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 Planes—where gods dwell—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.
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 spell slots when you reach the specified Cleric levels. These spell slots are listed in the Cleric Spell Slots table.
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 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.
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).
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.
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.
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.
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.
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.
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.
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.
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Fate is recommended.
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.
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.
Spell | School | Special |
---|---|---|
Guidance |
Divination | C |
Light |
Evocation | — |
Mending |
Transmutation | — |
Resistance |
Abjuration | C |
Sacred
Flame |
Evocation | — |
Spare the Dying |
Necromancy | — |
Thaumaturgy |
Transmutation | — |
Toll the Dead |
Necromancy | — |
Word of Radiance |
Evocation | — |
Spell | School | Special |
---|---|---|
Bane |
Enchantment | C |
Bless |
Enchantment | C, M |
Command |
Enchantment | — |
Create or Destroy Water |
Transmutation | — |
Cure
Wounds |
Abjuration | — |
Detect Evil and Good |
Divination | C |
Detect
Magic |
Divination | C, R |
Detect Poison and Disease |
Divination | C, R |
Guiding
Bolt |
Evocation | — |
Healing
Word |
Abjuration | — |
Inflict Wounds |
Necromancy | — |
Protection from Evil and Good |
Abjuration | C, M |
Purify Food and Drink |
Transmutation | R |
Sanctuary |
Abjuration | — |
Shield of Faith |
Abjuration | C |
Spell | School | Special |
---|---|---|
Aid |
Abjuration | — |
Augury |
Divination | R, M |
Blindness/Deafness |
Transmutation | — |
Calm
Emotions |
Enchantment | C |
Continual Flame |
Evocation | M |
Enhance Ability |
Transmutation | C |
Find
Traps |
Divination | — |
Gentle
Repose |
Necromancy | R, M |
Hold
Person |
Enchantment | C |
Lesser Restoration |
Abjuration | — |
Locate
Object |
Divination | C |
Prayer of Healing |
Abjuration | — |
Protection from Poison |
Abjuration | — |
Silence |
Illusion | C, R |
Spiritual Weapon |
Evocation | C |
Warding
Bond |
Abjuration | M |
Zone of Truth |
Enchantment | — |
Spell | School | Special |
---|---|---|
Animate
Dead |
Necromancy | — |
Aura of Vitality |
Abjuration | C |
Beacon of Hope |
Abjuration | C |
Bestow
Curse |
Necromancy | C |
Clairvoyance |
Divination | C, M |
Create Food and Water |
Conjuration | — |
Daylight |
Evocation | — |
Dispel
Magic |
Abjuration | — |
Feign
Death |
Necromancy | R |
Glyph of Warding |
Abjuration | M |
Magic
Circle |
Abjuration | M |
Mass Healing Word |
Abjuration | — |
Meld into Stone |
Transmutation | R |
Protection from Energy |
Abjuration | C |
Remove
Curse |
Abjuration | — |
Revivify |
Necromancy | M |
Sending |
Divination | — |
Speak with Dead |
Necromancy | — |
Spirit Guardians |
Conjuration | C |
Tongues |
Divination | — |
Water
Walk |
Transmutation | R |
Spell | School | Special |
---|---|---|
Aura of Life |
Abjuration | C |
Aura of Purity |
Abjuration | C |
Banishment |
Abjuration | C |
Control
Water |
Transmutation | C |
Death
Ward |
Abjuration | — |
Divination |
Divination | R, M |
Freedom of Movement |
Abjuration | — |
Guardian of Faith |
Conjuration | — |
Locate Creature |
Divination | C |
Stone
Shape |
Transmutation | — |
Spell | School | Special |
---|---|---|
Circle of Power |
Abjuration | C |
Commune |
Divination | R |
Contagion |
Necromancy | — |
Dispel Evil and Good |
Abjuration | C |
Flame
Strike |
Evocation | — |
Geas |
Enchantment | — |
Greater Restoration |
Abjuration | M |
Hallow |
Abjuration | M |
Insect
Plague |
Conjuration | C |
Legend
Lore |
Divination | M |
Mass Cure Wounds |
Abjuration | — |
Planar Binding |
Abjuration | M |
Raise
Dead |
Necromancy | M |
Scrying |
Divination | C, M |
Summon Celestial |
Conjuration | C, M |
Spell | School | Special |
---|---|---|
Blade
Barrier |
Evocation | C |
Create
Undead |
Necromancy | M |
Find the Path |
Divination | C, M |
Forbiddance |
Abjuration | R, M |
Harm |
Necromancy | — |
Heal |
Abjuration | — |
Heroes’
Feast |
Conjuration | M |
Planar
Ally |
Conjuration | — |
Sunbeam |
Evocation | C |
True
Seeing |
Divination | M |
Word of Recall |
Conjuration | — |
Spell | School | Special |
---|---|---|
Conjure Celestial |
Conjuration | C |
Divine
Word |
Evocation | — |
Etherealness |
Conjuration | — |
Fire
Storm |
Evocation | — |
Plane
Shift |
Conjuration | M |
Power Word Fortify |
Enchantment | — |
Regenerate |
Transmutation | — |
Resurrection |
Necromancy | M |
Symbol |
Abjuration | M |
Spell | School | Special |
---|---|---|
Antimagic Field |
Abjuration | C |
Control Weather |
Transmutation | C |
Earthquake |
Transmutation | C |
Holy
Aura |
Abjuration | C, M |
Sunburst |
Evocation | — |
Spell | School | Special |
---|---|---|
Astral Projection |
Necromancy | M |
Gate |
Conjuration | C, M |
Mass
Heal |
Abjuration | — |
Power Word Heal |
Enchantment | — |
True Resurrection |
Necromancy | M |
A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, pantheon, or religious order. This section presents the Life Domain, Light Domain, Trickery Domain, and War Domain subclasses.