Cleric Class Changes
Ability Score
You gain a +1 to your Strength, Dexterity or Wisdom Score.
Starting Equipment Starting Wealth
You start the game with 125gp or 5d4 x 10 gp which you can spend on equipment and supplies.
(Updated) Destroy Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
At specific levels, if the undead creature is of a certain CR rating or lower, it is instead instantly destroyed.
| Cleric Level | CR Rating |
|---|---|
| 5 | 1/2 |
| 8 | 1 |
| 11 | 2 |
| 14 | 3 |
| 17 | 4 |
(Updated) Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
You can call on your deity or pantheon to intervene on your behalf. As a action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.
(Updated) Divine Intervention Improvement
At 20th level, you can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
Divine Domain
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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—its domain 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.
| Playable Domains |
|---|
| Beauty** |
| Chaos** |
| Death |
| Forge |
| Grave |
| Knowledge |
| Life |
| Light |
| Nature |
| Order |
| Peace |
| Shadow** |
| Tempest |
| Trickery |
| War |
** The following Domains can be found Here