Cleric

A priestly champion who wields divine magic in service of a higher power—primary ability Wisdom, d8 Hit DieSRD Content

Core Cleric Traits

TraitValue
Primary AbilityWisdom
Hit Point DieD8 per Cleric level
Saving Throw ProficienciesWisdom and Charisma
Skill ProficienciesChoose 2: History, Insight, Medicine, Persuasion, or Religion
Weapon ProficienciesSimple weapons
Armor TrainingLight and Medium armor and Shields
Starting EquipmentChoose 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 in "Character Creation" to determine your available spell slots.

Cleric Class Features

LevelProficiency BonusClass FeaturesChannel DivinityCantripsPrepared Spells
1+2Spellcasting, Divine Order34
2+2Channel Divinity235
3+2Cleric Subclass236
4+2Ability Score Improvement247
5+3Sear Undead249
6+3Subclass feature3410
7+3Blessed Strikes3411
8+3Ability Score Improvement3412
9+43414
10+4Divine Intervention3515
11+43516
12+4Ability Score Improvement3516
13+53517
14+5Improved Blessed Strikes3517
15+53518
16+5Ability Score Improvement3518
17+6Subclass feature3519
18+64520
19+6Epic Boon4521
20+6Greater Divine Intervention4522

Base Class Features by Tier

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear in the Cleric spell list later in the class's description.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number in the Cleric Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

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 extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3: Cleric Subclass

You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.


Cleric Subclass: Life Domain

Soothe the Hurts of the World

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.

Level 3: Disciple of Life

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.

Level 3: Life Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Cleric LevelPrepared Spells
3Aid, Bless, Cure Wounds, Lesser Restoration
5Mass Healing Word, Revivify
7Aura of Life, Death Ward
9Greater Restoration, Mass Cure Wounds

Level 6: Preserve Life

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Level 17: Supreme Healing

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.


Cleric Spell List

This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized. Each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it has a Material component that is consumed.

Cantrips (Level 0)

SpellSchoolSpecial
GuidanceDivinationC
LightEvocation
MendingTransmutation
ResistanceAbjurationC
Sacred FlameEvocation
Spare the DyingNecromancy
ThaumaturgyTransmutation

Level 1

SpellSchoolSpecial
BaneEnchantmentC
BlessEnchantmentC, M
CommandEnchantment
Create or Destroy WaterTransmutation
Cure WoundsAbjuration
Detect Evil and GoodDivinationC
Detect MagicDivinationC, R
Detect Poison and DiseaseDivinationC, R
Guiding BoltEvocation
Healing WordAbjuration
Inflict WoundsNecromancy
Protection from Evil and GoodAbjurationC, M
Purify Food and DrinkTransmutationR
SanctuaryAbjuration
Shield of FaithAbjurationC

Level 2

SpellSchoolSpecial
AidAbjuration
AuguryDivinationR, M
Blindness/DeafnessTransmutation
Calm EmotionsEnchantmentC
Continual FlameEvocationM
Enhance AbilityTransmutationC
Find TrapsDivination
Gentle ReposeNecromancyR, M
Hold PersonEnchantmentC
Lesser RestorationAbjuration
Locate ObjectDivinationC
Prayer of HealingAbjuration
Protection from PoisonAbjuration
SilenceIllusionC, R
Spiritual WeaponEvocationC
Warding BondAbjurationM
Zone of TruthEnchantment

Level 3

SpellSchoolSpecial
Animate DeadNecromancy
Beacon of HopeAbjurationC
Bestow CurseNecromancyC
ClairvoyanceDivinationC, M
Create Food and WaterConjuration
DaylightEvocation
Dispel MagicAbjuration
Feign DeathNecromancyR
Glyph of WardingAbjurationM
Magic CircleAbjurationM
Mass Healing WordAbjuration
Meld into StoneTransmutationR
Protection from EnergyAbjurationC
Remove CurseAbjuration
RevivifyNecromancyM
SendingEvocation
Speak with DeadNecromancy
Spirit GuardiansConjurationC
TonguesDivination
Water WalkTransmutationR

Level 4

SpellSchoolSpecial
Aura of LifeAbjurationC
BanishmentAbjurationC
Control WaterTransmutationC
Death WardAbjuration
DivinationDivinationR, M
Freedom of MovementAbjuration
Guardian of FaithConjuration
Locate CreatureDivinationC
Stone ShapeTransmutation

Level 5

SpellSchoolSpecial
CommuneDivinationR
ContagionNecromancy
Dispel Evil and GoodAbjurationC
Flame StrikeEvocation
GeasEnchantment
Greater RestorationAbjurationM
HallowAbjurationM
Insect PlagueConjurationC
Legend LoreDivinationM
Mass Cure WoundsAbjuration
Planar BindingAbjurationM
Raise DeadNecromancyM
ScryingDivinationC, M

Level 6

SpellSchoolSpecial
Blade BarrierEvocationC
Create UndeadNecromancyM
Find the PathDivinationC, M
ForbiddanceAbjurationR, M
HarmNecromancy
HealAbjuration
Heroes' FeastConjurationM
Planar AllyConjuration
SunbeamEvocationC
True SeeingDivinationM
Word of RecallConjuration

Level 7

SpellSchoolSpecial
Conjure CelestialConjurationC
Divine WordEvocation
EtherealnessConjuration
Fire StormEvocation
Plane ShiftConjurationM
RegenerateTransmutation
ResurrectionNecromancyM
SymbolAbjurationM

Level 8

SpellSchoolSpecial
Antimagic FieldAbjurationC
Control WeatherTransmutationC
EarthquakeTransmutationC
Holy AuraAbjurationC, M
SunburstEvocation

Level 9

SpellSchoolSpecial
Astral ProjectionNecromancyM
GateConjurationC, M
Mass HealAbjuration
Power Word HealEnchantment
True ResurrectionNecromancyM