Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions. Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall. Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.Healers and Warriors
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.Divine Agents
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it. -D&D 5th Edition Players Handbook
(a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a priest’s pack or (b) an explorer’s pack A light shield and a holy symbol
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. 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. Preparing and Casting Spells 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 and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Arcana Domain
Death Domain
Forge Domain
Grave Domain
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Order Domain
Peace Domain
Tempest Domain
Trickery Domain
Twilight Domain
War Domain
Level | Proficiency | Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2 | Spellcasting, Divine Domain | 3 | 2 | — | — | — | — | — | — | — | — | — |
2nd | 2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | — | — | — | — | — | — | — | — | — |
3rd | 2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
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 | 3 | — | — | — | — | — | — | — |
7th | 3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | — |
8th | 3 | Ability Score Improvement, Destroy Undead (CR 1) Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
9th | 4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — |
10th | 4 | Divine Intervention | 5 | 4 | 3 | 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 | — | — | — | — |
13th | 5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — |
14th | 5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — |
15th | 5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | — |
16th | 5 | Ability Score Improvement | 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 | 1 |
18th | 6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 |
19th | 6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
20th | 6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |