Cleric. Channel Divinity. Spellcasting

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1 Level Prof. Bonus 0th st nd rd th 6th st + Spellcasting, Divine Domain nd + Channel Divinity (/ rest), Divine Domain Feature rd + th + + Destroy Undead (CR /) Features 6th + Channel Divinity (/ rest), Divine Domain Feature + +, Destroy Undead (CR ), Divine Domain Feature + 0th + Divine Intervention th + Destroy Undead (CR ) th + th + th + Destroy Undead (CR ) + 6th + Destroy Undead (CR ), Divine Domain Feature Channel Divinity (/ rest) 0th Divine Intervention Improvement Cleric Hit Points Hit Dice: d8 per cleric level Hit Points at st level: 8 + your Constitution modifier Hit Points at Higher levels: d8 (or ) + your Constitution modifier per cleric level after st Proficiencies Armor: Light armor, medium armor, shields Weapons: All simple weapons Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment: (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 0 bolts or (b) any simple weapon (a) a priest s pack or (b) an explorer s pack A shield and a holy symbol Spellcasting Cantrips At st level, you know three cantrips of your choice from the cleric spell list. You learn more cleric cantrips at higher levels, as shown in the Cleric table. Preparing And Casting The Cleric table shows how many spell slots you have of st level and higher. Casting spells expends a slot of the spell s level or higher. You regain all spell slots when you take a long rest. You prepare a list of cleric spells that are available for you to cast, choosing from all cleric spells. When you do, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (min ). The spells must be of a level for which you have spell slots. Casting the spell doesn t remove it from your list of prepared spells. You can change your prepared spells when you finish a long rest. Changing spells requires time: at least minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. Spell Save DC = 8 + proficiency + Wisdom modifier Spell Attack Modifier = proficiency + Wisdom modifier Ritual Casting You can cast cleric spells as a ritual if that spell has the ritual tag and you have it prepared. Spellcasting Focus Your holy symbol is a spellcasting focus for cleric spells. Channel Divinity At nd level, you gain the ability to channel divine energy with one of two such effects: Turn Undead and an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create. At 6th level, you can use it twice, and at level, you can use it thrice. Regain charges on a short or long rest. Channel Divinity: 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 0 ft of you must make a Wisdom saving throw. If they fails its saving throw, it is turned for minute or until it takes any damage. Turned creatures must spend its turns trying to move away from you, and it can t willingly move to a space within 0 ft of you. It can t take reactions. 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. PAGE 6

2 Destroy Undead At level, if an undead fails its saving throw against your Turn Undead feature, they is instantly destroyed if its challenge rating is at or below a certain threshold. Destroys Undead of CR... / or lower or lower th or lower th or lower or lower At th,, th, 6th, and level, you can increase one ability score by, or two ability scores by. You can t bring an ability score above 0 using this feature. Divine Intervention At 0th level, you can call on your deity to intervene on your behalf. 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. 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 0th level, your call for intervention succeeds automatically, no roll required. Divine Domains At st level, choose a domain related to your deity. It grants bonuses at st, nd, 6th,, and levels. Each domain has a list of domain spells that you gain at the noted level. Domain spells are always prepared, and don t acount against the number of spells you can prepare each day. These spells count as cleric spells. Arcana Domain A turned creature must spend its turns trying to move away from you, and it can t willingly end its move in a space within 0 ft of you. It can t take reactions. It can only use 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 level, if a creature fails its saving throw against it, the creature is banished for minute if it isn t on its plane of origin and its challenge rating is at or below a certain threshold. Banishes creatures of CR... / or lower or lower th or lower th or lower or lower Spell Breaker At 6th level, when you heal an ally with a spell of st level or higher, you can also end one spell of your choice on that creature. The level of the ended spell must be equal to or lower than the level of the spell slot you expended. Potent Spellcasting At level, you add your Wisdom modifier to the damage you deal with cleric cantrips. Arcane Mastery At level, choose four spells from the wizard spell list, one each from 6th,,, and level. You add them to your list of domain spells. They are always prepared and count as cleric spells. Knowledge Domain st Command (PHB.) Identify (PHB.) rd Augury (PHB.) Suggestion (PHB.79) Nondetection (PHB.6) Speak With Dead (PHB.77) st Detect Magic (PHB.) Magic Missile (PHB.7) rd Magic Weapon (PHB.7) Nystul s Magic Aura (PHB.6) Arcane Eye (PHB.) Confusion (PHB.) Dispel Magic (PHB.) Magic Circle (PHB.6) Legend Lore (PHB.) Scrying (PHB.7) Arcane Eye (PHB.) Leomund s Secret Chest (PHB.) Planar Binding (PHB.6) Teleportation Circle (PHB.8) Arcane Initiate At st level, you gain proficiency in Arcana, and gain two cantrips from the wizard spell list. These cantrips count as cleric cantrips. Channel Divinity: Arcane Abjuration At nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice within 0 ft must make a Wisdom saving throw, provided that the creature can see or hear you. If it fails, it is turned for minute or until it takes any damage. Blessing of Knowledge At st level, you learn two languages, and become proficient in two of the following: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any check you make with either skill. Channel Divinity: Knowledge of the Ages At nd level, you can use your Channel Divinity to choose one skill or tool. For 0 minutes, you have proficiency with the chosen with it. Channel Divinity: Read Thoughts At 6th level, you can use your Channel Divinity to read a creatures thought, and command it. As an action, choose one creature within 60 ft that you can see. That creature must make a Wisdom saving throw. If it succeeds, you can t use this feature on it again until you take a long rest. PAGE 7

3 If it fails, for minute you can read its surface thoughts when its within 60 ft. During that time, you can use your action to end this effect, and cast the Suggestion (PHB.79) spell without expending a spell slot. It automatically fails its saving throw against the spell. creature with a weapon attack, the attack may deal an extra d8 radiant damage. When you reach th level, the extra damage increases to d8. Potent Spellcasting At level, you add your Wisdom modifier to any damage you deal with cleric cantrips. Supreme Healing At level, when you would roll dice to restore hit points with a spell, you instead heal for the maximum. Visions of the Past At level, you can spent at least a minute in meditation to receive glimpses of recent events. You can meditate for a number of minutes equal to your Wisdom score, and must maintain concentration. You can use it again until you finish a short or long rest. Object Reading: Holding an object as you meditate for minute, you can learn how the owner acquired and lost the object, as well as the most recent significant event involving the two. If it was owned by another creature within a number of days equal to your Wisdom score, you can spend an additional minute for each owner to learn the same information. Area Reading: You see recent events going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, in reverse chronological order. Light Domain Life Domain Warding Flare At st level, when you are attacked by a creature within 0 ft of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can t be blinded is immune. You can use this feature a number of times equal to your Wisdom modifier (min ). You regain all uses when you finish a long rest. st Bless (PHB.9) Cure Wounds (PHB.0) rd Lesser Restoration (PHB.) Spiritual Weapon (PHB.78) Beacon of Hope (PHB.7) Revivify (PHB.7) Death Ward (PHB.0) Guardian of Faith (PHB.6) Mass Cure Wounds (PHB.8) Raise Dead (PHB.70) Bonus Proficiency At st level, you gain proficiency with heavy armor. Disciple Of Life At st level, whenever you use a spell of st level or higher to restore hit points to a creature, the creature gains additional hit points equal to + the spell s level. Channel Divinity: Preserve Life At nd level, you can use your Channel Divinity to heal the badly injured. As an action, choose any creatures within 0 ft of you, and divide hit points equal to five times your cleric level among them. This feature can only restore a creature to half its hit point maximum. You can t use this feature on an undead or a construct. Blessed Healer At 6th level, when you cast a spell of st level or higher that restores hit points to a creature other than you, you regain hit points equal to + the spell s level. st Burning Hand (PHB.0) Faerie Fire (PHB.9) rd Flaming Sphere (PHB.) Scorching Ray (PHB.7) Daylight (PHB.0) Fireball (PHB.) Guardian of Faith (PHB.6) Wall of Fire (PHB.8) Flame Strike (PHB.) Scrying (PHB.7) Bonus Cantrip At st level, you gain the Light (PHB.) cantrip. Channel Divinity: Radiance Of The Dawn At nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 0 ft of you is dispelled. Each hostile creature within 0 ft of you makes a Constitution saving throw. A creature takes radiant damage equal to d0 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Improved Flare At 6th level, you can also use your Warding Flare when a creature that you can see within 0 ft of you attacks another creature. Potent Spellcasting At level, you add your Wisdom modifier to the damage you deal with cleric cantrips. Corona Of Light At level, you can use your action to activate an aura of sunlight that lasts for minute or until you dismiss it using another action. You emit bright light in a 60 ft radius and dim light 0 ft beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. PAGE 8

4 Nature Domain st Animal Friendship (PHB.) Speak with Animals (PHB.77) rd Barkskin (PHB.7) Spike Growth (PHB.77) Plant Growth (PHB.66) Wind Wall (PHB.88) Dominate Beast (PHB.) Grasping Vine (PHB.6) Insect Plague (PHB.) Tree Stride (PHB.8) Acolyte Of Nature At st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Bonus Proficiency At st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals And Plants At nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 0 ft of you must make a Wisdom saving throw. If it fails, it is charmed by you for minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. Dampen Elements At 6th level, when you or a creature within 0 ft of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. creature with a weapon attack, you can cause the attack to deal an extra d8 cold, fire, or lightning damage to the target. At th level, the damage increases to d8. Master Of Nature At level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. Tempest Domain st Fog Cloud (PHB.) Thunderwave (PHB.8) rd Gust of Wind (PHB.8) Shatter (PHB.7) Call Lightning (PHB.0) Sleet Storm (PHB.76) Control Water (PHB.7) Ice Storm (PHB.) Destructive Wave (PHB.) Insect Plague (PHB.) Bonus Proficiencies At st level, you gain proficiency with martial weapons and heavy armor. Wrath Of The Storm At st level, you can thunderously rebuke attackers. When a creature within ft of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. It takes d8 lightning or thunder damage on a fail, and half as much damage on a success. You can use this feature a number of times equal to your Wisdom modifier (min ). You regain all uses when you finish a long rest. Channel Divinity: Destructive Wrath At nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage. Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 0 ft away from you. At level, once on each of your turns when you hit a creature with a weapon attack, you the attack deals an extra d8 thunder damage. At th level, the extra damage increases to d8. Stormborn At level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Trickery Domain st Charm Person (PHB.) Disguise Self (PHB.) rd Mirror Image (PHB.60) Pass Without Trace (PHB.6) Blink (PHB.9) Dispel Magic (PHB.) Dimension Door (PHB.) Polymorph (PHB.66) Dominate Person (PHB.) Modify Memory (PHB.6) Blessing Of The Trickster At st level, you can use your action to touch another willing creature to give it advantage on Stealth checks. This lasts for hour, or until you use this feature again. Channel Divinity: Invoke Duplicity At nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for minute, or until you lose your concentration. The illusion appears in an unoccupied space that you can see within 0 ft of you. As a bonus action on your turn, you can move it up to 0 ft to a space you can see, but within 0 ft of you. For the duration, you can cast spells as though you were in the illusion s space, but you must use your own senses. When both you and your illusion are within ft of a creature that can see the illusion, you have advantage on attack rolls against it. Channel Divinity: Cloak Of Shadows At 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. This ends if you attack or cast a spell. PAGE 9

5 creature with a weapon attack, you can cause the attack to deal an extra d8 poison damage to the target. At th level, the extra damage increases to d8. Improved Duplicity At level, you can create up to four duplicates of yourself when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 0 ft, to a maximum range of 0 ft. War Domain st Divine Favor (PHB.) Shield of Faith (PHB.7) rd Magic Weapon (PHB.7) Spiritual Weapon (PHB.78) Crusader s Mantle (PHB.0) Spirit Guardians (PHB.78) Freedom of Movement (PHB.) Stoneskin (PHB.78) Flame Strike (PHB.) Hold Monster (PHB.) Bonus Proficiencies At st level, you gain proficiency with martial weapons and heavy armor. War Priest At st level, when you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (min ). You regain all expended uses when you finish a long rest. Channel Divinity: Guided Strike At nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +0 bonus to the roll. You make this choice after you see the roll, but before the DM says if the attack hits. Channel Divinity: War God s Blessing At 6th level, when a creature within 0 ft of you makes an attack roll, you can use your reaction to grant that creature a +0 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Death Domain (dmg.96) st False Life (PHB.9) Ray of Sickness (PHB.7) rd Blindness / Deafness (PHB.9) Ray of Enfeeblement (PHB.7) Animate Dead (PHB.) Vampiric Touch (PHB.8) Blight (PHB.9) Death Ward (PHB.0) Antilife Shell (PHB.) Cloudkill (PHB.) Bonus Proficiency At st level, you gain proficiency with martial weapons. Reaper At st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, it can instead target two creatures within range and within ft of each other. Channel Divinity: Touch of Death At nd level, you can use your Channel Divinity to destroy another creatures life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage tot he target. The damage is equal to + twice your cleric level. Inescapable Destruction At 6th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage. creature with a weapon attack, the attack deals an extra d8 necrotic damage. At th level, the extra damage increases to d8. Improved Reaper At level, when you cast a necromancy spell of st through level that targets only one creature, the spell can instead target two creatures within range and within ft of each other. If the spell consumes material components, you must provide them for each target. creature with a weapon attack, the attack deals an extra d8 damage of the same type dealt by the weapon. At th level, the extra damage increases to d8. Avatar Of Battle At level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. PAGE 0

6 Cleric Spell List Cantrips (0 Level) Guidance PHB.8 Light PHB. Mending PHB.9 Resistance PHB.7 Sacred Flame PHB.7 Spare the Dying PHB.77 Thaumaturgy PHB.8 st Level Bane PHB.6 Bless PHB.9 Command PHB. Create or Destroy Water PHB.9 Cure Wounds PHB.0 Detect Evil and Good PHB. Detect Magic PHB. Detect Poison and Disease PHB. Guiding Bolt PHB.8 Healing Word PHB.0 Inflict Wounds PHB. Protection from Evil and Good PHB.70 Purify Food and Drink PHB.70 Sanctuary PHB.7 Shield of Faith PHB.7 nd Level Aid PHB. Augury PHB. Blindness/Deafness PHB.9 Calm Emotions PHB. Continual Flame PHB.7 Enhance Ability PHB.7 Find Traps PHB. Gentle Repose PHB. Hold Person PHB. Lesser Restoration PHB. Locate Object PHB.6 Prayer of Healing th Level Banishment PHB.7 Control Water PHB.7 Death Ward PHB.0 Divination PHB. Freedom of Movement PHB. PHB.67 Guardian of Faith PHB.70 Locate Creature PHB.6 Stone Shape PHB.78 Protection from Poison Silence PHB.7 Spiritual Weapon PHB.78 Warding Bond PHB.87 Zone of Truth PHB.89 rd Level Animate Dead PHB. Beacon of Hope PHB.7 Bestow Curse PHB.8 Clairvoyance PHB. Create Food and Water PHB.9 Daylight PHB.0 Dispel Magic PHB. Feign Death PHB.0 Glyph of Warding PHB. Magic Circle PHB.6 Mass Healing Word PHB.8 Meld into Stone PHB.9 Protection from Energy PHB.70 PHB.6 Level Commune PHB. Contagion PHB.7 Dispel Evil and Good PHB. Flame Strike PHB. Geas PHB. Greater Restoration PHB.6 Hallow PHB.9 Insect Plague PHB. Legend Lore PHB. Mass Cure Wounds PHB.8 Planar Binding PHB.6 Raise Dead PHB.70 Scrying PHB.7 6th Level Blade Barrier PHB.8 Create Undead PHB.9 Find the Path PHB.0 Forbiddance PHB. Harm PHB.9 Heal PHB.0 Heroes Feast PHB.0 Planar Ally PHB.6 True Seeing PHB.8 Word of Recall PHB.89 Level Conjure Celestial PHB. Divine Word PHB. Etherealness PHB.8 Fire Storm PHB. Plane Shift PHB.66 Regenerate PHB.7 Resurrection PHB.7 Symbol PHB.80 Level Antimagic Field PHB. Control Weather PHB.8 Earthquake PHB.6 Holy Aura PHB. Level Astral Projection PHB. Gate PHB. Mass Heal PHB.8 True Resurrection PHB.8 Remove Curse PHB.7 Revivify PHB.7 Sending PHB.7 Speak with Dead PHB.77 Spirit Guardians PHB.78 Tongues PHB.8 Water Walk PHB.87 PAGE

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