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Cleric

Clerics are the intermediaries between the mortal world and the distant planes of the gods. They do not just pray; they channel the raw, ordering power of Divine Magic to heal, protect, and smite. Their power is limited not by slots, but by the capacity of their mortal bodies to contain the divine light.

Important: Clerics use Divine Magic and the Divine Mana System. They do not use Spell Slots.

Class Features

As a Cleric, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Cleric level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, wands, staves
  • Tools: Herbalism kit
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, Religion, Spellcraft, and Infernallia.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) a mace or (b) a warhammer (if proficient) - (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) - (a) a light crossbow and 20 bolts or (b) any simple weapon - (a) a priest's pack or (b) an explorer's pack - A shield and a holy symbol

The Cleric

Level Proficiency Bonus Features Channel Divinity Cantrips Known Max Spell Level
1st +2 Divine Magic, Divine Order - 2 1st
2nd +2 Channel Divinity 2 2 1st
3rd +2 Divine Domain 2 2 2nd
4th +2 Ability Score Improvement 2 3 2nd
5th +3 Sear Undead & Demons, Blessed Strikes 2 3 3rd
6th +3 Domain Feature 3 3 3rd
7th +3 - 3 4 4th
8th +3 Ability Score Improvement 3 4 4th
9th +4 Miracle 3 4 5th
10th +4 Divine Intervention 3 5 5th
11th +4 Improved Blessed Strikes 3 5 6th
12th +4 Ability Score Improvement 3 5 6th
13th +5 - 3 6 7th
14th +5 Domain Feature 3 6 7th
15th +5 Divine Inter vention (Improved) 3 6 8th
16th +5 Ability Score Improvement 3 7 8th
17th +6 Domain Feature 3 7 9th
18th +6 - 4 7 9th
19th +6 Epic Boon 4 8 9th
20th +6 Greater Divine Intervention 4 8 9th

Class Features

Divine Order

At 1st level, you choose a role: - Protector: You gain proficiency with martial weapons and heavy armor. - Thaumaturge: You learn one extra cantrip. You gain a bonus to Intelligence (Arcana or Religion) checks equal to your Wisdom modifier.

Channel Divinity

At 2nd level, you can channel divine energy to fuel magical effects. You start with two effects: Divine Spark and Turn Undead & Demons. - Uses: You can use this feature a number of times as shown in the Cleric table. You regain expended uses when you finish a Short or Long Rest. - Divine Spark: As a Magic action, heal or damage a creature within 30 feet for 1d8 + Wisdom modifier (scales to 2d8 at 7th, 3d8 at 13th, 4d8 at 18th). - Turn Undead & Demons: As a Magic action, force Undead or Demons within 30 feet to make a Wisdom save or be Frightened and Incapacitated for 1 minute.

Divine Domain

At 3rd level, you choose a Divine Domain, such as the Calamity Domain.

Sear Undead & Demons

At 5th level, when you use Turn Undead & Demons, you can deal Radiant damage equal to (Wisdom modifier)d8 to undead or demons that fail the save.

Blessed Strikes

At 5th level, you gain one of the following: - Empowered Strikes: Once per turn, deal extra 1d8 Radiant/Necrotic damage with a weapon attack. - Potent Spellcasting: Add your Wisdom modifier to the damage of your Divine cantrips.

Miracle

At 9th level, you can perform small miracles (cast as Divine spells using your stats): - Miracle of Thunder: Ranged attack, 3d8 Lightning + Paralyzed. - Miracle of Resurrection: Revive a creature that died in the last minute with 1 HP. - Miracle of Replenishment: Create food/water for 10 creatures. - Usage: Once per Short Rest.

Improved Blessed Strikes

At 11th level, your Empowered Strikes damage increases to 2d8, or your Potent Spellcasting allows you to grant temp HP when you deal damage with a cantrip.

Divine Intervention

At 15th level, you can call for direct intervention (Miracles): - Miracle of Magic Forbiddenment: Anti-magic zone for 1 minute. - Miracle of the Earth: Earthquake (10d6 damage + structures collapse). - Miracle of Salvation: Allies gain advantage on saves, enemies have disadvantage on attacks. - Miracle of Sunlight: 12d6 Radiant damage + Blindness in 60ft sphere. - Usage: Once per Long Rest.

Greater Divine Intervention

At 20th level, you can cast wish (immune to negative effects) once every 2d4 days.


Divine Domains

Choose a Divine Domain at 3rd level. See Magical Patrons/Divine/Domains for available domains and their features.

Example Domains: Life, Light, Death, Tempest, War, Knowledge, Nature, Trickery, Forge, Grave, Order, Peace, Twilight.