Cleric

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planesβ€”where gods dwellβ€”and channel it to bolster people and battle foes.

Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

Core Cleric Traits <
Primary Ability Wisdom
Hit Dice Die D8 per Cleric level
Saving Throws Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 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

As a Level 1 Character

As a Multiclass Character

Cleric Class 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.

Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Divine Order β€” 3 4 2 β€” β€” β€” β€” β€” β€” β€” β€”
2 +2 Channel Divinity 2 3 5 3 β€” β€” β€” β€” β€” β€” β€” β€”
3 +2 Cleric Subclass 2 3 6 4 2 β€” β€” β€” β€” β€” β€” β€”
4 +2 Ability Score Improvement 2 4 7 4 3 β€” β€” β€” β€” β€” β€” β€”
5 +3 Sear Undead 2 4 9 4 3 2 β€” β€” β€” β€” β€” β€”
6 +3 Subclass feature 3 4 10 4 3 3 β€” β€” β€” β€” β€” β€”
7 +3 Blessed Strikes 3 4 11 4 3 3 1 β€” β€” β€” β€” β€”
8 +3 Ability Score Improvement 3 4 12 4 3 3 2 β€” β€” β€” β€” β€”
9 +4 β€” 3 4 14 4 3 3 3 1 β€” β€” β€” β€”
10 +4 Divine Intervention 3 5 15 4 3 3 3 2 β€” β€” β€” β€”
11 +4 β€” 3 5 16 4 3 3 3 2 1 β€” β€” β€”
12 +4 Ability Score Improvement 3 5 16 4 3 3 3 2 1 β€” β€” β€”
13 +5 β€” 3 5 17 4 3 3 3 2 1 1 β€” β€”
14 +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1 β€” β€”
15 +5 β€” 3 5 18 4 3 3 3 2 1 1 1 β€”
16 +5 Ability Score Improvement 3 5 18 4 3 3 3 2 1 1 1 β€”
17 +6 Subclass feature 3 5 19 4 3 3 3 2 1 1 1 1
18 +6 β€” 4 5 20 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon 4 5 21 4 3 3 3 3 2 1 1 1
20 +6 Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.

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 from this feature 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 Cleric 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.


Level 1: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.


Level 2: Channel Divinity

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 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.


Level 3: Cleric Subclass

You gain a Cleric subclass of your choice. The Life Domain, Light Domain, Trickery Domain, and War Domain subclasses are 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.


Level 4: Ability Score Improvement

You gain the 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.


Level 5: Sear 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.


Level 7: Blessed Strikes

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).


Level 10: Divine Intervention

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.


Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.


Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Fate is recommended.


Level 20: Greater Divine Intervention

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.

Cleric Spell List

This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.

Cleric Cantrips (Level 0 Spells)

Spell School Special
Guidance Divination C
Light Evocation β€”
Mending Transmutation β€”
Resistance Abjuration C
Sacred Flame Evocation β€”
Spare the Dying Necromancy β€”
Thaumaturgy Transmutation β€”
Toll the Dead Necromancy
Word of Radiance Evocation

Level 1 Cleric Spells

Spell School Special
Bane Enchantment C
Bless Enchantment C, M
Command Enchantment β€”
Create or Destroy Water Transmutation β€”
Cure Wounds Abjuration β€”
Detect Evil and Good Divination C
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Guiding Bolt Evocation β€”
Healing Word Abjuration β€”
Inflict Wounds Necromancy β€”
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Sanctuary Abjuration β€”
Shield of Faith Abjuration C

Level 2 Cleric Spells

Spell School Special
Aid Abjuration β€”
Augury Divination R, M
Blindness/Deafness Transmutation β€”
Calm Emotions Enchantment C
Continual Flame Evocation M
Enhance Ability Transmutation C
Find Traps Divination β€”
Gentle Repose Necromancy R, M
Hold Person Enchantment C
Lesser Restoration Abjuration β€”
Locate Object Divination C
Prayer of Healing Abjuration β€”
Protection from Poison Abjuration β€”
Silence Illusion C, R
Spiritual Weapon Evocation C
Warding Bond Abjuration M
Zone of Truth Enchantment β€”

Level 3 Cleric Spells

Spell School Special
Animate Dead Necromancy β€”
Aura of Vitality Abjuration C
Beacon of Hope Abjuration C
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Create Food and Water Conjuration β€”
Daylight Evocation β€”
Dispel Magic Abjuration β€”
Feign Death Necromancy R
Glyph of Warding Abjuration M
Magic Circle Abjuration M
Mass Healing Word Abjuration β€”
Meld into Stone Transmutation R
Protection from Energy Abjuration C
Remove Curse Abjuration β€”
Revivify Necromancy M
Sending Divination β€”
Speak with Dead Necromancy β€”
Spirit Guardians Conjuration C
Tongues Divination β€”
Water Walk Transmutation R

Level 4 Cleric Spells

Spell School Special
Aura of Life Abjuration C
Aura of Purity Abjuration C
Banishment Abjuration C
Control Water Transmutation C
Death Ward Abjuration β€”
Divination Divination R, M
Freedom of Movement Abjuration β€”
Guardian of Faith Conjuration β€”
Locate Creature Divination C
Stone Shape Transmutation β€”

Level 5 Cleric Spells

Spell School Special
Circle of Power Abjuration C
Commune Divination R
Contagion Necromancy β€”
Dispel Evil and Good Abjuration C
Flame Strike Evocation β€”
Geas Enchantment β€”
Greater Restoration Abjuration M
Hallow Abjuration M
Insect Plague Conjuration C
Legend Lore Divination M
Mass Cure Wounds Abjuration β€”
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M
Summon Celestial Conjuration C, M

Level 6 Cleric Spells

Spell School Special
Blade Barrier Evocation C
Create Undead Necromancy M
Find the Path Divination C, M
Forbiddance Abjuration R, M
Harm Necromancy β€”
Heal Abjuration β€”
Heroes' Feast Conjuration M
Planar Ally Conjuration β€”
Sunbeam Evocation C
True Seeing Divination M
Word of Recall Conjuration β€”

Level 7 Cleric Spells

Spell School Special
Conjure Celestial Conjuration C
Divine Word Evocation β€”
Etherealness Conjuration β€”
Fire Storm Evocation β€”
Plane Shift Conjuration M
Power Word Fortify Enchantment β€”
Regenerate Transmutation β€”
Resurrection Necromancy M
Symbol Abjuration M

Level 8 Cleric Spells

Spell School Special
Antimagic Field Abjuration C
Control Weather Transmutation C
Earthquake Transmutation C
Holy Aura Abjuration C, M
Sunburst Evocation β€”

Level 9 Cleric Spells

Spell School Special
Astral Projection Necromancy M
Gate Conjuration C, M
Mass Heal Abjuration β€”
Power Word Heal Enchantment β€”
True Resurrection Necromancy M

Cleric Subclasses

A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. You can choose from the following Cleric Subclasses: