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


Armor: None
Weapons: Simple weapons
Tools: Choose one from herbalism kit, an artisan tool, or a musical instrument
Saving Throws: Wisdom, and either Intelligence or Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion


You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for clerics:

Table: The Cleric
LevelFeaturesSigns KnownCantrips KnownMana PoolMax Spell Level
1stSpellcasting, Divine Domain, Defensive Blessing, Sacred Call341st
2ndChannel Divinity, Divine Domain feature, Principles of Devotion361st
3rdSigns of Faith13142nd
4thAbility Score Improvement14172nd
5thEmpowered Turning24273rd
6thChannel Divinity (2/rest), Divine Domain feature24323rd
7thDivine Domain feature24384th
8thAbility Score Improvement, Empowered Turning24444th
9thSacred Presence34575th
11thEmpowered Turning35736th
12thAbility Score Improvement35736th
14thEmpowered Turning45837th
15thDivine Domain feature45948th
16thAbility Score Improvement45948th
17thEmpowered Turning551079th
18thChannel Divinity (3/rest)551149th
19thAbility Score Improvement551239th
20thAvatar of Faith551339th
Table: The Epic Level Cleric
LevelFeaturesSigns KnownCantrips KnownMana PoolMax Spell Level
21stEpic Ability Score Improvement, Divine Domain feature661429th
22ndGreater Turning661429th
23rdDivine Providence661529th
25thEpic Ability Score Improvement, Mighty Strike761639th
26thGreater Turning771639th
27thChannel Divinity (4/rest)771769th
28thDivine Domain feature7719010th
29thEpic Ability Score Improvement, Greater Turning8720511th


1st-level Cleric feature
As a conduit for divine power, you can cast cleric spells.


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. In addition to these, you also know the thaumaturgy cantrip.

Starting at 4th level, 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. However, you cannot replace thaumaturgy.

Preparing and Casting Spells

The Cleric table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

You prepare the list of cleric spells that are available for you to cast, choosing 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 can cast.

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 a cleric spell 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.

Divine Domain

1st-level Cleric feature
Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 7th, 15th, 21st, and 28th levels.

Arcana DomainSword Coast Adventurer's Guide. Altered.
Blood DomainTal'Dorei Campaign Setting Reborn. Altered.
City DomainUnearthed Arcana. Altered.
Death DomainDungeon Master's Guide. Altered.
Forge DomainXanathar's Guide to Everything. Altered.
Grave DomainXanathar's Guide to Everything. Altered.
Knowledge DomainPlayer's Handbook. Altered.
Life DomainPlayer's Handbook. Altered.
Light DomainPlayer's Handbook. Altered.
Mind DomainExploring Eberron. Altered.
Moon DomainTal'Dorei Campaign Setting Reborn. Altered.
Nature DomainPlayer's Handbook. Altered.
Order DomainTasha's Cauldron of Everything. Altered.
Peace DomainTasha's Cauldron of Everything. Altered.
Tempest DomainPlayer's Handbook. Altered.
Trickery DomainPlayer's Handbook. Altered.
Twilight DomainTasha's Cauldron of Everything. Altered.
War DomainPlayer's Handbook. Altered.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain 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.

Defensive Blessing

1st-level Cleric feature
The high powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.

Armor of Conviction

While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You always have the shield of faith spell prepared, and it doesn’t count against the number of spells you can prepare each day.

Sacred Archery

You gain proficiency with light armor, medium armor, and ranged martial weapons.

Spirit Soldier

You gain proficiency with light armor, medium armor, and shields.

Sacred Call

1st-level Cleric feature
Your clerical vocation anoints you with certain graces for spreading your message to the people. Choose one of the following.

Clerical Charisma

Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.

Home-Grown Faith

Your faith has grown up from the iron-clad piety found in the humble and quiet places of the world. You can spend 5gp at a local shrine or small temple. If you do this, the temple will often provide you and your companions with food, lodging, and a modest lifestyle for the evening (even if the individual in charge has to open their own home to do so.) If you do not take this lodging, you gain inspiration instead. You cannot gain inspiration in this way until 7 days have passed.

Additionally, as long as you are not within civilization or a dangerous place (like a dungeon), you can create a simple shrine to a god of your choosing during a long rest by spending 5 gp and making an Intelligence (Religion) check (DC varies depending on the god and location.) If you succeed, you and your companions encounter no dangers during that night. The DM can ignore this, but if they do, you gain inspiration.


Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle. Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.

Zeal of the Convert

You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead.

Channel Divinity

2nd-level Cleric feature
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead 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, beginning at 18th level, you can use it three times between rests, and at 27th level, you can use it four times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Dazed for 1 minute or until it takes any damage or you are Incapacitated or die.

While Dazed in this way, the creature must Move as far away from you as it can. If there's nowhere to move, the creature may take the Dodge action instead.

Channel Divinity: Harness Divine Power

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 mana equal to your proficiency bonus. The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; 18th level, thrice; and 27th level, four times. You regain all expended uses when you finish a long rest.

Principles of Devotion

2nd-level Cleric feature
After much contemplation and communion with your greater entity, you pledge a vow to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you a related boon from the following.


In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. You have Advantage on saving throws made to resist being Charmed.


You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have Advantage when discerning your religious identity. You gain Advantage on saving throws against being Frightened and ability checks made against Intimidation.


You choose to uphold no specific moral code beyond those that drove you to become a cleric. You gain proficiency in any skill, artisan tool, or two languages of your choice.


You adhere to a strict code of morality and ethics. When an action you take is honest and non-violent, you cannot have Disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that action.


In exchange for forgoing bloodshed — torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points — you are yourself granted mercy. You can spend inspiration to automatically succeed on a failed death saving throw, as long as the result isn’t a natural 1.


In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inn keeps offer free lodging.

Ritual Prayer

You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it.


Your mission from your deity requires you to work undercover, concealing your true self with a secret identity. In exchange for forgoing the pleasure of true connection and friendship, you gain proficiency in your choice of Deception, Sleight of Hand, or Stealth, and with the disguise kit, forgery kit, or thieves’ tools.


In exchange for forgoing weaknesses such as helping or protecting others (except when it serves you), you gain proficiency with the Insight skill, and have Advantage on Wisdom (Insight) checks against Charisma checks made to influence your behavior.


In exchange for swearing a vow of silence, you are able to compel other creatures to action with only a glance. When a creature within 10 feet of you makes a Persuasion check, you may add your Wisdom modifier to the result. Additionally, you may ignore the verbal components of Cleric spells you cast.

Signs of Faith

3rd-level Cleric feature
You gain one sign of faith of your choice. Signs of faith are detailed on the Signs of Faith page. The Signs Known column of the Cleric table shows when you gain new signs. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Signs of Faith you know and replace it with another Sign of Faith that you could learn at that level.

Ability Score Improvement

4th-level Cleric feature
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. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you may do one of the following, representing a change of focus in your pious devotion:

Empowered Turning

5th-level Cleric feature
Your greater entity grants you improved ways to turn undead or other abhorrent beings. You gain this feature again at 8th, 11th, 14th, and 17th level. Each time you gain Empowered Turning, choose one of the following:

Command Undead

If you choose, creatures turned by you of CR ½ or less regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) which they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one. You can select this option multiple times. Each time you choose it, you are able to command more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option.

Destroy Undead

Creatures turned by you of CR ½ or less are immediately destroyed, transformed into dust by a blinding flash of light, and creatures of a higher CR take 1d8 radiant or necrotic damage (your choice). This damage doesn't end the turned effect. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 and increasing the damage by 1d8 for each subsequent time you select this option.

Turn Supernatural

Choose a creature type from aberration, celestial, elemental, fey, or fiend. When you use Turn Undead, you can also choose to affect creatures of that type. You can select this option multiple times.

Sacred Presence

9th-level Cleric feature
You bring the true presence of your ideals wherever you go. Choose one of the following.

Cosmic Idealist

Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful. As long as you are no more than one step away from this alignment, you can identify creatures that have the same alignment trait as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them. Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.

Eyes of the Heart

You have a way of seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.

Spiritual Salve

Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check or saving throw that they fail. If they do so, they must use the new roll. This feature cannot be used on saving throws made to maintain concentration on a spell. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a long rest.


At 10th level, the potency of your faith increases. Choose one of the following.

Divine Intervention

Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. 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 archetype 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.

After each failed divine intervention roll, subtract 1 from the percentile roll until it is a success, at which point it resets to your cleric level or below.

At 20th level, your call for intervention succeeds automatically, no roll required.

Imminent Turning

A powerful connection to the life force of your greater entity extends the range of your Turn Undead. Your Turn Undead and Avatar of Faith now affects creatures within 60 feet of you, instead of 30 feet.

Master Ritualist

Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared.

At 20th level, when you cast any Cleric spell as a ritual or with a spell slot, the casting time becomes 10 minutes.

Prayer of Protection

After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest.

At 20th level, you gain two of these resistances, and can change one or both of them on a short rest.

Avatar of Faith

20th-level Cleric feature
Your secret inner divinity is finally revealed. You can use your Channel Divinity to become a conduit of the divine, flooding the area within 30 feet of you with the unfettered power of the Planes. Once you have your Channel Divinity in this way, you cannot use either option again until you finish a long rest.

Channel Negative Energy

You can use an action to evoke baleful energy from the Lower Planes to harm creatures you are able to see. You choose the creatures. Each creature makes a Charisma saving throw or takes 5d10 force damage and 5d10 necrotic damage, or half damage on a success.

When you use this feature, you also choose one of the following conditions: Blinded, Deafened, Frightened, Poisoned. A creature that failed its saving throw also gains the chosen condition. At the end of each of its turns, a creature can repeat the saving throw to end the effect on itself. In addition, any number of undead creatures in the area regains 5d10 hit points.

Channel Positive Energy

You can use an action to evoke energy from the Upper Planes to heal creatures you are able to see. You choose the creatures and divide 200 hit points of healing among them. A creature that regains hit points from this feature is also healed of one level of fatigue and one level of strife, and if it is blinded, charmed, deafened, doomed, frightened, paralyzed, petrified, poisoned, or stunned those conditions end for it. This feature cannot be used on undead or constructs.

Epic Level Cleric: Epic Ability Score Improvement

21st-level Cleric feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Cleric: Greater Turning

22nd-level Cleric feature
At 22nd, 26th, and 29th level, choose two additional options from the Empowered Turning ability. You may empower Command or Destroy undead even further, increasing the CR of affected creatures by 1 and the damage by 1d8 each time, to a maximum of CR 10.

Epic Level Cleric: Divine Providence

23rd-level Cleric feature
Choose a second option from the Providence class feature. You gain the benefits of it.

Epic Level Cleric: Conduit

24th-level Cleric feature
When you expend a use of your Channel Divinity class feature, you gain temporary hit points equal to your Cleric level. While you have these temporary hit points, you gain the benefits of the protection from evil and good spell.

Epic Level Cleric: Mighty Strike

25th-level Cleric feature
The extra damage from your Strikes Divine Domain feature increases to 3d8.

Epic Level Cleric: Apotheosis

30th-level Cleric feature
You gain the following benefits, based on the Providence features you chose at 10th and 23rd level.