Cleric 5

Source: Elaris Unbroken

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9thChannel Divinity
1st+2Divine Domain, Feat, Spellcasting32
2nd+2Divine Domain feature, Sacred Calling, Feat33
3rd+2Channel Divinity3421
4th+2Feat3431
5th+3Energy Manipulation (CR 1/2; 5 THP)44321
6th+3Divine Domain feature, Feat44332
7th+3Greater Calling443312
8th+3Energy Manipulation (CR 1; 10 THP), Feat443322
9th+44433212
10th+4Divine Intervention, Feat4433212
11th+4Energy Manipulation (CR 2; 15 THP)54332113
12th+4Feat54332113
13th+5Sanctified Calling543321113
14th+5Energy Manipulation (CR 3; 20 THP)543321113
15th+55433211113
16th+5Feat5433211114
17th+6Energy Manipulation (CR 4; 30 THP)54332111114
18th+6Divine Domain feature54333111114
19th+6Feat54333221114
20th+6Miraculous Intervention, Feat54333222114

Class Features

All of the following are class features of the Cleric.

Divine Domain

1st-Level Cleric Feature   You choose a domain shaped by your choice of Deity and the gifts they grant you. 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, and 18th 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. Domain spells are always prepared, and do not count against your spells prepared.   If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Divine Domains
WIP
 

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Cleric Feature   You gain one feat of your choice.

Spellcasting (Divine)

1st-Level Cleric Feature   As a conduit for the gods, you can cast cleric spells.

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.

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.   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.

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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy or unholy symbol of the deity you worship as a spellcasting focus for your cleric spells.

Sacred Calling

2nd-Level Cleric Feature   Choose a Sacred Calling from the list below that best represents how you serve your deity. Once chosen, your Sacred Calling cannot be changed:

Crusader

You have trained to serve the divine on the field of battle. You gain Proficiency in heavy armor and a single martial weapon of your choice, as well as the favored weapon of your deity.

Monastic

You have forgone worldly pleasure to better connect with the divine. You gain proficiency with one set of Artisan's Tools of your choice and either Insight, Medicine, or Perception.   Also, so long as you are not wearing armor or a shield and wielding only bludgeoning weapons or no weapons, you gain an Unarmored Armor Class equal to 10 + your Dexterity modifier + your Wisdom modifier.

Scholastic

You dedicate your mind in service of the divine. You learn to speak, read, and write Celestial if your deity is good or neutral aligned, or your choice of Infernal or Pit-Tongue if your deity is evil-aligned, and you gain Proficiency in your choice of History or Religion. If you are already proficient in the chosen skill, you gain Expertise instead.   You also learn one additional Cleric cantrip of your choice, but it does not count against your total Cantrips Known.  

Channel Divinity

3rd-Level Cleric Feature   You gain the ability to channel divine energy directly from your energy, using that energy to fuel magical effects. You start with three such effects: Turn Undead or Rebuke Undead, depending on the alignment of both you and your deity, harness divine power, 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 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.   You can Channel Divinity once. You regain one expended use after a Short Rest, and all uses when you finish a Long Rest. You gain more uses of Channel DIvinity at certain levels, as shown in the Channel Divinity column of the Cleric table.   If both you and your deity are good-aligned, you gain the Turn Undead effect of Channel Divinity. If both your and your deity are evil-aligned, you gain the Rebuke Undead effect of Channel Divinity. If you are neither good nor evil, you gain Turn Undead if your deity is good-aligned and Rebuke Undead if your deity is evil-aligned. If neither you nor your deity are good nor evil-aligned, you choose which effect you gain at 1st level. This cannot be changed while you follow that deity unless you or your deity become good- or evil-aligned.

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.

Channel Divinity: Rebuke Undead

As an action, you present your unholy symbol and speak a prayer commanding 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 rebuked for 1 minute or until it takes any damage from you or your companions. A creature whose CR is higher than your cleric level is immune to this effect.   A rebuked creature must spend its turns following your direct orders, which you can give as a bonus action to any number of rebuked undead under your control. The same command must be given to each. An undead with an Intelligence score of 6 or higher ends this effect immediately if it is issued a suicidal command.

Channel Divinity: Harness Divine Power

As a bonus action, you present your holy or unholy symbol and utter a prayer to draw in the divine energy of your god, regaining an expended divine spell slot. This spell slot can be of a level no higher than half your proficiency bonus, but never higher than your Wisdom modifier. This spell slot can only be used for spells you can cast spontaneously, such as those granted by your divine domain.  

Energy Manipulation

5th-Level Cleric Feature   You become more able to control the flow of positive and negative energy, exerting far more power at once. 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 Cleric table above. Additionally, when an undead creature fails its saving throw against your Rebuke Undead feature, the creature gains Temporary Hit Points equal to a value as shown in the Cleric table above.  

Greater Calling

7th-Level Cleric Feature   Your deity calls you deeper into their service. You gain the feature below associated with your Sacred Calling:

Greater Crusader

Your deity infuses your weapons and armor with divine wrath. Your Divine Domain lists damage types associated with it. Choose one, which can be finished whenever you finish a Long Rest.   You gain resistance to the chosen damage type while wearing armor. Once per turn, when you hit with a weapon attack, you can deal a bonus 1d8 damage of the chosen type.

Greater Monastic

Your deity calls you to further detach yourself from worldly vices. You have Advantage on Saving Throws to resist and end the Charmed, Frightened, and Poisoned conditions.

Greater Scholastic

Your minor magic is infused with divine judgement. Whenever you deal damage with a Divine cantrip, you add your Wisdom modifier to your damage roll.  

Divine Intervention

10th-Level Cleric Feature   You can use an Action to hold aloft your holy or unholy symbol and call upon your deity to intervene directly on your behalf. Roll percentile dice (1d100). 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 Divine spell of 5th-level or lower would be appropriate.   Once you use this feature to call upon your deity, you cannot do so again until you finish a Long Rest.  

Sanctified Calling

13th-Level Cleric Feature   You perfectly live your life of divine service. You gain one final feature associated with your Sacred Calling:

Sanctified Crusader

Your weapons strike with the full force of your deity's will. The bonus damage from Greater Crusader becomes 2d8.

Sanctified Monastic

An aura of divine peace emanates from you. You can perform a 10-minute ritual prayer to gain the benefits of the Sanctuary spell, targeting yourself only, until the end of your next long rest. The benefits of this spell can still end early, as normal.

Sanctified Scholastic

Your knowledge of the divine grants you greater mastery over your magic. During a Short Rest, you can replace a number of your prepared Cleric spells equal to your Wisdom modifier.  

Miraculous Intervention

20th-Level Cleric Feature   You are able to directly call on the might of your deity, and they intervene on your behalf. When you use Divine Intervention, you can choose any Divine spell of 9th-level or lower to instantly take effect, without spending a spell slot or any of its normal material components.   Alternatively, you can call for your deity to intervene in a way within the bounds of their divine domains and alignment, with the DM choosing the nature of the intervention as normal.   After you use Miraculous Intervention, you still regain use of Divine Intervention after a Long Rest. However, you cannot use Miraculous Intervention for 1 week, or until you spend 24 hours performing ritual sacrifices and prayers appropriate to your deity to regain the use of Miraculous Intervention after your next long rest.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Hit Points

Hit Dice
1d8 per Cleric level
Hit Points at 1st Level
8 + your Constitution modifier
Hit Points at Higher Levels
1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiencies

Armor
Light Armor, Medium Armor, Small Shields, Large Shields
Weapons
Simple weapons
Tools
None
Saving Throws
Wisdom, Charisma
Skills
Choose two of the following: History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

As a Cleric, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:
  • (a) a mace, (b) your deity's favored weapon, or (c) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, 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 large shield and a holy symbol

Cleric Power Reservoir

Your Cleric Power Reservoir is equal to your Wisdom modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Wisdom modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Cleric quickly by using these suggestions: First, make Wisdom your highest ability score, followed by Strength and Constitution. Second, choose the Acolyte background.

Multiclassing and the Cleric

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Cleric class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Wisdom to take a Cleric level or take a level in another class if you are already a Cleric.
Proficiencies Gained
If Cleric is not your initial class, you gain the following proficiencies when you take your first level as a Cleric: Light armor, medium armor, small shields, and large shields.
Spell Slots
Add your levels in the Cleric class to the appropriate levels from other classes to determine available divine spell slots. Divine spell slots can be used to cast spells from any divine spellcasting class, such as the cleric, druid, invoker or seeker, but cannot be used to cast spells from arcane spellcasting classes, such as the wizard, warlock, sorcerer, or bard. Some subclasses change the source of magic for a class.

Cleric Spell List


9th-Level

 

Cleric Rare Spell List


9th-Level