barbarian image
barbarian image

cleric

Role
Healer, Support
Primary Ability Score
Wisdom

Clerics are the holy warriors and spiritual leaders of a party, serving as healers, buffers, and versatile spellcasters. They derive their powers directly from a deity, and their role can vary widely based on the chosen Divine Domain. Whether they are a stoic defender of the faith, a nurturing healer, or a battlefield commander, Clerics are indispensable in a group.

Hit Points

Hit Dice

Hit Points
at 1st Level

1d8 per cleric level

8 + your Constitution modifier

Proficiencies

Weapons
Simple Weapons
Armors
Light Armor
Medium Armor
Shields
Tools
None
Saving
Throws
Wisdom
Charisma
Skills
Choose two
History
Insight
Medicine
Persuasion
Religion

Choose a Skill

Description

Ability Score

Equipments

You start with the following equipment, in addition to the equipment granted by your background.

(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
holy symbol
1 Shield
LevelProficiency
Bonus
FeaturesCantrips
Known
Spell Slots Per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st+2
Spellcasting: Cleric,
Divine Domain,
Domain Spells
3200000000
2nd+2
Channel Divinity (1/rest),
Channel Divinity: Turn Undead
3300000000
3rd+2
Domain Spells
3420000000
4th+2
Ability Score Improvement
4430000000
5th+3
Domain Spells,
Destroy Undead (CR 1/2 or below)
4432000000
6th+3
Channel Divinity (2/rest)
4433000000
7th+3
Domain Spells
4433100000
8th+3
Ability Score Improvement,
Destroy Undead (CR 1 or below)
4433200000
9th+4
Domain Spells
4433310000
10th+4
Divine Intervention
5433320000
11st+4
Destroy Undead (CR 2 or below)
5433321000
12nd+4
Ability Score Improvement
5433321000
13rd+5
---
5433321100
14th+5
Destroy Undead (CR 3 or below)
5433321100
15th+5
---
5433321110
16th+5
Ability Score Improvement
5433321110
17th+6
Destroy Undead (CR 4 or below)
5433321111
18th+6
Channel Divinity (3/rest)
5433331111
19th+6
Ability Score Improvement
5433332111
20th+6
Divine Intervention Improvement
5433332211

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 of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your 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.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include 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 2nd-level slot. Casting the spell doesn't remove it from your list of 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 spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric 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 (see Equipment) as a spellcasting focus for your cleric spells.

Class Features

features images

Bonus Proficiency

Disciple of Life

Divine Domain

Domain Spells

Spellcasting: Cleric

Channel Divinity (1/rest)

Channel Divinity: Preserve Life

Channel Divinity: Turn Undead

Domain Spells

Ability Score Improvement

Destroy Undead (CR 1/2 or below)

Domain Spells

Blessed Healer

Channel Divinity (2/rest)

Domain Spells

Ability Score Improvement

Destroy Undead (CR 1 or below)

Divine Strike

Domain Spells

Divine Intervention

Destroy Undead (CR 2 or below)

Ability Score Improvement

Destroy Undead (CR 3 or below)

Ability Score Improvement

Destroy Undead (CR 4 or below)

Supreme Healing

Channel Divinity (3/rest)

Ability Score Improvement

Divine Intervention Improvement

Subclasse : Life

Life Domain
The Life domain focuses on the vibrant positive energy--one of the fundamental forces of the universe--that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.
Bonus ProficiencyDisciple of Life
Level 1
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Level 2
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level.
Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
Level 6
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Divine Strike
Level 8
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Level 17
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
subclasse images

Spell List

Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9