Cleric Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies and Training
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, heavy maces, warhammers
Tools: None
Saving throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple or a heavy mace
scale mail, leather armour, chain mail (if you are proficient)
a light crossbow and 20 bolts or any simple weapon
a priest’s pack or an explorer’s pack
a shield and a holy symbol
One material component worth up to 100 gold piece or two material components worth up to 50 gold pieces each.
Features
Spellcasting
You know how to cast spells.
Cleric Spells
You learn and prepare spells from the divine spell list.
Armoured Casting
You ignore spell failure from armour when you cast cleric spells wearing light or medium armour.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Cantrips
You know two cantrips of your choice from the divine spell list. You learn additional divine cantrips of your choice at higher levels, as shown in the cantrips known column of the cleric table.
Prepared spells of 1st level or higher
You prepare a list of cleric spells that are available for you to cast. The spells prepared column of the cleric table shows how many cleric spells you can prepare when you finish a long rest. Each of these spells must be of a level for which you have spell slots. Until you prepare a different list of spells, you know these spells.
For example, if you are a 3rd-level cleric, your list of prepared spells can include four spells of 1st or 2nd level in any combination.
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 you change on your list.
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.
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.
Divine Aspect
Beginning at 2nd level, your connection with your deity thickens. Your deity is aligned with an aspect of a divine plane granting you bespoke powers and spellcasting options.
Choose one divine aspect (see divine aspects below) to represent this divine connection. Your choice grants you an additional option for your channel divinity and allows you to prepare spells from an expanded spell list. The spells granted by your divine aspect are spell that doesn’t appear on the divine spell list, the spells of your chosen aspect are nonetheless cleric spells for you.
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 two such effects:
Channel Divinity: Abjure Good and Evil. As an action, you present your holy symbol and speak a prayer censuring aberrations, celestials, elementals, fey, fiends, and undead. Each such creature 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, until it takes any damage, or until you lose your concentration (as if you were concentrating on a spell). On your subsequent turns, you must use your action to maintain this effect.
A turned creature can’t target you or any creature behind you with an attack or a harmful spell. This does not protect you or your allies from area effects, such as the explosion of a fireball. Also, a turned creature can’t willingly move to a space within 30 feet of you and must move away from you if it starts its turn within 30 feet of you.
Channel Divinity: Channel Aspect. You can expend a use of your channel divinity to channel your divine aspect granting you the associated effect (see divine aspects below).
Some channel divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
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.
Beginning at 6th level, you can use your channel divinity twice between short or long rests instead, and beginning at 14th level, you can use it three times between rests as shown in the channel divinity column on the cleric table.
Divine Domain
At 3rd level, you choose one domain related to your deity (see domains below). Your choice grants you domain spells and other features when you choose it and as you gain levels in this class.
Domain Spells
Each domain has a list of spells - its domain spells. Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the listed spells prepared, and they do not count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.
Feat
At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.
You gain an additional feat at 8th, 12th, 16th, and 19th level.
Improved Channel Divinity
At 6th level, your ability to channel divine energy widens granting you additional magical effect. When you use your channel divinity, you have two other options to choose from:
Channel Divinity: Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spellcasting. You can touch your holy symbol, utter a prayer, and can create a temporary 1st level spell slot that lasts until the end of your turn. The spell slot must be used to cast one of your domain spells. The level of the temporary spell slot increases at 9th level (to a 2nd level spell slot) and again at 17th level (to a 3rd level spell slot).
Channel Divinity: Channel Domain. You can expend a use of your channel divinity to channel the divine energy granted by your domain (see divine domains below).
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 twice your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any divine spell, divine aspect spell, or divine domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 1 week. Otherwise, you can use it again after you finish a long rest.
Theurge
At 18th level, your divine domain studies grant you such mastery over the basic incantations of your divine domain that you can cast them at will. You can cast the 1st-level and 2nd-level spells granted by your domain without expending a spell slot.
Miracle
At 20th level when you use your divine intervention feature, your call for intervention succeeds automatically, no roll required, you can request that the deity casts the wish spell in place of another appropriate spell. You can also use your divine intervention again when you finish a long rest, except if you use the feature to request a wish spell. If you request a wish spell with this feature, you cannot use your divine intervention again for 1 month.
If you request a wish spell with this feature, you do not suffer stress from any of that spell’s effects.