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Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiences

Armor: All light, medium, shields
Weapons: All simple
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

Level Prof. Bonus Features Cantrips 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 3
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 Improvement 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 2 1 1

 


Class Features

Divine Domain

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 Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

Each domain has a list of 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

At 2nd level, you start with two abilities: 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.  

Turn Undead

As an action, 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

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

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.
Cleric Level Destroys undead of CR
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14 3 or lower
17 4 or lower

 


Starting Equipment

You may pick either (a) or (b)

  • (a) a mace, or (b) a warhammer (if proficient)
  • (a) scale mail, or (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
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

Cantrips

You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.  

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   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.   You can change your list of prepared spells when you finish a long rest.  

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a 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

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

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.  

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf as an 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 DM chooses the nature of the intervention.   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.


Created by

CrisisUnbound.

Statblock Type

Class Features

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