The world is full of priests and followers of gods, but few of these are clerics. Clerics aren't common followers, neither are they the keepers of religious ceremonies. They are fighters endowed with divine power. Their calling is to show the world the power of their deities through extraordinary deeds.
Level | Energy Pool | Combat Proficiency Bonus | New Abilities |
---|---|---|---|
1st | 3 | +0 | Special weapon proficiency, aura, bonus languages, domains, spells, new technique, energy pool, 1st domain abilities |
2nd | 6 | +1 | Proficient domain spell 1 |
3rd | 9 | +2 | New technique |
4th | 12 | +3 | Ability score increase, harness divine power |
5th | 15 | +3 | 2nd domain abilities, new cantrip |
6th | 18 | +4 | New technique |
7th | 21 | +5 | Proficient domain spell 2 |
8th | 24 | +6 | Ability score increase, extra attack |
9th | 27 | +6 | New technique |
10th | 30 | +7 | 3rd domain abilities, new cantrip |
11th | 33 | +8 | Divine intervention |
12th | 36 | +9 | New technique, ability score increase |
13th | 39 | +9 | Harness Divine Power x2 |
14th | 42 | +10 | Proficient domain spell 3 |
15th | 45 | +11 | New technique, 4th domain abilities, new cantrip, extra attack |
16th | 48 | +12 | Ability score increase |
17th | 51 | +12 | Hierophant gift |
18th | 54 | +13 | New technique, hierophant gift |
19th | 57 | +14 | Hierophant gift |
20th | 60 | +15 | Ability score increase, hierophant gift, harness divine power x3 |
Level | Energy Pool | Combat Proficiency Bonus |
---|---|---|
1st | 3 | +0 |
2nd | 6 | +1 |
3rd | 9 | +2 |
4th | 12 | +3 |
5th | 15 | +3 |
6th | 18 | +4 |
7th | 21 | +5 |
8th | 24 | +6/1 |
9th | 27 | +6/1 |
10th | 30 | +7/2 |
11th | 33 | +8/3 |
12th | 36 | +9/4 |
13th | 39 | +9/4 |
14th | 42 | +10/5 |
15th | 45 | +11/6/1 |
16th | 48 | +12/7/2 |
17th | 51 | +12/7/2 |
18th | 54 | +13/8/3 |
19th | 57 | +14/9/4 |
20th | 60 | +15/10/5 |
Level | New Abilities |
---|---|
1st | Special weapon proficiency, aura, bonus languages, domains, spells, new technique, energy pool, 1st domain abilities |
2nd | Proficient domain spell 1 |
3rd | New technique |
4th | Ability score increase |
5th | 2nd domain abilities, new cantrip |
6th | New technique |
7th | Proficient domain spell 2 |
8th | Ability score increase |
9th | New technique |
10th | 3rd domain abilities, new cantrip |
11th | -- |
12th | New technique, ability score increase |
13th | -- |
14th | Proficient domain spell 3 |
15th | New technique, 4th domain abilities, new cantrip |
16th | Ability score increase |
17th | Hierophant gift |
18th | New technique, hierophant gift |
19th | Hierophant gift |
20th | Ability score increase, hierophant gift |
Level | Spell Slots Per Day | ||||||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | - | - | - | - | - | - | - | - |
3rd | 3 | 1 | - | - | - | - | - | - | - |
4th | 3 | 2 | - | - | - | - | - | - | - |
5th | 3 | 2 | 1 | - | - | - | - | - | - |
6th | 3 | 3 | 2 | - | - | - | - | - | - |
7th | 4 | 3 | 2 | 1 | - | - | - | - | - |
8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10th | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11th | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
12th | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
14th | 4 | 4 | 4 | 4 | 3 | 2 | 2 | - | - |
15th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
16th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | - |
17th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | 1 |
18th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 |
20th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
Prime Ability: Wisdom
Hit Points: d8 + Con bonus per level
Skill Points: Low (2 points per level)
Knowledge Points: Low (2 points per level)
Class Save DC: 10 + Character Level + Wis Bonus
Spell Attack: Character Level + Wis Bonus
Weapon Proficiency: Simple Weapon Proficiency, special weapon proficiency (see below)
Armor Proficiency: Light, Medium, and Heavy Armor Proficiency, Shields Proficiency
Other: Scribe Scroll, Brew Potion
Each clerical order has a favored weapon that relates to their particular deity. Clerics automatically start with Simple, Martial, or Exotic weapon proficiency (whichever is most appropriate) in the particular weapon favored by their deity.
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
As a cleric you may learn one of the following as a primary, class-based language: Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). The GM may allow another bonus language, too, if appropriate.
While all deities are powerful, that power is often focused on in a very particular direction. Likewise, clerics of these deities have powers that are focused on a few specific domains. These domains are characteristic of their deity, and they grant abilities and spells appropriate to their area of devotion. For instance, a god of the harvest may grant the Weather, Plant, and Earth domains to their followers, giving them power over these interests. On the other hand, the goddess of librarians may grant the Knowledge, Mind, and Protection domains.
All clerics start with the cleric domain. This domain includes the general spells that all clerics have. Work with your GM to choose another 3-4 domains that are most appropriate for your deity. If you want your cleric to be a healer, be sure that one of these is the life domain.
As a cleric, you are granted certain abilities for each of the domains associated with your deity. These domain abilities aren't always magical combat options or powerful protections, but they represent the basic influence you, as a representative of your faith, have over the world around you. Each domain grants influence over and antipathy to certain types of creatures or situations.
You gain all the abilities from one domain associated with your deity at 1st level. At 5th, 10th, and 15th levels you may pick another domain associated with your deity (if you have another available) and learn its domain abilities.
See the Domain List, below.
As a cleric, you prepare spells each day which belong to the domains granted by your deity plus the cleric domain (see Domain Spell Lists). You must choose and prepare spells from this list in advance at a specific time each day. During this time, you spend 1 hour in quiet supplication, allowing you to renew your daily allotment of spells. Unlike other casters, time spent resting has no effect on whether you can prepare spells. You may prepare a number of spells per day equal to 2+ your level + Wis Bonus.
To cast your prepared spells, you expend a spell slot of the appropriate level. The prepared spell remains in your repertoire, and you may continue to re-cast the same spell over again provided you have spell slots available. The number of spell slots you get per day is dependent of your character level (see the table above).
For clerics, domain-based spell lists are standard. If you instead prefer to work off of a more generic spell list, use the Oracle's spell list, but keep the domain abilities that you would normally receive.
Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish.
See cantrips.
As a cleric, you act as a vessel for energy channeled from your deity. This energy is used to power your domain abilities. You have an energy pool with a number of points equal to 3x your level. Your energy pool is recharged completely after a long rest.
Domain spells gradually become more and more second-nature to clerics who use them frequently. As such, clerics become so proficient with some spells that they no longer need to prepare them daily. These spells still require spell slots when cast, but they don't count toward your daily limit on prepared spells. At level 2, 7, and 14 you may choose one domain spell (not cleric) that becomes proficient. Once selected, this choice is permanent.
At 4th level, you can use your energy pool to fuel your spells. Once per day, as a bonus action, you can restore one used spell slot by expending one point from your energy pool per spell level. You can use this ability 2x/day at level 13, and 3x/day at level 20.
At level 8 and again at level 15, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.
Beginning at 11th 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.
Starting at level 17, you are endowed with gifts from your divine benefactor. Each time you gain a level, you may choose from one of the following.
Domain Strengths: Combat
As a reaction, you may touch an adjacent ally (or yourself) who has just been dealt acid damage and attempt to neutralize it. You reduce the damage from such acid by 1d10 + your wisdom modifier for that round only. For each round that the acid deals damage, you may choose to use a standard action to continue neutralizing the acid and reducing its damage. This does not affect creatures immersed in acid, though it can aid them once they are removed.
As a standard action, you can expend a point from your energy pool to turn one flask worth of holy water into acid or vice versa.
Domain Strengths: Weakening Enemies
You gain one witch's hex from among the following: Blight, Charm, Cursed Wound, Discord, Enemy Ground, Evil Eye, Misfortune, Peacebound, Pollute Water, or Unnerve Beasts. The hex you choose functions exactly as it would for a witch except that it requires one point of energy from your pool to use.
You are instantly able to identify any curse laid upon a target, and all the specific instructions about how to break it before someone can cast remove curse. No check is necessary for this (automatic success).
Domain Strengths: Combat Spells, Enhancing Allies, Protection, Utility Spells
You can control air creatures in the same way some clerics can Control Undead (see Death domain).
As a standard action, you can release a wave of radiant energy that causes all earth creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.
Domain Strengths: Enhancing Allies, Protection, Minions
You are able to communicate with animals. By expending 1 point from your energy pool, you are able to cast speak with animals as an intuitive, spell-like ability.
You gain the wild empathy common ability.
You connection to animals manifests itself in one of two ways. First, you may choose to have an animal companion. Alternately, you may choose to charm animals. This functions similarly to the spell except that instead of using a spell slot, you expend 1 point from your energy pool to cast it.
Domain Strengths: Enhancing Allies, Protection
As a standard action, you may spend 1 energy point and make a spell attack (touch) against a target. If successful, you inflict 1d6 bleed damage on your opponent for a number of rounds equal to half your cleric level. At level 9, you can use a bonus action to add this bleed damage to a melee or ranged attack you have successfully made that round.
As a bonus action you can spend 1 energy point and make your blood toxic to creatures who would prey upon you. Any creature that bites you (or uses an equivalent digestive orifice to cause damage), does as much damage to itself as it inflicts upon you. This effect functions the same if the bite does constitution damage. Creatures that actually ingest your blood continue to take half damage for 1d4 rounds or until they purge the blood from their system. This effect lasts 1 round per cleric level.
Domain Strengths: Utility Spells
By spending one point of energy, you can create any simple object that weighs no more than 1 pound per cleric level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession and cannot be used as a material component. Creating an item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire.
By spending one point of energy, you can grant divine inspiration to a target, granting them advantage on their next craft check. This inspiration must be used within 24 hours.
Domain Strengths: Combat Spells, Undead Minions
As a standard action, you can attempt to gain mental control over an undead creature. The targeted undead gets a Cha saving throw against your save DC to resist the effect. If successful, you gain control over the undead creature and can issue vocal commands to it (or all others you control) as a standard action. You can control multiple creatures, provided their HD total doesn't exceed your cleric level.
Attempting control requires 1 point of energy per HD of the creature whether successful or not. You must pay this cost daily to maintain control, but as long as you do, your control lasts indefinitely. Intelligent undead get a new saving throw each day to break the effect. If you die, fall unconscious from loss of hit points, or go 24 hours without expending points from your energy pool, they are immediately freed. Free undead continue their normal behavior, and intelligent ones remember that you have controlled them.
As a standard action, you can release a wave of energy by channeling the power of your faith through your symbol. You may choose to have this energy either a) heal undead or b) injure the living. Each time you release necrotic energy, you may choose one of these two effects. This energy affects all within 30-foot radius from you. For each point expended (max = 1/2 your level) from your pool, you heal undead or cause injures worth 1d6 hit points.
Domain Strengths: Combat Spells
You can root yourself to your current spot and cause the world around you to fall apart. As a standard action, by spending one point of energy, you can cause the ground in a 5-foot radius burst centered on you to crumble and rupture, becoming difficult terrain. As a move action on subsequent rounds, you can continue to concentrate on this area as though concentrating on a spell; doing so increases the radius of difficult terrain by 5 feet (maximum 30-foot-radius). You immediately cease concentrating if you move from the square you started in when you activated this ability. Difficult terrain created by this ability remains for 24 hours before returning to its original state.
Once per day as a standard action, you can use one energy point to cause the weapons around you to shatter in their wielders’ hands. When you use this ability, attempt a single spell attack against the AC of each target. Every creature except you in a 10-foot radius that is wielding a normal manufactured weapon (non-magical, non-masterwork) is targeted by the same attempt. You deal an amount of damage to each weapon affected equal to 1d4 × your Wisdom modifier (minimum 1d4). At 11th level, this damage increases to 1d6 × your Wis modifier (minimum 1d6) and you can use it twice a day.
Domain Strengths: Combat Spells, Protection, Utility Spells
You can control air creatures in the same way some clerics can Control Undead (see Death domain).
As a standard action, you can release a wave of radiant energy that causes all air creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.
Domain Strengths: Combat, Enhancing Allies, Protection
You can control fire creatures in the same way some clerics can Control Undead (see Death domain).
As a standard action, you can release a wave of radiant energy that causes all water creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.
Domain Strengths: Combat
As a standard action you can instantly freeze liquid or melt ice. This ability affects 1 cubic foot of liquid/ice per point of energy expended, emanating from a touched point. If you prefer to create ice on the surface of a body of water (or vice versa), you can freeze one 5-foot square for every 2 energy points expended. This surface ice is about 4-5 inches thick and capable of supporting the weight of most medium and large creatures.
As a standard action you can touch a piece of natural ice, use a point of energy, and speak with it as per the Stone Tell spell. The ice can tell you who or what has touched it since it was frozen, as well as anything covered or concealed by the ice.
Domain Strengths: Weakening Enemies, Controlling Enemies, Knowledge
Once per day, you can bind an opponent within 60 feet to you with spectral chains (wisdom save negates). When you take damage from an enemy, the bound target takes this damage as well. Whenever the bound target takes damage from you or one of your allies, you take this damage as well. You and the target are not physically bound to each other, and either can end the connection by breaking the line of effect or exceeding the ability’s range. You may dismiss the chains as a standard action.
Once per day, you can right a wrong and negate critical hit damage you see within 30 feet. The hit still does regular damage, though.
Domain Strengths: Protection, Knowledge
You can touch a creature and use one energy point to learn about its abilities and weaknesses. With a successful spell attack (touch), you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Each level, you gain a number of bonus knowledge ranks equal to your wisdom modifier. These bonus ranks can only be applied to knowledge skills.
You have access to a small pocket dimension where you can store books or scrolls. You can store or retrieve any book to or from the dimensional library as a bonus action. Much like using a bag of holding, you simply have to visualize the book you want, and it appears in your hand. You can store 2 books/scrolls per cleric level in your library. No other items may be stored there.
Domain Strengths: Healing
As a standard action, you can release a wave of energy by channeling the power of your faith through your holy symbol. This energy heals all living creatures in a 30-foot radius from you, even enemies. For each point expended from your pool (max = 1/2 your level), creatures heal 1d6 hit points.
You can also channel divine energy to destroy undead within a 30-foot radius. For each point of energy that you expend (a maximum of half your level rounded up), you deal 1d6 points of radiant damage. A successful wisdom save halves this amount. Channeling energy to destroy undead takes a standard action.
Domain Strengths: Lightning
By using one point from your energy pool, you can gain advantage when saving against any electrical effects.
By using one point from your energy pool, you can modify any spell you have that deals elemental damage and have it deal electrical damage instead. Alternately, you can boost a spell that already does electrical damage forcing your targets to save at disadvantage.
Domain Strengths: Weakening Enemies, Controlling Enemies
You have advantage on all concentration checks.
By using two energy points, you are able to read surface thoughts of a single target within 60 feet of you. The target gets an Intelligence save to prevent this effect.
Domain Strengths: Enhancing Allies, Protection
You may choose to acquire one of the Alchemical Body Mutations. You do not have to choose this mutation right away, but may save it for any point in your character's development. For the sake of prerequisites, use your cleric level in place of the alchemist level.
You can detect aberration creatures as per the Detect spell, at will.
Domain Strengths: Weakening Enemies
Darkness spells that you cast create darkness that is one level darker than listed in the spell description.
You gain darkvision (60 feet). If you already have darkvision, your range doubles.
As a bonus action, you can dispel a magical light source as if you had cast dispel magic on it. This does not use a spell slot but does require you to expend one point of energy from your pool. The light source is instantly dispelled (no check). Magical items instead have their light-based effect suppressed for 1d4 rounds.
Domain Strengths: Knowledge, Transportation
The cleric gains Skill Focus (Planes)
As a reaction, you can counter an extra-planar summoning effect that you are aware of. To do so, you must expend a number of energy points equal to the level of the summoning spell.
You can detect extra-planar creatures as per the Detect spell, at will.
Domain Strengths: Protection, Knowledge
You are able to communicate with Plants. By expending 1 point from your energy pool, you are able to cast speak with plants as an intuitive, spell-like ability.
By expending 1 point from your energy pool, you can attempt to charm plant creatures. This functions like the charm spell, except that it only affects plants.
You are able to walk through areas overgrown with plants, thorns, or other natural vegetation at ease. Rough terrain cause by plant sources does not affect your movement speed.
Domain Strengths: Enhancing Allies, Protection
You have trained in the ability to enhance and alter the sanctuary spell. By spending points from energy pool, you can choose one of the following effects:
You can select multiple effects if you have enough energy points to pay each of the costs.
You gain a +2 competence bonus on spell attack rolls made to break an opponent's magical defenses by overcoming spell resistance.
Domain Strengths: Combat, Weakening Enemies
As a standard action, you can use one point of energy, touch a diseased creature, and exacerbate its condition. If it fails a Con save, the creature takes damage as if it had failed against the disease itself and the onset time for the disease ends.
You are immune to disease.
Domain Strengths: Enhancing Allies, Protection
You are able to strengthen or weaken a target. To do so, you must make a successful spell attack (touch). Unwilling targets get a Strength saving throw to resist the effect. Targets gain advantage / disadvantage on Strength checks, skills, saving throws. They also gain advantage or disadvantage on melee attack rolls. This effect lasts one round per point of energy expended when the touch attack is made.
Domain Strengths: Trickery, Trap Creation
You gain the Trapper proficiency, allowing you to use the Traps skill.
You gain the Skill Focus (Traps) common ability.
Domain Strengths: Transportation
As a free action, you can use 1 energy point to gain increased mobility for 1 round. You gain +10 to your movement, and ignore all penalties for moving through difficult terrain.
By spending 1 energy point, you are able to teleport a short distance as part of your movement action. The distance you teleport counts toward your total movement that round, and as such, you cannot teleport farther than your movement speed. This movement doesn't provoke an attack of opportunity, though, and can be used to traverse obstacles, move upward, or avoid traps. You must have line-of-sight on your teleport destination. You can bring 1 other willing creature with you as you hop.
Domain Strengths: Protection, Trickery
You gain advantage on saving throws meant to resist the effects of Illusion spells.
You can create an illusory double of yourself as a move action by expending two energy points. This double functions as a single Mirror Image and lasts for 1 minute (concentration) or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
Domain Strengths: Combat, Protection
Choose one of the General Combat common abilities. You get this ability free, without having to allocate technique slots to it.
By using 1 point of energy, you can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll and damage instead of your Dexterity modifier.
Domain Strengths: Combat
You can control water creatures in the same way some clerics can Control Undead (see Death domain).
As a standard action, you can release a wave of radiant energy that causes all fire creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.
Domain Strengths: Combat, Utility Spells
As a bonus action, you can expend up to half you level in energy points to create a circular cloud that floats over your head. The cloud has a 20-foot radius and will appear up to 30 feet above you in the air. As a free action, you can move the cloud up to 30 feet in any direction each turn. If the room is too small for the cloud, it fills as much space as possible within 20 feet of its center. The cloud cannot be attacked and touching it has no effect, but it can be dispelled. A strong breeze can move it, but it will retain its shape in all but the most violent winds. As a bonus action, you can command the cloud to release its energy in a torrent of rain. Everything the rain falls on is affected by the energy--healing or inflicting damage, but not both (dealing or healing 1d6 points of damage per point). The cloud fades away after it rains or after 1 hour has passed. The cloud has no effect on undead.
You have advantage on all checks related to predicting weather or sheltering from its effects.