Cleric

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+2Spellcasting, Divine Domain322--------
2nd+2Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional)333--------
3rd+2-342--------
4th+2Ability Score Improvement, Cantrip Versatility (Optional)443--------
5th+3Destroy Undead (CR 1/2)4432-------
6th+3Channel Divinity (x2), Divine Domain feature4433-------
7th+3-44331------
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional)44332------
9th+4-443331-----
10th+4Divine Intervention543332-----
11th+4Destroy Undead (CR 2)5433321----
12th+4Ability Score Improvement, Cantrip Versatility (Optional)5433321----
13th+5-54333211---
14th+5Destroy Undead (CR 3)54333211---
15th+5-543332111--
16th+5Ability Score Improvement, Cantrip Versatility (Optional)543332111--
17th+6Destroy Undead (CR 4), Divine Domain feature54333211111
18th+6Channel Divinity (x3)54333311111
19th+6Ability Score Improvement, Cantrip Versatility (Optional)54333321111
20th+6Divine Intervention improvement54333322111

Class Resources
Spell List

Cleric Subclasses
Arcana Death
Forge Grave
Knowledge Life
Light Nature
Order Peace
Tempest Trickery
Twilight War


Starting Class features

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

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
Light armor, medium armor, shields All simple weapons None

Saving Throws Skills
Wisdom, Charisma 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) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Divine Domain At 1st level, choose a domain granted by your deity. This provides domain spells and features, as well as additional ways to use Channel Divinity at higher levels (2nd, 6th, 8th, 17th). 1st
Channel Divinity At 2nd level, channel divine energy from your deity to fuel magical effects. You start with Turn Undead and one effect based on your domain. Channel Divinity can be used twice between rests at 6th level, and three times at 18th level. 2nd
Channel Divinity: Turn Undead As an action, present your holy symbol to turn undead. Undead within 30 feet must make a Wisdom saving throw. If they fail, they are turned for 1 minute or until damaged. 2nd
Harness Divine Power (Optional) At 2nd level, you can use Channel Divinity to regain an expended spell slot. This can be used once at 2nd level, twice at 6th level, and three times at 18th level. 2nd
Ability Score Improvement Increase one ability score by 2 or two scores by 1 (maximum 20). This feature is available at 4th, 8th, 12th, 16th, and 19th levels. 4th, 8th, 12th, 16th, 19th
Cantrip Versatility (Optional) When you gain an Ability Score Improvement, replace one of your cantrips with another cantrip from the cleric spell list. 4th, 8th, 12th, 16th, 19th
Destroy Undead At 5th level, when an undead fails its saving throw against Turn Undead, it is destroyed if its challenge rating is below a certain threshold. 5th
Blessed Strikes (Optional) At 8th level, you gain divine power in combat. When a creature takes damage from one of your cantrips or weapon attacks, you can deal 1d8 radiant damage. You can use this feature once per turn. 8th
Divine Intervention At 10th level, you can call upon your deity for intervention. If you roll a number equal to or lower than your cleric level, your deity intervenes. At 20th level, the intervention succeeds automatically. 10th, 20th

Feature Description
Spellcasting As a conduit for divine power, you can cast cleric spells.
Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips as you level up, as shown in the Cantrips Known column of the Cleric table.
Spell Slots 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.
Preparing and Casting Spells You prepare the list of cleric spells available for you to cast, choosing from the cleric spell list. You prepare a number of 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.
Example of Preparing Spells For example, as a 3rd-level cleric with a Wisdom of 16, you can prepare 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 a 2nd-level slot.
Changing Prepared Spells You can change your list of prepared spells when you finish a long rest. Preparing a new list requires at least 1 minute per spell level for each spell on your list, spent in prayer and meditation.
Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom modifier when setting the saving throw DC and making attack rolls with cleric spells.
Spell save DC 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier Your proficiency bonus + your Wisdom modifier
Ritual Casting You can cast any cleric spell you know as a ritual if that spell has the ritual tag and is prepared.
Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.