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A cleric serves a god and, in so doing, defends and heals companions with divine magic, while armed with a weapon and a symbol of that god.

Creating a Cleric
When you create a character whose first class is cleric, you gain these benefits.

Ability Adjustment: +1 to your Wisdom, Strength or Constitution score. You use Wisdom to cast spells and Strength to make melee attacks. A high Constitution score provides extra hig points.
Starting Hit Points: 8 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: Basic weapons, dagger, and simple missile weapons.


Level Weapon Attack Magic Attack Save DC Bonus Class Features
1 +2 +2 +0 Religious Knowledge, Divine Magic, Deity, Turn Undead
2 +2 +2 +0 -
3 +2 +2 +0 -
4 +2 +2 +0 -
5 +2 +2 +0 -
6 +3 +3 +1 -
7 +3 +3 +1 -
8 +3 +3 +1 -
9 +3 +3 +1 -
10 +3 +3 +1 -


Level 0 1 2 3 4 5
1 3 1 - - - -
2 4 2 - - - -
3 4 2 1 - - -
4 4 2 2 - - -
5 4 2 2 1 - -
6 4 2 2 2 - -
7 4 2 2 2 1 -
8 4 2 2 2 2 -
9 4 2 2 2 2 1
10 4 2 2 2 2 2

You can make a cleric quickly by following these suggestions.
Suggested Background: Priest
Suggested Specialty: Divine magic specialist
Suggested Equipment: Chainmail, shield, mace, sling, 50 sling bullets, holy symbol, flask of holy water, adventurer's kit, and belt pouch containing 14 gp and 8 sp.


A cleric gains the following class features.
Hit Dice: 1d8 per cleric level
Hit Points: 1d8 (or 5) + your Constitution modifier per cleric level gained.

Level 1: Religious Knowledge

As a cleric, you have knowledge not only of your chosen faith, but also of other widespread faith, dark cults, the workings of magic, and the celestial and fiendish realms.
Benefit: You gain training in the Knowledge skill. Choose the field of knowledge from the following options: arcana, forbidden lore, or religion.

Level 1: Divine Magic

As a cleric, you learn to draw on dicine magic through prayer and ancient rites. You use this power to cast potent spells that smite your enemies and uplift your friends.
Benefit: You can cast a number of cleric spells per day based on your level, as noted in the Cleric Spells per Day table. Wisdom is your magic ability score.

Spell Preparation: You must prepare your spells before casting them. After a long rest, you can prepare a number of spells by spending time in prayer. You choose these spells from the cleric's spell list. Preparing your spells requires time spent in prayer and meditation: at least on minute per spell level for each spell you prepare.
You can prepare one spell for each spell slot you have. Thus, at 1st level you can prepare one 1st-level spell. In addition, you always have prepared the domain spells granted by your deity that are appropriate for your level. Domain spells do not count against the number of spells you can prepare each day.

Casting a Spell: When you cast a spell, choose one of your prepared spells and use a spell slot of that spell's level or higher. After you can the spell, you lose the use of that slot until you prepare spells again, but the spell is still considered to be prepared.
You can use your spell slots to cast any combination of spells you have prepared, as long as you respect the level limit. For example, if you have bless and cure light wounds prepared and have two 1st-level spell slots available, you can cast each spell once or cast one of those spells twice.

Battlefield Concentration: You have trained to maintain your focus even in the chaos of battle. When you are concentrating on a spell, taking damage cannot break your concentration.

Words of Power: Some spells require you to speak only a few words in order to cast them. Such a spell is marked as a word of power in its description.
When you use an action to cast a word of power on the cleric's spell list, you can use the same action to take another action immediately after casting the spell. The other action cannot involve casting a spell, activating a magic item, or doing anything that requires you to speak.

Rituals: You can perform any cleric spell as a ritual, provided you have the spell prepared and it has a ritual version.

Magic Attacks: When you make a magic attack using a cleric spell, you use your Wisdom modifier for the attack roll, and add the bonus from the Magic Attack column in the Cleric table.

Saving Throw DCs: When a cleric spell that you cast or a cleric feature that you use calls for a saving throw, the save DC equals 10 + your Wisdom modifier + your save DC bonus (as noted on the Cleric table).

Level 1: Deity

The deity you serve or the philosophical system you adopt grants access to divine magic, and from it you draw the magical energy you need to cast spells.
Benefit: Choose a deity. Several deities are provided here: the Lifegiver, the Lightbringer, the Protector, the Trickster, and the Warbringer. Your choice of deity grants you various special abilities, including spells that are associated with the god's domain of influence. If you have a domain spell that does not appear on the cleric's spell list, the spell is, nonetheless, a cleric spell for you.

The deity choices are iconic appellations rather than specific deity names. Depending on your DM's campaign, these deities might have any of many different names. In effect, each deity presented here is a template that can be used for a number of gods from myth and various D&D worlds.

The Lifegiver

The Lifegiver takes a variety of forms, all of them involving growth, fertility, and healing. This deity is usually female and is sometimes an earth mother, a forest sprite, or a great ocean or river.
As a devotee of life, you can foster health and healing in the people you attend. Your prayers can cause wounds to close and sickness to fade. Your divine patron urges you to cleanse the world of suffering and to provide aid to those in need.
Life springs up and blooms around the paragons of your faith. Stories tell of blessed clerics who live for centuries without suffering aches, ills, or the ravages of age. Some are said to be able to heal with a glance, to cause withered crops to spring back to life where they walk, and to dull the physical and emotional pain of anyone who sees them.
The Lifegiver is most often lawful good, neutral good, or chaotic good.

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

Spell Level Domain Spell
1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds
4 Cure Critical Wounds
5 Mass Cure Wounds

Disciple of Life: When you cast any of the Lifegiver's domain spells, the spell restores additional hit points equal to 2 + the spell's level.

At-Will Spells: While you have the cure minor wounds or the resistance spell prepared, you can cast it without expending a spell slot.

The Lightbringer

The Lightbringer is a sun deity, whose followers are infused with radiant light and the power of the sun's searing heat. This deity is sometimes the ruler of a pantheon and is often portrayed as the sun itself or a charioteer who guides the sun across the sky. The sun's daily course means that the Lightbringer can embody principles of rebirth or renewal, but some sun deities are the sun at high noon, looking down upon the mortal world to pronounce judgment and burn away evil.
The Lightbringer entrusts you with the sun's power so you can become a beacon of light in a darkened world. You bring light wherever you go, chasing away shadows and burning away darkness. Your prayers can bring forth sunlight, which you might focus into burning rays or let loose to shine its wholesome light.
The most devoted and enlightened followers of the Lightbringer shine with their own inner light. Creatures of darkness and death cower in the presence of the mightiest of your faith, unable to bear the brightness of their countenance.
The Lightbringer is most often lawful good, neutral good, chaotic good, or lawful neutral.

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

Spell Level Domain Spell
1 Command
2 Spiritual Weapons
3 Scorching Ray
4 Divine Power
5 Flame Strike

Disciple of the Sun: When you cast any of the Lightbringer's domain spells, the spell deals radiant damage equal to 2 + the spell's level to creatures of your choice within 10 feet of you.

At-Will Spells: While you have the cure minor wounds, the light, or the lance of faith spell prepared, you can cast it without expending a spell slot.

The Protector

The Protector is a god of defensive strength, an unyielding force that guards against the forces of evil. Sometimes the Protector is a martial deity, usually male, who stands as the ideal for sentinels and paladins. Other times the Protector is primarily a god of community, often female, who embodies the community's cohesiveness and responsibility to protect and care for each other.
The Protector entrusts you with the strength and endurance to protect the innocent so that you can become a beacon of hope in a darkened world. You protect the weak from the wicked, and nothing stirs your righteous fury so much as witnessing harm brought to those your god calls you to protect.
The most devoted and enlightened followers of the Protector are bulwarks of defense in a violent world. Many seek to take the fight to the enemy, delving into dungeons to root out threats before they can spread. On the edge of civilization, the Protector's clerics organize defenses, train local militias, and bring justice to a lawless land.
The Protector is most often lawful good, neutral good, or lawful neutral.

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

Spell Level Domain Spell
1 Sanctuary
2 Aid
3 Dispel Magic
4 Death Ward
5 True Seeing

Disciple of the Protector: When you roll initiative, you can give yourself and any creatures of your choice within 30 feet of you a +2 bonus to the roll.

At-Will Spells: While you have the cure minor wounds or the resistance spell prepared, you can cast it without expending a spell slot.

The Trickster

The Trickster is a god of trickery and thieves, a mischief-maker and instigator who stands as a constant challenge to the accepted order among both gods and mortals. Unlike most other deities, the Trickster is often portrayed as an animal, such as a raven or a fox, as well as a shapechanger who can adopt any form at will. The Trickster is often also a god of luck, either good or bad.
As a follower of the Trickster, the world is a grand game to you, which you play to get what you want. Subterfuge, pranks, and theft are often the tools you use, rather than direct confrontation.
Of all the deities, the Trickster covers the widest moral ground. A chaotic good expression of the Trickster is a liberator and freedom fighter. The evil form of the Trickster delights in murder and wealth gained by any means. Standing in the middle of these two extremes, the chaotic neutral expression of this god is a capricious free spirit.
The Trickster is most often chaotic good, chaotic neutral, or chaotic evil.

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

Spell Level Domain Spell
1 Sanctuary
2 Silence
3 Fly
4 Dimension Door
5 Telekinesis

Disciple of Trickery: You gain training in one skill of your choice: Bluff, Disguise, or Sneak. You also gain proficiency with finesse weapons and simple and martial ranged weapons.
Once every 10 minutes, you can magically turn invisible as an action. The invisibility lasts until the start of your next turn or until you attack or cast a spell.

At-Will Spells: The minor illusion spell is added to the list of 0-level cleric spells that you know. While you have it prepared, you can cast it without expending a spell slot.

The Warbringer

War has many manifestations. It can be glorious, making heroes of ordinary people. It can be desperate and horrific, mortals' worst traits writ large on the battlefield, with acts of cruelty, malice, and cowardice eclipsing those instances of excellence and courage. In either case, the Warbringer watches over warriors and rewards them for great bravery.
The Warbringer attracts a wide range of individuals. You might be a courageous hero, a bold champion who inspires others to fight the good fight. Or you might see the battlefield as your temple and offer violence as prayers to your deity. Whatever your connection to warfare, you excel in battle and improve those who fight at your side.
Paragons of your faith grow more and more like the deity they serve or the ideal of warfare they uphold. Most tales of the legendary followers of the Warbringer portray them as powerful generals or war chiefs, leading hordes in conquest or mustering armies to drive off invaders. They are often said to inspire courage or berserk fury in those who fight beside them. The shout of such a cleric can strike terror in enemies, and tales are told of battles won without a single blow struck, as armies quailed and fled before the wrath of a mighty champion of the Warbringer.

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

Spell Level Domain Spell
1 Bless
2 Spiritual Weapon
3 Prayer
4 Divine Power
5 Flame Strike

Disciple of the Warbringer: You gain proficiency with martial weapons and heavy weapons.

At-Will Spells: While you have the cure minor wounds or the resistance spell prepared, you can cast it without expending a spell slot.

Level 1: Turn Undead

The gods are the shepherds of the dead. When a living creature dies, its soul passes on to an afterlife in the realms of the gods. For this reason, all deities have strong dictates regarding the undead. Good and neutral deities exhort their followers to send such creatures to their final rest, while evil ones command their clerics to use the dead as recruits, willing or unwilling, to serve their cause.
When you turn the undead, you attempt to cow them with a display of divine might. You can hold undead creatures at bay, or even destroy them if you are powerful enough. Clerics who follow evil deities can instead choose to dominate and control such creatures.

Benefit: As an action, you can attempt to turn undead creatures. Roll 1d10 per cleric level. The total determines the amount of hit points worth of undead that can be affected by your turning attempt.

Destroyed or Rebuked: Each undead creature within 30 feet of you that has hit points equal to or less than one-third of the total is destroyed. If you are evil or worship an evil god, the creature is instead rebuked.

A rebuked undead creature becomes your thrall. It must obey your verbal commands, which it understands, and it cannot willingly harm you. The creature can make a DC 15 Intelligence save every 24 hours to break free. A mindless undead creature does not get this saving throw; it is under your control until it is destroyed or until it is controlled by another effect, such as another cleric rebuking it.
The rebuked creature uses your current hit points to determine the result of a turn attempt against it while it is within 100 feet of you.

Turned: Each remaining undead creature within 30 feet of you might be turned. Starting with the undead creature that has the lowest current hit points, subtract the creatures hit points from the total, before moving on to the creature with the next lowest hit points. A creatures hit points must be no more than the remaining total for that creature to be turned.
A turned creature is affected for 1 minute or until it takes damage from an attack or a spell. It must spend its turns trying to get as far away from you as it can. It cannot willingly move within 30 feet of you (unless there is nowhere else it can move), it cannot take reactions, and it can use its actions only to hustle or to try to escape from an effect that prevents it from moving.

No Effect: An undead creature that has more hit points than the total is unaffected, and you cannot attempt to turn that creature again for 24 hours.

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