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Expanding Classes (The Cleric)
Expanding Classes (The Cleric)
The Cleric
Introduction: Clerics are intermediaries between the mortal world and the
distant planes of the gods. As varied as the gods they serve, clerics
strive to embody the handiwork of their deities. No ordinary priest, a
cleric is imbued with divine magic.
by ROBERT L. RATH
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast
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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
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
Clerics are intermediaries between the mortal
(a) scale mail, (b) leather armor, or (c) chain mail
world and the distant planes of the gods. As varied as
(if proficient)
the gods they serve, clerics strive to embody the
handiwork of their deities. No ordinary priest, a cleric is (a) a light crossbow and 20 bolts or (b) any simple
imbued with divine magic. weapon
(a) a priest's pack or (b) an explorer's pack
You must have a Wisdom score of 13 or higher A shield and a holy symbol
in order to multiclass in or out of this class.
Proficiency Cantrips
Level Features 1st 2nd 3rd 4th 5th
Bonus Known
Forge Xanthar’s Guide to Everything Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC
Grave Xanthar’s Guide to Everything equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel
Knowledge Player’s Handbook
Divinity twice between rests, and beginning at 18th
level, you can use it three times between rests. When
Life Player’s Handbook
you finish a short or long rest, you regain your expended
Light Player’s Handbook uses.
DIVINE OVERCHANNEL
Prerequisite. Level 11 Cleric
You can pulse your divine energy, channeling lesser
spells into more powerful ones. You can select a spell
that can be cast at a higher level and may cast that spell
as a 6th level spell.
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point following the rules listed for Master of Luck. A MIND DOMAIN SPELLS
creature can only benefit from a single luck point in this Spell
Domain Spells
way and the luck point lasts only for as long as the aura Level
is active. Comprehend Languages, Dissonant
1st
Once you use this feature, you can’t use it again until Whispers
you finish a long rest.
2nd Crown of Madness, Enthrall
A BEAUTIFUL MIND
At 1st level when you select this domain, your deity
unlocks potential within your mind. You learn to speak
and read/write a language of your choice. In addition,
you have proficiency with Intelligence saving throws.
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with the God realms, which is too much for a mortal SUPREME MIND
brain to process.
Starting at 17th level, your mind is so open compared to
You can choose to cast any cleric spell you have
others that it’s almost otherworldly. If you have cast a
prepared that is between 1st and 5th level, without
spell that requires concentration, you can cast a second
expending a spell slot. After you do, you must make a
spell that requires concentration without dispelling the
Wisdom check (DC 10 + spell’s level) or suffer a level
first by using an action each turn to concentrate on both
of insanity. If you cast a spell with a level greater than
spells. Both spells end if you use your action to do
your Wisdom modifier, you roll this Wisdom check at
anything else.
Disadvantage.
Insanity is measured in six levels. If an already insane
creature suffers another effect that causes insanity, its
current level of insanity increases by 1. A greater
restoration spell can cure one level of insanity on a
creature. When you finish a long rest, you reduce your
insanity level by one unless you reach True Insanity.
INSANITY LEVELS
Insanity
Effect
Level
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
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