5e24:Cleric: Difference between revisions

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(Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{5e24|Class}}}}</div> <div class="notice">{{edition|Cleric}}</div> <div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div> <div class="gi-main"> <div style="display:block; float:right; max-width:200px;">{{tocright}}</div> '''Cleric''' is a {{5edlc|Class}} in 5th edition (2024). {{5e24 Core Class Traits |class=Cleric |sorttext= |refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: © Wiz...")
 
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<div class="notice">{{edition|Cleric}}</div>
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|class=Cleric
|class=Cleric
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|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref><ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=68-77}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.3640">{{Cite Pub|SRD 5.2|pages=36-40}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}.</ref><ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=68-77}}.</ref>
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|featurelist=Spellcasting, Divine Order, Channel Divinity, Cleric Subclass, Ability Score Improvement, Sear Undead, Blessed Strikes, Divine Intervention, Improved Blessed Strikes, Epic Boon, Greater Divine Intervention  
|featurelist=Spellcasting, Divine Order, Channel Divinity, Cleric Subclass, Ability Score Improvement, Sear Undead, Blessed Strikes, Divine Intervention, Improved Blessed Strikes, Epic Boon, Greater Divine Intervention  
}}
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'''Unofficial Description:''' Clerics draw power from {{5x|Deity|dieties, powers, or eternal aspects (often called {{5e24|Divine Domain}}s).


==Becoming a Cleric==
==Becoming a Cleric==
<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
===As a Level 1 Character===
===As a Level 1 Character===
* Gain all the traits in the {{iplink|Core Cleric Traits}} table.
* Gain all the traits in the {{iplink|Core Cleric Traits}} table.
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As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
{{5e24 Class Features
{{5e24 Class Features
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===Divine Order===
===Divine Order===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You choose an order or specialization of cleric:
You have dedicated yourself to one of the following sacred roles of your choice.
* '''{{anchor|Protector}}.''' Battle focus &mdash; {{5e24lc|Proficiency}} in {{5e24|Martial Weapon}}s, {{5e24|Heavy Armor}}.
:'''{{anchor|Protector}}.''' Trained for battle, you gain {{5e24lc|Proficiency}} with {{5e24|Martial Weapon}}s and training with {{5e24|Heavy Armor}}.
* '''{{anchor|Thaumaturge}}.''' Magical focus &mdash; Extra {{5e24lc|Cantrip}} and bonus to {{5e24|Arcana}} and {{5e24|Religion}} {{5e24lc|Check}}s.
:'''{{anchor|Thaumaturge}}.''' You know one extra {{5e24lc|Cantrip}} from the {{5e24|Cleric/Spell|Cleric spell list}}. In addition, your mystical connection to the divine gives you a bonus to your {{5e24|Intelligence}} ({{5e24|Arcana}} or {{5e24|Religion}}) {{5e24lc|Check}}s. The bonus equals your {{5e24|Wisdom}} modifier (minimum of +1).


===Spellcasting===
===Spellcasting===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Cleric/Spell|Cleric Spells}}<br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Cleric/Spell|Cleric Spells}}<br />
'''Unofficial Summary:''' You can cast {{5e24lc|Spell}}s from the {{5e24|Cleric/Spell|Cleric Spell}} list.
You have learned to cast {{5e24lc|Spell}}s through prayer and meditation. See <!--chapter 7 for the rules on--> {{5e24lc|Spellcasting}}. The information below details how you use those rules with {{5e24|Cleric/Spell|Cleric spells}}<!--, which appear on the Cleric spell list later in the class’s description-->.
 
'''{{anchor|Cantrips}}.''' You know three {{5e24lc|Cantrip}}s of your choice from the Cleric spell list. {{5e24spell|Guidance}}, {{5e24spell|Sacred Flame}} and {{5e24spell|Thaumaturgy}} are recommended.
 
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.


'''{{anchor|Cantrips}}.''' You know a number of {{5e24lc|Cantrip}}s from the Cleric Spell list as shown in the {{iplink|Cleric Features}} table. This number increases as your cleric level progresses.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the {{iplink|Cleric Features}} table.


'''{{anchor|Spell Slots}}.''' You can cast spells utilizing {{5e24lc|Spell Slot}}s from the Cleric Spell list (see the Cleric Features table). Spell slots replenish at the end of a {{5e24|Long Rest}}.
'''{{anchor|Spell Slots}}.''' The Cleric Features table shows how many {{5e24lc|Spell Slot}}s you have to cast your level 1+ spells. You regain all expended slots when you finish a {{5e24|Long Rest}}.


'''{{anchor|Prepared Spells}} of Level 1+.''' The Cleric Features  table shows the number of spells you prepare after a Long Rest. If a Cleric or Cleric subclass feature gives you spells that are always prepared, they do not count toward this number, but do count as Cleric spells for you. You can change which spells you prepare at each Long Rest.
'''{{anchor|Prepared Spells}} of Level 1+.''' You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. {{5e24 Spell Line|Bless, Cure Wounds, Guiding Bolt}}, and {{5espell|Shield of Faith}} are recommended.


'''{{anchor|Spellcasting Ability}}.''' {{5e24|Wisdom}} is the {{5e24lc|Spellcasting Ability}}.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.


'''{{anchor|Spellcasting Focus}}.''' A {{5e24|Holy Symbol}} is the {{5e24|Spellcasting Focus}}.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
 
'''Changing Your Prepared Spells.''' Whenever you finish a {{5e24|Long Rest}}, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
 
'''{{anchor|Spellcasting Ability}}.''' {{5e24|Wisdom}} is your {{5e24lc|Spellcasting Ability}} for your Cleric spells.
 
'''{{anchor|Spellcasting Focus}}.''' You can use a {{5e24|Holy Symbol}} as a {{5e24|Spellcasting Focus}} for your Cleric spells.


===Channel Divinity===
===Channel Divinity===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You can use your channel divine energy in a special way a number of times (see Cleric Features table) between each {{5e24|Long Rest}}, regaining one use at the end of a {{5e24|Short Rest}}. If there is a {{5e24lc|Saving Throw}} for a Channel Divinity feature, it is the same as your {{5e24|Spell Save}} {{5e24|DC}}. You start with two Channel Divinity features, but may gain more from a Cleric subclass:
You can channel divine energy directly from the {{5x|Outer Plane}}s to fuel magical effects. You start with two such effects: {{iplink|Divine Spark}} and {{iplink|Turn Undead}}, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
 
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a {{5e24|Short Rest}}, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
 
If a Channel Divinity effect requires a {{5e24lc|Saving Throw}}, the {{5e24|DC}} equals the {{5e24lc|Spell Save}} DC from this class’s {{iplink|Spellcasting}} feature.


====Divine Spark====
====Divine Spark====
Use your {{5e24|Holy Symbol}} and {{5e24|Magic}} action to either heal {{5e24|Hit Point}}s to a {{5e24lc|Creature}} or cause {{5e24|Necrotic}} or {{5e24|Radiant}} damage ({{5e24|Constitution}} {{5e24lc|Save}} for {{5e24lc|Half}} damage). This healing or damage increases at 7th, 13th, and 18th Cleric levels.
As a Magic action, you point your Holy Symbol at another {{5e24lc|Creature}} you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore {{5e24|Hit Point}}s to the creature equal to that total or force the creature to make a {{5e24|Constitution}} saving throw. On a failed save, the creature takes {{5e24|Necrotic}} or {{5e24|Radiant}} damage (your choice) equal to that total. On a successful save, the creature takes {{5e24lc|Half}} as much damage (round down).
 
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).


====Turn Undead====
====Turn Undead====
Use your {{5e24|Holy Symbol}} and {{5e24|Magic}} action to cause {{5e24|Undead}} creatures to become {{5e24|Frightened}} and {{5e24|Incapacitated}} ({{5e24|Wisdom}} save to negate) for a period of time (or it takes damage).
As a {{5e24|Magic}} action, you present your Holy Symbol and censure {{5e24|Undead}} creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the {{5e24|Frightened}} and {{5e24|Incapacitated}} conditions for 1 {{5e24lc|Minute}}. For that duration, it tries to move as far from you as it can on its {{5e24lc|Turn}}s. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.


===Cleric Subclass===
===Cleric Subclass===
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You choose a Cleric subclass. You gain features described in the subclass, and even more features as your Cleric level progresses.
You gain a Cleric subclass of your choice. <!--The Life Domain subclass is detailed after this class’s description. -->A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.


====List of Cleric Subclasses====
====List of Cleric Subclasses====
<span style="font-size:8pt; color:red;">''Note: This section contains information beyond the {{5e24|SRD 5.2}}''</span>
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
{{5e24 Subclass List|Cleric}}
{{5e24 Subclass List|Cleric}}
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===Ability Score Improvement===
===Ability Score Improvement===
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain the {{5e24|Ability Score Improvement}} or another feat for which you qualify.
You gain the {{5e24|Ability Score Improvement}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.


===Sear Undead===
===Sear Undead===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Turn Undead}} now additionally causes Radiant damage to the Undead.
Whenever you use {{iplink|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.


===Blessed Strikes===
===Blessed Strikes===
''7th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''7th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You choose one option when you first gain this ability (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).


====Divine Strike====
====Divine Strike====
Cause extra Necrotic or Radiant damage when you hit with a {{5e24lc|Weapon}} attack.
Once on each of your turns when you hit a creature with an {{5e24lc|Attack Roll}} using a {{5e24lc|Weapon}}, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).


====Potent Spellcasting====
====Potent Spellcasting====
Your cantrips that cause damage do extra damage.
Add your Wisdom modifier to the damage you deal with any Cleric cantrip.


===Divine Intervention===
===Divine Intervention===
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Once per Long Rest, you may cast a mid-level (or lower) spell without expending a spell slot or needing {{5e24|Material Component}}s.
You can call on your {{5xlc|Deity}} or {{5xlc|Pantheon}} to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a {{5e24|Reaction}} to cast. As part of the same action, you cast that spell without expending a spell slot or needing {{5e24|Material Component}}s. You can’t use this feature again until you finish a Long Rest.


===Improved Blessed Strikes===
===Improved Blessed Strikes===
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Blessed Strikes}} are more powerful:
The option you chose for {{iplink|Blessed Strikes}} grows more powerful.
* '''{{iplink|Divine Strike}}.''' Does extra damage.
:'''{{iplink|Divine Strike}}.''' The extra damage of your Divine Strike increases to 2d8.
* '''{{iplink|Potent Spellcasting}}.''' When you damage a creature with a Cleric cantrip, you may give {{5e24|Temporary Hit Point}}s to another creature or yourself.
:'''{{iplink|Potent Spellcasting}}.''' When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of {{5e24|Temporary Hit Point}}s equal to twice your Wisdom modifier.


===Epic Boon===
===Epic Boon===
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain an {{5e24|Epic Boon}} feat (or a different feat for which you are qualified).
You gain an {{5e24|Epic Boon}} feat or another {{5e24lc|Feat}} of your choice for which you qualify. {{5e24|Boon of Fate}} is recommended.


===Greater Divine Intervention===
===Greater Divine Intervention===
''20th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''20th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.3640" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You may choose the {{5e24spell|Wish}} spell with {{iplink|Divine Intervention}}, but cannot do so again for 2-8 Long Rests.
You can call on even more powerful divine intervention. When you use your {{iplink|Divine Intervention}} feature, you can choose {{5e24spell|Wish}} when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.
{{sourceend|SRD 5.2}}
 
==Description==
'''Unofficial Description:''' Clerics are persons devoted to a {{5e24|Deity}} or religious principle.  


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==Sources and Notes==
==Sources and Notes==
<references />
<references />
{{5e24 Footer|Class|Fair Use}}
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[[Category:5e24 Clerics]]
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Latest revision as of 06:34, 29 April 2025

Cleric exists in other D&D editions see:

Cleric (disambiguation).

Cleric is a class in 5th edition (2024).


Core Cleric Traits

Core Cleric Traits  [1][2][3] 
Primary Ability Wisdom
Hit Point Die D8 per Cleric level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose any 2 History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple Weapons
Tool Proficiencies None
Armor Training Light and Medium Armor and Shields
Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP


Becoming a Cleric

 [1][2][3] 

As a Level 1 Character

As a Multiclass Bard

Cleric Features

As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.

Cleric Features[1][2][3]
Level Proficiency
Bonus
Features Channel Divinity Cantrips Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Order, Spellcasting 3 4 2
2nd +2 Channel Divinity 2 3 5 3
3rd +2 Cleric Subclass 2 3 6 4 2
4th +2 Ability Score Improvement 2 4 7 4 3
5th +3 Sear Undead 2 4 9 4 3 2
6th +3 Subclass Feature 3 4 10 4 3 3
7th +3 Blessed Strikes 3 4 11 4 3 3 1
8th +3 Ability Score Improvement 3 4 12 4 3 3 2
9th +4 3 4 14 4 3 3 3 1
10th +4 Divine Intervention 3 5 15 4 3 3 3 2
11th +4 3 5 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 5 16 4 3 3 3 2 1
13th +5 3 5 17 4 3 3 3 2 1 1
14th +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1
15th +5 3 5 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 5 18 4 3 3 3 2 1 1 1
17th +6 Subclass Feature 3 5 19 4 3 3 3 2 1 1 1
18th +6 4 5 20 4 3 3 3 3 1 1 1
19th +6 Epic Boon 4 5 21 4 3 3 3 3 2 1 1
20th +6 Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1

Divine Order

1st level [1][2][3] 
You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial Weapons and training with Heavy Armor.
Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Spellcasting

1st level [1][2][3] 
Also see: Cleric Spells


You have learned to cast spells through prayer and meditation. See spellcasting. The information below details how you use those rules with Cleric spells.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and shield of faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Channel Divinity

2nd level [1][2][3] 
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Spark

As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead

As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Cleric Subclass

3rd level [1][2][3] 
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.

List of Cleric Subclasses

Note: This section contains information beyond the SRD 5.2

5 official and unofficial subclasses.

Subclass Features Flags License Source
Grave Domain Circle of Mortality, Grave Domain Spells, Path of the Grave, Sentinel at Death's Door, Divine Reaper Noncanon, Pointer, UA Fair Use UA 2025 Horror Subclasses
Knowledge Domain Blessings of Knowledge, Knowledge Domain Spells, Mind Magic, Unfettered Mind, Divine Foreknowledge Canon, Pointer Fair Use Forgotten Realms Heroes of Faerun
Life Domain Disciple of Life, Life Domain Spells, Preserve Life, Blessed Healer, Supreme Healing Canon CC-BY SRD 5.2
Light Domain Light Domain Spells, Radiance of the Dawn, Warding Flare, Improved Warding Flare, Corona of Light Canon, Pointer Fair Use Player's Handbook (5e24)
War Domain Guided Strike, War Domain Spells, War Priest, War God's Blessing, Avatar of Battle Canon, Pointer Fair Use Player's Handbook (5e24)

Ability Score Improvement

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

Sear Undead

5th level [1][2][3] 
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.

Blessed Strikes

7th level [1][2][3] 
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike

Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Divine Intervention

10th level [1][2][3] 
You can call on your deity or pantheon to intervene on your behalf. As a Magic 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.

Improved Blessed Strikes

14th level [1][2][3] 
The option you chose for Blessed Strikes grows more powerful.

Divine Strike. The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Epic Boon

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Greater Divine Intervention

20th level [1][2][3] 
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.

End of the SRD 5.2 material

Description

Unofficial Description: Clerics are persons devoted to a Deity or religious principle.

Sources and Notes


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Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].