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### The Cleric
| Cleric Level | Prof Bonus | Features | Cantrips Known |1st|2nd|3rd|4th|5th|6th|7th|8th|9th|
|:----:|:----:|:-------------|:----:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Spellcasting, Religion Wise | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Ability Score Improvement, Channel Divinity (1/rest) | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Divine Domain | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Ability Score Improvement, 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 (CR1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Ability Score Improvement, Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement, Destroy Undead (CR2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Ability Score Improvement, Channel Divinity (3/rest), Destroy Undead (CR3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement, Destroy Undead (CR4) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Ability Score Improvement, Destroy Undead (CR5) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Feat | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Ability Score Improvement, Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features
As a cleric, you gain the following class features.
#### Hit Points
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at 2nd and 3rd Levels:** The higher of 1d8 or 5 + your Constitution modifier per cleric level
**Hit Points at Higher Levels:** Roll 1d8 (reroll a result of 1) + your Constitution modifier per cleric level
#### Proficiencies
**Armour:** Light armour, medium armour, shields
**Weapons:** All simple weapons
**Tools:** none
**Saving Throws:** Wisdom, Charisma
**Skills:** Choose two skills from History, Insight, Medicine, Persuasion and Religion.
#### Equipment
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 armour, 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
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### Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
#### 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.
Additionally, when you gain a level in this class, you can choose to forget one cantrip and replace it with another from the cleric spell list.
#### 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.
#### 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 c1eric 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 (found in chapter 5) as a spellcasting focus for your cleric spells.
### Religion Wise
When making a Religion skill check you may use your Wisdom modifier.
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### Ability Score Improvement
When you reach 2nd level and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level, you can increase an ability score of your choice by 1. You can’t increase an ability score above 20 using this feature.
### Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one such effect: 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 14th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
#### Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. 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 is frightened and incapacitated and must spend its turns trying to move as far away from you as it can.
### Divine Domain
At 3rd level choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity, and additional benefits at 6th, 8th, and 17th levels.
#### Domain Spells
Each domain has a list of spells - its domain spells - that you gain at the c1eric 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.
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### Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
##### Destroy Undead
| Cleric Level | Destroys Undead of CR |
|:----:|:-------------|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 12th | 2 or lower |
| 14th | 3 or lower |
| 16th | 4 or lower |
| 18th | 5 or lower |
### Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your 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; the effect of any cleric spell or cleric domain spell would be appropriate.
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.
### Feat
At 19th level you gain one feat of your choice.