Ealers and Arriors
Ealers and Arriors
H e a l e r s a n d Wa r r io r s
Divine m agic, as the nam e suggests, is the p ow er o f
the gods, flow ing from them into the w orld. C lerics are
conduits for that pow er, m anifesting it as m iracu lou s
effects. The gods d on ’t grant this p ow er to everyone w h o
seek s it, but only to th ose c h osen to fulfill a high calling.
  H arn essin g divine m agic d oesn ’t rely on study or
training. A cleric m ight learn form ulaic prayers and
ancient rites, but the ability to cast cleric spells relies on
devotion and an intuitive sen se o f a deity’s w ishes.
  C lerics com bin e the helpful m agic o f healing and
inspiring their allies with sp ells that harm and hinder
foes. Th ey can provoke awe and dread, lay c u rses o f
plague or poison, and even call dow n flam es from heaven
to con su m e their en em ies. For th ose evildoers w h o w ill
benefit m ost from a m a ce to the head, clerics depen d on
their com bat training to let them w ade into m elee with
the p ow er o f the g od s on their side.
D iv in e A g e n t s
Not every acolyte or officiant at a tem ple or shrine is a
cleric. S o m e priests are called to a sim ple life o f tem ple
service, carryin g out their g o d s’ w ill through prayer and
sacrifice, not by m a gic and strength o f arm s. In som e
cities, p riesth ood am ounts to a political office, view ed
as a stepping stone to higher position s o f authority and
involving n o com m u n ion with a god at all. True clerics
are rare in m ost hierarchies.
   W h en a cleric takes up an adventuring life, it is usually
b eca u se his or her g od dem an ds it. P u rsuing the goals
o f the g od s often involves braving dangers beyon d the
w alls o f civilization, sm iting evil or seek in g holy relics in
ancient tom bs. M any clerics are a lso ex pected to protect
T   h e    C   l e r ic
C r e a t in g a C l e r ic                                                    Pr    o f ic ie n c ie s
A s you create a cleric, the m ost im portant question to                      Arm or: Light armor, m edium armor, shields
con sid er is w h ich deity to serve and w hat prin ciples you                 Weapons: All sim ple w eap on s
w ant your character to em body. A pp en dix B includes                        Tools: N one
lists o f m any o f the g od s o f the multiverse. C h eck with
                                                                               Saving Throws: W isdom , Charism a
your D M to learn w hich deities are in your cam paign.
                                                                               Skills: C h oose tw o from History, Insight, M edicine,
   O n ce you ’ve ch osen a deity, con sid er your cleric's
                                                                                 Persuasion, and R eligion
relationship to that god. D id you enter this serv ice
w illingly? O r did the g od c h o o s e you, im pelling you into              Eq    u ipm e n t
serv ice w ith n o regard for your w ish es? H ow do the                       You start with the follow in g equipm ent, in addition to
tem ple priests o f your faith regard you: as a cham pion
                                                                               the equipm ent granted by your background:
or a troublem aker? W h at are your ultimate goals? D oes
your deity have a sp ecia l task in m ind for you? O r are                     • (a) a m a ce or (b) a w arham m er (if proficient)
you striving to prove y ou rself w orthy o f a great quest?                    • (a) sca le mail, (b) leather armor, or (c) chain m ail (if
                                                                                 proficient)
Q    u ic k       Bu      il d                                                 • (a) a light cro s s b o w and 20 bolts or (b) any sim ple
You can m ake a cleric quickly by follow in g these                              w eapon
suggestion s. First, W isd om should be your highest                           • (a) a priest’s pack or (b) an explorer’s pack
ability score, follow ed by S tren gth or Constitution.                        • A shield and a holy sym bol
S econ d , c h o o s e the acolyte background.
Sp e l l c a s t in g                                              You can change your list o f prepared sp ells w hen you
                                                                 finish a lon g rest. P reparin g a n ew list o f cleric spells
A s a conduit for divine pow er, you can cast cleric spells.
                                                                 requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f sp ellcastin g and
                                                                 m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
                                                                 Sp e   l l c a s t in g     A    b il it y
C   a n t r ip s
                                                                 W isd om is your sp ellcastin g ability for your cleric spells.
At 1st level, you k n ow three cantrips o f your ch oice from
                                                                 T h e p ow er o f your sp ells c o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips
                                                                 your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips
                                                                 refers to your sp ellcastin g ability. In addition, you use
K n ow n colu m n o f the Cleric table.
                                                                 your W isd om m odifier w hen setting the saving th row
                                                                 D C for a cleric spell you cast and w hen m aking an
Pr   e p a r in g   a n d   C   a s t in g   Sp e   l l s
                                                                 attack roll w ith one.
T h e Cleric table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f                  Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level                                your Wisdom modifier
or higher. You regain all expen ded spell slots w hen you
                                                                           Spell attack modifier = your proficiency bonus +
finish a lon g rest.
                                                                                             your Wisdom modifier
  You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en
                                                                 R   it u a l    C   a s t in g
you do so, c h o o s e a num ber o f cleric spells equal to
                                                                 You can cast a cleric spell as a ritual if that spell has the
your W isd om m odifier + your cleric level (m inim um o f
                                                                 ritual tag and you have the spell prepared.
on e spell). The spells must be o f a level for w hich you
have spell slots.                                                Sp e   l l c a s t in g     Fo    c u s
  For exam ple, if you are a 3rd-level cleric, you have four     You can use a holy sym b ol (found in chapter 5) as a
1st-level and tw o 2nd-level spell slots. W ith a W isd om       sp ellcastin g focu s for your cleric spells.
o f 16, your list o f prepared spells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare        D iv in e D o m a in
the 1st-level sp ell cure wounds, you can cast it using
                                                                 C h oose on e dom ain related to your deity: K now ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t
rem ove it from your list o f prepared spells.                   Life, Light, Nature, Tem pest, Trickery, or War. Each
                                                                 dom ain is detailed at the end o f the class description,
                                                                 and each on e provides exam ples o f g od s associated
                                                                 w ith it. Y our ch oice grants you dom ain sp ells and other
                                                                 features w hen you c h o o s e it at 1st level. It also grants
                                                                 you additional w ays to use Channel Divinity w hen you
                                                                 gain that feature at 2nd level, and additional benefits at
                                                                 6th, 8th, and 17th levels.
D o m a in Sp e l l s
                                                                 C h a n n e l D iv in it y
                                                                 At 2nd level, you gain the ability to channel divine
                                                                 en ergy directly from your deity, using that en ergy to fuel
                                                                 m agical effects. You start with tw o such effects: Turn
                                                                 U ndead and an effect determ ined by your dom ain. S om e
                                                                 dom ain s grant you additional effects as you advance in
                                                                 levels, as noted in the dom ain description.
                                                                   W h en you u se your Channel Divinity, you c h o o s e
                                                                 w hich effect to create. You m ust then finish a short or
                                                                 lon g rest to u se your Channel Divinity again.
                                                                   S o m e Channel Divinity effects require saving throw s.
                                                                 W h en you use such an effect from this class, the DC
                                                                 equals your cleric spell save DC.
                                                                   B egin n in g at 6th level, you can u se your Channel
                                                                 Divinity tw ice betw een rests, and beginning at 18th level.
you can use it three tim es betw een rests. W h en you finish       dom ain s o f K now ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expen ded u ses.              c h o o s e on e aspect o f your deity’s portfolio to em phasize,
                                                                    and you are granted p ow ers related to that dom ain.
C   h a n n e l    D   iv in it y    : Tu   r n   U   n d e a d        Your ch oice might c orresp on d to a particular sect
A s an action, you present your holy sym bol and sp eak a           dedicated to your deity. A pollo, for exam ple, cou ld be
prayer cen su rin g the undead. E ach undead that can see           w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo,
or hear you w ithin 30 feet o f you must m ake a W isdom            em phasizing his influence over the Light dom ain,
saving throw. If the creature fails its saving throw, it is         and in a different place as A p ollo A cesiu s (“h ealing”),
turned for 1 m inute or until it takes any dam age.                 em phasizing his a ssocia tion w ith the Life dom ain.
  A turned creature m ust spend its turns trying to m ove           Alternatively, your ch oice o f dom ain cou ld sim ply b e a
as far away from you as it can, and it can ’t w illingly            m atter o f p erson al preference, the asp ect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take     that appeals to you most.
reactions. F or its action, it can use only the D ash action          E ach dom ain ’s description gives exam ples o f deities
or try to esca p e from an effect that prevents it from             w h o have influence over that dom ain. G od s are included
m oving. If th ere’s now h ere to m ove, the creature can use       from the w orld s o f the Forgotten R ealm s, Greyhawk,
the D od g e action.                                                D ragon lance, and E b erron cam paign settings, as w ell as
                                                                    from the Celtic, G reek, N orse, and Egyptian pantheons
A b il it y Sc o r e Im pr o v e m e n t                            o f antiquity.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your    K n o w l e d g e D o m a in
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f    T h e gods o f kn ow led ge—including O ghm a, B o cco b ,
your ch oice by 1. A s norm al, you ca n ’t in crease an ability    Gilean, A u reon, and T h oth —value learning and
sco re above 20 using this feature.                                 understanding above all. S o m e teach that kn ow led ge is
                                                                    to b e gathered and sh ared in libraries and universities,
D e st r o y U n d e a d                                            or prom ote the practical kn ow led ge o f craft and
Starting at 5th level, w hen an undead fails its saving             invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn U ndead feature, the creature is            secrets to them selves. A n d som e prom ise their follow ers
instantly destroyed if its challenge rating is at or below a        that they w ill gain trem en dou s p ow er if they u n lock the
certain threshold, as show n in the D estroy Undead table.          secrets o f the multiverse. F ollow ers o f th ese g od s study
                                                                    esoteric lore, collect old tom es, delve into the secret
D   es t r o y    U   n d e a d                                     p la ces o f the earth, and learn all they can. S o m e gods
                                                                    o f kn ow led ge prom ote the practical k n ow led ge o f craft
    Cleric Level        Destroys Undead o f CR
                                                                    and invention, including sm ith deities like G ond, R eorx,
        5th             1/2 or lower
                                                                    Onatar, M oradin, H ephaestus, and Goibhniu.
        8 th            1 or lower
        11th            2 or lower                                  K   n o w l e d g e      D   o m a in        S   pel l s
        14th            3 or lower
                                                                     Cleric Level        Spells
        17th           4 or lower
                                                                            1st          c o m m a n d , identify
                                                                            3rd          augury, suggestion
effect and cast the suggestion spell on the creature                         9th             m ass cure w ounds, raise dead
w ithout expending a spell slot. T h e target autom atically
fails its saving throw against the spell.                         B   o n u s       Pr   o f ic ie n c y
                                                                  W h en you c h o o s e this dom ain at 1st level, you gain
Po   t e n t    Sp    e l l c a s t in g                          proficiency with heavy armor.
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip.                     D    is c ip l e       o f     L   if e
o f recent events. You can m editate in this w ay for a           Starting at 2nd level, you can u se your Channel Divinity
num ber o f m inutes equal to your W isd om sc o r e and          to heal the badly injured.
must m aintain concentration during that time, as if you             A s an action, you presen t your holy sym bol and
w ere castin g a spell.                                           evoke h ealing en ergy that can restore a num ber o f hit
   O n ce you use this feature, you ca n ’t use it again until    points equal to five tim es your cleric level. C h oose any
you finish a short or lon g rest.                                 creatu res w ithin 30 feet o f you, and divide th ose hit
   Object Reading. H olding an object as you meditate,            points am ong them . T his feature can restore a creature
you can see vision s o f the o b je ct’s previous owner.          to no m ore than h alf o f its hit point m axim um . You ca n ’t
After m editating for 1 minute, you learn h ow the ow n er        u se this feature on an undead or a construct.
acqu ired and lost the object, as w ell as the m ost recent
significant event involving the object and that owner.            Bl    e sse d       H      e a l e r
If the object w as ow n ed by another creature in the             B egin ning at 6th level, the healing spells you cast on
recen t past (within a num ber o f days equal to your             others heal you as w ell. W h en you cast a spell o f 1st
W isd om score), you can spend 1 additional minute                level or higher that restores hit points to a creature
for each ow n er to learn the sa m e inform ation about           other than you, you regain hit points equal to 2 + the
that creature.                                                    spell’s level.
   Area Reading. A s you meditate, you see vision s
                                                                  D   iv in e       St    r ik e
o f recen t events in your im m ediate vicinity (a room ,
street, tunnel, clearing, or the like, up to a 50 -foot cube),    At 8th level, you gain the ability to infuse your w eapon
g oin g back a num ber o f days equal to your W isd om            strikes w ith divine energy. O n ce on each o f your turns
score. For each minute you meditate, you learn about              w hen you hit a creature with a w eapon attack, you can
on e significant event, begin n in g with the m ost recent.       cau se the attack to deal an extra 1d8 radiant dam age to
                                                                  the target. W h en you reach 14th level, the extra dam age
Significant events typically involve pow erfu l em otions,
                                                                  in creases to 2d8.
su ch as battles and betrayals, m arriages and m urders,
births and funerals. However, they m ight also include
                                                                  Su   pr e m e          H     e a l in g
m ore m undane events that are n evertheless im portant
                                                                  Starting at 17th level, w hen you w ould norm ally roll
in your current situation.
                                                                  on e or m ore dice to restore hit points with a spell, you
                                                                  instead u se the h ighest num ber p ossib le for each die.
L if e D o m a in
                                                                  F or exam ple, instead o f restoring 2d6 hit points to a
T h e Life dom ain fo c u s e s on the vibrant positive           creature, you restore 12.
en ergy—on e o f the fundam ental forces o f the universe—
that sustains all life. The gods o f life prom ote vitality       L ig h t D o m a in
and health through healing the sick and w ounded,
                                                                  G od s o f light—including Helm , Lathander, Pholtus,
caring for th ose in need, and driving away the forces o f
                                                                  Branchala, the Silver Flam e, Belenus, A pollo, and
death and undeath. A lm ost any non-evil deity can claim
                                                                  R e-H orakhty—prom ote the ideals o f rebirth and
influence over this dom ain, particularly agricultural
                                                                  renew al, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Araw ai, and D em eter), sun
                                                                  sym bol o f the sun. S o m e o f th ese g od s are portrayed
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
                                                                  as the sun itself or as a charioteer w h o guides the sun
a cro ss the sky. O thers are tireless sentinels w h o s e eyes
pierce every sh adow and see through every deception.
S om e are deities o f beauty and artistry, w h o teach that
art is a vehicle for the sou l's im provem ent. C lerics o f a
god o f light are enlightened sou ls in fused w ith radiance
and the p ow er o f their g o d s’ discern in g vision, charged
with chasin g away lies and burning away darkness.
Lig h t D o m a in S pel l s
Bo    n u s     C   a n t r ip
W h en you c h o o s e this dom ain at 1st level, you gain the
light cantrip if you don ’t already k n ow it.
Wa r d in g Fl a r e
A lso at 1st level, you can in terpose divine light betw een
y ou rself and an attacking enemy. W h en you are attacked
by a creature w ithin 30 feet o f you that you can see,
you can u se your reaction to im pose disadvantage on
the attack roll, cau sin g light to flare before the attacker
before it hits or m isses. A n attacker that ca n ’t be blinded
is im m une to this feature.
   You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expen ded u ses w hen you finish a long rest.
C   h a n n e l       D   iv in it y    : R   a d ia n c e   o f   t h e   Da   w n
Starting at 2nd level, you can use your Channel Divinity
to h arn ess sunlight, banish in g dark n ess and dealing                             Na t u r e D o m a in
radiant dam age to your foes.                                                         G od s o f nature are as varied as the natural w orld
   A s an action, you presen t your holy sym bol, and any                             itself, from inscrutable g od s o f the deep forests (such
m agical darkn ess w ithin 30 feet o f you is dispelled.                              as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
Additionally, each hostile creature w ithin 30 feet of                                friendly deities a ssocia ted with particular sprin gs and
you m ust m ake a Constitution saving throw. A creature                               groves (such as Eldath). D ruids revere nature as a
takes radiant dam age equal to 2 d 10 + your cleric level                             w h ole and m ight serve one o f these deities, practicing
on a failed saving throw, and half as m uch dam age on a                              m ysterious rites and reciting all-but-forgotten prayers in
su ccessfu l one. A creature that h as total cover from you                           their ow n secret tongue. But m any o f these g od s have
is not affected.                                                                      clerics as w ell, cham pion s w ho take a m ore active role
                                                                                      in advancing the interests o f a particular nature god.
Im    pr o v e d       Fl   a r e
                                                                                      T h ese clerics m ight hunt the evil m on strosities that
Starting at 6th level, you ca n also use your W arding
                                                                                      d espoil the w ood lan d s, b less the harvest o f the faithful,
Flare feature w hen a creature that you can see w ithin
                                                                                      or w ither the crop s o f th ose w h o anger their gods.
3 0 feet o f you attacks a creature other than you.
                                                                                      N   a t u r e   D   o m a in   S   pel l s
Po    t e n t     Sp   e l l c a s t in g
Starting at 8th level, you add your W isd om m odifier to                              Cleric Level        Spells
the dam age you deal with any cleric cantrip.                                                 1st          a n im a l friendship, speak with an im als
                                                                                             3rd           barkskin, spike grow th
C o r o n a o f L ig h t
                                                                                             5th           plant growth, w ind wall
Starting at 17th level, you can use your action to activate
                                                                                             7th           dom inate beast, gra sp in g vine
an aura o f sunlight that lasts for 1 minute or until you
                                                                                             9th           insect plague, tree stride
d ism iss it usin g another action. You emit bright light in
a 60 -foot radius and dim light 30 feet beyond that. Your
en em ies in the bright light have disadvantage on saving
throw s against any spell that deals fire or radiant damage.
A   c o l y t e       o f    Na   t u r e                                   righ teou sn ess or to en cou ra ge them to offer sa crifices o f
At 1st level, you learn on e druid cantrip o f your choice.                 propitiation to w ard o ff divine wrath.
You also gain proficiency in one o f the follow in g skills o f
your ch oice: A nim al H andling, Nature, or Survival.                      Te    mp es t      D   o m a in       S   pel l s
Im   pr o v e d         D   u pl ic it y                                          D   iv in e       St    r ik e
At 17th level, you can create up to four duplicates                               At 8th level, you gain the ability to infuse your w eap on
o f yourself, instead o f one, w hen you u se Invoke                              strikes w ith divine energy. O n ce on each o f your turns
Duplicity. A s a bon u s action on your turn, you can                             w hen you hit a creature w ith a w eap on attack, you can
m ove any n um ber o f them up to 30 feet, to a m axim um                         cau se the attack to deal an extra 1d8 dam age o f the
range o f 120 feet.                                                               sam e type dealt by the w ea p on to the target. W h en you
                                                                                  reach 14th level, the extra dam age in creases to 2d8.
Wa r          D o m a in
                                                                                  Av   a t a r      o f    Ba   t t l e
W ar has m any m anifestations. It can m ake h eroes o f
                                                                                  At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
                                                                                  and slashing dam age from n onm agical w eapon s.
acts o f cruelty and cow a rd ice eclipsing in stan ces o f
excellen ce and courage. In either case, the gods o f w ar