M = Level at which a feature changes
New hit point calculation
Level 2
Channel Divinity (Changed)
Harness Divine Power (Removed)
Level 5
Destroy Undead (Changed)
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 3d8 (or 15) + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Armor: Light armor, medium armor, shields
Saving Throws: Wisdom, Charisma
Skills (Choose 2): History, Insight, Medicine, Persuasion, and Religion
Weapons: Simple Weapons
Tools: None
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.
Spell Slots
You acquire spell slots at a normal rate for a full caster as shown on the Spell Slot Table. 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.
Spells and Cantrips Known
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 4th level, and again at 10th level.
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 Spellcasting modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots (1/2 of your spellcaster level rounded up).
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 Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability modifier
Ritual Casting
You can cast any cleric spell you know as a ritual if that spell has the ritual tag. Casting a spell as a ritual takes 10 minutes longer to cast than normal and doesn't consume a spell slot. The ritual version of a spell can’t be cast at a higher level.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
| Spell Slots per Spell level |
lvl - 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th
1st - 3 - - - - - - - -
2nd - 4 - - - - - - - -
3rd - 4 - 2 - - - - - - -
4th - 4 - 3 - - - - - - -
5th - 4 - 3 - 2 - - - - - -
6th - 4 - 3 - 3 - - - - - -
7th - 4 - 3 - 3 - 1 - - - - -
8th - 4 - 3 - 3 - 2 - - - - -
9th - 4 - 3 - 3 - 3 - 1 - - - -
10th - 4 - 3 - 3 - 3 - 2 - - - -
11th - 4 - 3 - 3 - 3 - 2 - 1 - - -
12th - 4 - 3 - 3 - 3 - 2 - 1 - - -
13th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - -
14th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - -
15th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - 1 -
16th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - 1 -
17th - 4 - 3 - 3 - 3 - 2 - 1 - 1 - 1 - 1
18th - 4 - 3 - 3 - 3 - 3 - 1 - 1 - 1 - 1
19th - 4 - 3 - 3 - 3 - 3 - 2 - 1 - 1 - 1
20th - 4 - 3 - 3 - 3 - 3 - 2 - 2 - 1 - 1
Choose one domain related to your deity listed below. Your choice 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 later levels.
Domain Spells
Each domain has a list of specialty spells, known as 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.
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 three such effects: Turn Undead, Miracle, and an effect determined by your domain.
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.
Miracle
You can expend a use of your Channel Divinity and make a prayer. You cast one of your domain spells without consuming a spell slot. The spell must be of a level that you can cast and you do not need to provide components. Once you use this feature you cannot do so again until you finish a long rest.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 60 feet of you must make a Wisdom saving throw against your Spell Save DC. If the creature fails its saving throw, it is turned for 1 minute. A turned creature is Dazed and cannot move towards you.
At the end of each of the creature’s turns it repeats this save, ending the effect on a success.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
You can forgo taking this feature to take a feat of your choice instead.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.
Starting at 5th level, each time an undead fails a saving throw against your Turn Undead feature, it takes a number of d6s of radiant damage equal to your level.
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
Note: You can take this feature in place of the 8th level feature given by your subclass.
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 DM 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.