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Hintergrund

Cleric

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.

Multiclass Requirement. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Cleric Progression

Level Prof. 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, Harness Divine Power (Optional) 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement, Cantrip Versatility (Optional) 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, Cantrip Versatility (Optional) 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, Cantrip Versatility (Optional) 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, Cantrip Versatility (Optional) 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
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 2 1 1 1 1

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: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

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

Spellcasting

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

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.

Spell Slots

The Cleric table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known or Prepared

You prepare the list of cleric spells that are available for you to cast. To do so, choose a number of cleric spells from your spell list 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.

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 any cleric spell as a ritual if you have the spell prepared and the spell has the ritual tag.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain

Each cleric chooses a divine domain, which is selected from the list of available domains. Each domain is detailed at the end of this class description and provides examples of gods associated with it. Your domain might give you access to additional spells (Domain Spells), Channel Divinity options, and other features.

Domain Source
Arcana SCAG
Death DMG
Forge XGtE
Grave XGtE
Knowledge PHB
Life PHB
Light PHB
Nature PHB
Order GGtR / TCoE
Peace TCoE
Tempest PHB
Trickery PHB
Twilight TCoE
War PHB
Ambition PSA
Solidarity PSA
Strength PSA
Zeal PSA
Fate UA

Domain Spells

If your domain grants you domain spells, you always have those spells prepared. They don'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

At 2nd level, you gain the ability to channel divine energy directly from your deity, to use that energy to fuel magical effects. Each Channel Divinity option below explains how one such effect works.

When you use your Channel Divinity, you choose one option you have access to, which can't be used again until you finish a short or long rest. At 6th level, you can use your Channel Divinity twice between rests, and at 18th level, you can use it three times between rests.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Turn Undead

As an action, you present your holy symbol and speak a prayer of censure, forcing each undead that can see or hear you within 30 feet of you to 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.

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 1/2.

Harness Divine Power (Optional)

At 2nd level, you can Channel Divinity to infuse yourself with divine power. As a bonus action, touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). You can't use this feature again until you finish a long rest.

The level of the spell slot you regain increases to 3rd level at 6th level, 4th level at 11th level, and 5th level at 17th level.

Ability Score Improvement

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.

Cantrip Versatility (Optional)

Whenever you gain a level in this class, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead

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:

5th level: CR 1/2
8th level: CR 1
11th level: CR 2
14th level: CR 3
17th level: CR 4

Blessed Strikes (Optional)

At 8th level, you gain a blessing from your deity. When you hit with either an attack roll or a cantrip, you can deal 1d8 extra radiant damage to the target. Once you deal this damage, you can't use it again until you finish a long rest, unless you expend a spell slot of 1st level or higher to use it again. You can also use this feature as a reaction when you or an ally you can see within 30 feet of you is attacked. Doing so grants advantage on the attack roll against you or the triggering creature as part of that reaction. Once you take this reaction, you can't do so again until you finish a long rest.

You can gain additional benefits from this feature only if you have the Domain Spellcasting feature from one domain and the Blessed Strikes feature from another domain. For example, if you have both the Life Domain and the Light Domain features and your cleric is at least 8th level, you gain the bonus damage benefit of the Light domain's version of this feature rather than the bonus damage benefit of the Life domain's version of this feature.

Divine Intervention

At 10th level, you can call on your deity to intervene on your behalf when your need is great.

As an action, you describe the assistance your deity can provide, 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 appropriate deity grants you a cleric spell or a cleric spell effect you have access to. Your cleric is essentially a spellcasting conduit for your deity.

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 divine intervention succeeds automatically, no roll required.