Preparing and Casting Spells. 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.
You prepare the list of cleric spells that are available for you to cast from the cleric spell list. When you do so, choose a number of cleric spells 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.
Ritual Casting. You can cast a cleric spell you know as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.
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 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
Cantrips. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrip of your choice at 4th and 10th level.
Cantrip Versatility. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.
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, Harness Divine Power and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
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. When you finish a short or long rest, you regain your expended usues.
Channel Divinity
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.
Channel Divinity
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must 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, ad 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.
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 a certain threshold:
5th level Cleric destroys undead of CR 1/2 or lower.
8th level Cleric destroys undead of CR 1 or lower.
11th level Cleric destroys undead of CR 2 or lower.
14th level Cleric destroys undead of CR 3 or lower.
17th level Cleric destroys undead of CR 4 or lower.
You may replace Divine Strike or Potent Spellcasting feature with this one.
In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage, you can't use this feature again until the start of your next turn.
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.
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman 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 1st level - detect magic, magic missle
At 3rd level - magic weapon, Nystul's magic aura
At 5th level - dispel magic, magic circle
At 7th level - arcane eye, Leomund's secret chest
At 9th level - planar binding, teleportation circle
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity
Starting at 2nd 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 that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If your 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 end its move in a space within 30 feet of you. It also can't take reactions. For its action, 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.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below certain threshold:
5th level Cleric banishes creatures of CR 1/2 or lower.
8th level Cleric banishes creatures of CR 1 or lower.
11th level Cleric banishes creatures of CR 2 or lower.
14th level Cleric banishes creatures of CR 3 or lower.
17th level Cleric banishes creatures of CR 4 or lower.
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
You may replace this feature with Blessed Strikes.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman 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 1st level - sleep, ray of sickness
At 3rd level - crown of madness, ray of enfeeblement
At 5th level - haste, slow
At 7th level - blight, stoneskin
At 9th level - dominate person, hold monster
At 1st level, you gain proficiency with martial weapons.
From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell's level.
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity to briefly control a creature's actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw.
At 8th level, you can target a Huge or smaller creature.
Channel Divinity
Starting at 6th level, you can use you Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as their are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.
During your bond, you can spend an action to attempt to connect with the bonded creature's senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through the ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson
Bond is lost.
At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can't use this feature again until you finish a long rest.
At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first tiem on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).
One you use this feature, you can't use it again until you finish a long rest.
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman 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 1st level - false life, ray of sickness
At 3rd level - blindness/deafness, ray of enfeeblement
At 5th level - animate dead, vampiric touch
At 7th level - blight, death ward
At 9th level - antilife shell, cloudkill
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.
You may replace this feature with Blessed Strikes.
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman 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 1st level - identify, searing smite
At 3rd level - heat metal, magic weapon
At 5th level - elemental weapon, protection from energy
At 7th level - fabricate, wall of fire
At 9th level - animate objects, creation
When you choose this domain at 1st level, you gain proficiency with heavy armour and smith's tools.
At 1st level, you gain the ability to imbue magic into a weapon or armour. At the end of a long rest, you can touch one nonmagical object that is a suit of armour or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting you a +1 bonus to AC if it's armour or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Starting at 6th level, your mastery of the forge grants you special abilities. You gain resistance to fire damage. While wearing heavy armour, you gain a +1 bonus to AC.
You may replace this feature with Blessed Strikes.
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage. While wearing heavy armour, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman 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 1st level - bane, false life
At 3rd level - gentle repose, ray of enfeeblement
At 5th level - revivify, vampiric touch
At 7th level - blight, death ward
At 9th level - antilife shell, raise dead
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are cancelled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
You may replace this feature with Blessed Strikes.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman 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 1st level - command, identify
At 3rd level - augury, suggestion
At 5th level - nondetection, speak with dead
At 7th level - arcane eye, confusion
At 9th level - legend lore, scrying
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency is doubled for any ability check you make that uses either of those skills.
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you can choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. The creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
You may replace this feature with Blessed Strikes.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot
cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.