Talewrite

Cleric

5e class · 2014 rules, SRD 5.1

Hit die
d8
Saving throws
Wisdom, Charisma
Skills
Choose 2 from History, Insight, Medicine, Persuasion, Religion
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons
Subclass at
1st level
Ability Score Improvements
4th, 8th, 12th, 16th, 19th

The Cleric table

LevelProficiency bonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting: Cleric, Divine Domain, Domain Spells32————————
2nd+2Channel Divinity (1/rest), Channel Divinity: Turn Undead, Divine Domain feature33————————
3rd+2Domain Spells342———————
4th+2—443———————
5th+3Domain Spells, Destroy Undead (CR 1/2 or below)4432——————
6th+3Channel Divinity (2/rest), Divine Domain feature4433——————
7th+3Domain Spells44331—————
8th+3Destroy Undead (CR 1 or below), Divine Domain feature44332—————
9th+4Domain Spells443331————
10th+4Divine Intervention543332————
11th+4Destroy Undead (CR 2 or below)5433321———
12th+4—5433321———
13th+5—54333211——
14th+5Destroy Undead (CR 3 or below)54333211——
15th+5—543332111—
16th+5—543332111—
17th+6Destroy Undead (CR 4 or below), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6—5433332111
20th+6Divine Intervention Improvement5433332211

Class features

Spellcasting: Cleric (1st level)

As a conduit for divine power, you can cast cleric spells.

Divine Domain (1st level)

Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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, 8th, and 17th levels.

Domain Spells (1st level)

Each domain has a list of spells--its domain spells--that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity (1/rest) (2nd level)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead 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 your 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.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead (2nd level)

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.

Divine Domain feature (2nd level)

Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers.
Your domain 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, 8th, and 17th levels.

Destroy Undead (CR 1/2 or below) (5th level)

Starting at 5th level, 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.

Channel Divinity (2/rest) (6th level)

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Destroy Undead (CR 1 or below) (8th level)

Starting at 5th level, 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.

Divine Intervention (10th level)

Beginning at 10th 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.

Destroy Undead (CR 2 or below) (11th level)

Starting at 5th level, 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.

Destroy Undead (CR 3 or below) (14th level)

Starting at 5th level, 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.

Destroy Undead (CR 4 or below) (17th level)

Starting at 5th level, 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.

Channel Divinity (3/rest) (18th level)

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Divine Intervention Improvement (20th level)

At 20th level, your call for intervention succeeds automatically, no roll required.

Subclass in the SRD 5.1

Life

Bonus Proficiency (1st level)

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life (1st level)

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity: Preserve Life (2nd level)

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level.
Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer (6th level)

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Divine Strike (8th level)

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing (17th level)

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Also in the 2024 rules.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). Talewrite is not affiliated with or endorsed by Wizards of the Coast.