- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Cleric Overview Table
- 1.5 Spellcasting
- 1.6 Divine Domain
- 1.7 Channel Divinity
- 1.8 Ability Score Improvement
- 1.9 Destroy Undead
- 1.10 Divine Intervention
- 2 Optional Class Features
- 3 Sources
As a cleric, you gain the following class features. As a Cleric, you gain the following class features.
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) 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
Cleric Overview Table
|Features||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Divine Domain||3||2||—||—||—||—||—||—||—||—|
|2nd||+2||Channel Divinity (1/rest), Divine Domain feature||3||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|5th||+3||Destroy Undead (CR 1/2)||4||4||3||2||—||—||—||—||—||—|
|6th||+3||Channel Divinity (2/rest), Divine Domain feature||4||4||3||2||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature||4||4||3||3||2||—||—||—||—||—|
|11th||+4||Destroy Undead (CR 2)||5||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|14th||+5||Destroy Undead (CR 3)||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvemnet||5||4||3||3||3||2||1||1||1||—|
|17th||+6||Destroy Undead (CR 4), Divine Domain Feature||5||4||3||3||3||2||1||1||1||1|
|18th||+6||Channel Divinity (3/rest)||5||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
|20th||+6||Divine Intervention improvement||5||4||3||3||3||3||2||1||1||1|
As a conduit for divine power, you can cast cleric spells.
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.
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 attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
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.
The SRD lists only the Life Domain. Below is a list of divine domains, official and unofficial.
|Arcana Domain||Domain for deities who's divine domain is magic||Arcane Initiate, Channel Divinity: Arcane Abjuration, Spell Breaker, Potent Spellcasting, Arcane Mastery||Canon, Pointer||Fair Use||Sword Coast Adventurer's Guide|
|City Domain||Divine domain that focuses on modern (21st century) cities and their welfare||Bonus Cantrip, Bonus Proficiencies, Heart of the City, Channel Divinity: Spirits of the City, Block Watch, Divine Strike, Express Transit||Canon, Pointer, UA||Fair Use||UA Modern Magic|
|Death Domain||This domain deals with death and undead||Domain Spells, Bonus Proficiency, Reaper, Channel Divinity: Touch of Death, Inescapable Destruction, Divine Strike, Improved Reaper||Canon, Pointer||Fair Use||Dungeon Master's Guide (5e)|
|Forge Domain||The divine domain of working with metal, from digging the ore to finished product||Domain Spells, Bonus Proficiencies, Blessing of the Forge, Channel Divinity: Artisan’s Blessing, Soul of the Forge, Divine Strike, Saint of Forge and Fire||Canon, Pointer||Fair Use||Xanathar's Guide to Everything|
|Grave Domain||Divine domain of the respect of the dead and afterlife.||Domain Spells, Circle of Mortality, Eyes of the Grave, Channel Divinity: Path to the Grave, Sentinel at Death’s Door, Potent Spellcasting, Keeper of Souls||Canon, Pointer||Fair Use||Xanathar's Guide to Everything|
|Knowledge Domain||The domain of knowledge and information.||Domain Spells, Blessings of Knowledge, Channel Divinity: Knowledge of Ages, Channel Divinity: Read Thoughts, Potent Spellcasting, Visions of the Past||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Life Domain||The Life domain focuses on the positive energy that sustains all life.||Domain Spells, Bonus Proficiencies, Disciple of Life, Channel Divinity, Blessed Healer, Divine Strike, Supreme Healing||Canon||OGL||SRD-OGL v5.1|
|Light Domain||This domain includes truth, beauty, and revealing.||Domain Spell, Bonus Cantrip, Warding Flame, Channel Divinity: Radiance of the Dawn, Improved Flare, Potent Spellcasting, Corona of Light||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Nature Domain||Domain of nature||Nature Domain Spells, Acolyte of Nature, Bonus Proficiency, Channel Divinity: Charm Animals and Plants, Dampen Elements, Divine Strike, Master of Nature||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Night Domain||This domain promotes the ideals of darkness, concealing, and secrets.||Domain Spells, Bonus Cantrip, Shadow Ward, Channel Divinity: Cloak of Night, Shield of Shadows, Potent Spellcasting, Cloying Darkness||User Creation||CC-BY-SA||Rlyehable|
|Nightstalker Domain||Vampire/Witch/Dragon/Ghost Hunter||Domain Spells, Enmity, Esoteric Knowledge, Channel Divinity: Alleviate Harm, Iron Resolve, Turn Creatures of Enmity, Divine Strike, Protection||User Creation||CC-BY-SA||Rlyehable|
|Order Domain||Domain of discipline and law||, Bonus Proficiencies, Voice of Authority, Channel Divinity: Order's Demand, Embodiment of the Law, Divine Strike, Order's Wrath||Canon, Pointer||Fair Use||Guildmasters' Guide to Ravnica|
|Peace Domain||Domain of peace||, Implement of Peace, Emboldening Bond, Channel Divinity: Balm of Peace, Protective Bond, Potent Spellcasting, Expansive Bond||Canon, Pointer||Fair Use||Tasha's Cauldron of Everything|
|Protection Domain||Domain of focused on protecting the faithful||Domain Spells, Bonus Proficiency, Shield of the Faithful, Channel Divinity: Radiant Defense, Blessed Healer, Divine Strike, Indomitable Defense||Pointer, UA||Fair Use||UA Cleric|
|Tempest Domain||Domain of storms.||Bonus Proficiencies, Wrath of the Storm, Channel Divinity: Destructive Wrath, Thunderbolt Strike, Divine Strike, Stormborn||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Travel Domain||Domain of travelers, explorers, and adventurers.||Domain Spells, Bonus Proficiencies, Blessing of the Traveler, Channel Divinity: Ward, Channel Divinity: Tongues, Potent Spellcasting, Inexhaustible||User Creation||CC-BY-SA||Rlyehable|
|Trickery Domain||Domain of tricks, pranks, and misdirection.||Domain Spells, Blessings of the Trickster, Channel Divinity: Invoke Duplicity, Channel Divinity: Cloak of Shadows, Divine Strike, Improved Duplicity||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Twilight Domain||Domain focuses on the change from light to dark.||, Bonus Proficiencies, Eyes of Night, Vigilant Blessing, Channel Divinity: Twilight Sanctuary, Steps of Night, Divine Strike, Twilight Shroud||Canon, Pointer||Fair Use||Tasha's Cauldron of Everything|
|Unity Domain||Clerics who's deity has the aspect of Unity.||Domain Spells, Emboldening Bond, Channel Divinity: Shared Burden, Protective Bond, Potent Spellcasting, Enduring Unity||Pointer, UA||Fair Use||UA 2020 Subclasses Part 2|
|War Domain||Domain of war, warfare, and warriors.||Bonus Proficiencies, War Priest, Channel Divinity: Guided Strike, Channel Divinity: War God's Blessing, Divine Strike, Avatar of Battle||Canon, Pointer||Fair Use||Player's Handbook (5e)|
Rule Tip: Divine Strike vs. Potent Spellcasting 
The Divine Domains in the Player’s Handbook (5e) each give a cleric one of two features at 8th level: either Divine Strike or Potent Spellcasting. If the clerics of a domain typically rely on weapon use, those clerics get Divine Strike. Other clerics get Potent Spellcasting.
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.
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: 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 18th 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 must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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.
|Cleric Level||Destroys Undead of CR ...|
|5th||1/2 or lower|
|8th||1 or lower|
|11th||2 or lower|
|14th||3 or lower|
|17th||4 or lower|
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 GM 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.
Optional Class Features
When you reach certain levels you may, with your DM's permission, acquire these features:
Additional Cleric Spells
Harness Divine Power
 8th level. Unofficial Description: Bonus damage from cantrips.
- Open Game Content