divine, clerics align with an aspect of their god and draw their spells and abilities from their faith. Their specializations are the domains of the gods - Life, Light, War, Knowledge, Tempest, Trickery, Nature, and, for NPCs, Death..
- ^ Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. (2014). Player's Handbook (5th ed.). Renton, WA: Wizards of the Coast LLC.