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Expanding Classes:

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

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1|Expanding Classes – The Cleric


THE CLERIC
THE CLERIC 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

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.

2|Expanding Classes – The Cleric


THE CLERIC SPELL SLOTS PER LEVEL

Proficiency Cantrips
Level Features 1st 2nd 3rd 4th 5th
Bonus Known

1st +2 Spellcasting, Divine Domain 2 2 - - - -

Channel Divinity, Divine Domain Feature,


2nd +2 2 3 - - - -
Channel Divinity Option

3rd +2 Channel Divinity Option 2 4 2 - - -


4th +2 Ability Score Improvement 3 4 3 - - -
5th +3 Divine Power Option 3 4 3 2 - -
6th +3 Channel Divinity (x2), Divine Domain Feature 3 4 3 3 - -
7th +3 Channel Divinity Option 3 4 3 3 1 -
Ability Score Improvement, Divine Domain
8th +3 3 4 3 3 2 -
Feature

9th +4 Divine Power Option 3 4 3 3 3 1

10th +4 Channel Divinity Option 4 4 3 3 3 2

11th +4 Divine Power Option 4 4 3 3 3 2

12th +4 Ability Score Improvement 4 4 3 3 3 2

13th +5 Divine Power Option 4 4 3 3 3 2

14th +5 Channel Divinity Option 4 4 3 3 3 2

15th +5 Divine Power Option 4 4 3 3 3 2

16th +5 Ability Score Improvement 4 4 3 3 3 2

17th +6 Divine Power Option, Divine Domain Feature 4 4 3 3 3 2

18th +6 Channel Divinity (3x) 4 4 3 3 3 3

19th +6 Ability Score Improvement 4 4 3 3 3 3

20th +6 True Divinity 4 4 3 3 3 3

3|Expanding Classes – The Cleric


requires time spent in prayer and meditation: at least 1
SPELLCASTING minute per spell level for each spell on your list.
As a conduit for divine power, you can cast cleric spells.
SPELLCASTING ABILITY
CANTRIPS Wisdom is your spellcasting ability for your cleric spells.
At 1st level, you know two cantrips of your choice from The power of your spells comes from your devotion to
the cleric spell list. You learn additional cleric cantrips your deity. You use your Wisdom whenever a cleric
of your choice at higher levels, as shown in the Cantrips spell refers to your spellcasting ability. In addition, you
Known column of the Cleric table. use your Wisdom modifier when setting the saving
throw DC for a cleric spell you cast and when making
SPELL SLOTS an attack roll with one.
The Cleric table shows how many spell slots you have Spell save DC = 8 + your proficiency bonus + your
to cast your spells of lst level and higher. To cast one of Wisdom modifier
these spells, you must expend a slot of the spell's level
Spell attack modifier = your proficiency bonus + your
or higher. You regain all expended spell slots when you
Wisdom modifier
finish a long rest.
You prepare the list of cleric spells that are available for RITUAL CASTING
you to cast, choosing from the cleric spell list. When You can cast a cleric spell as a ritual if that spell has the
you do so, choose a number of cleric spells equal to ritual tag and you have the spell prepared.
your Wisdom modifier + your cleric level (minimum of
one spell). The spells must be of a level for which you SPELLCASTING FOCUS
have spell slots. You can use a holy symbol as a spellcasting focus for
For example, if you are a 3rd-level cleric, you have four your cleric spells.
1st-level and two 2nd-level spell slots. With a Wisdom
of 16, your list of prepared spells can include six spells
DIVINE DOMAIN
of 1st or 2nd level, in any combination. If you prepare At 1st level, you choose a domain shaped by your
the 1st-level spell Cure Wounds, you can cast it using a choice of Deity and the gifts they grant you. Your
1st-level or 2nd-level slot. Casting the spell doesn't choice grants you domain spells and other features when
remove it from your list of prepared spells. you choose it at 1st level. It also grants you additional
You can change your list of prepared spells when you ways to use Channel Divinity when you gain that feature
finish a long rest. Preparing a new list of cleric spells at 2nd level, and additional benefits at 6th, 8th, and 17th
levels.

4|Expanding Classes – The Cleric


the Channel Divinity Options below. Some domains
DIVINE
SOURCE grant you additional effects as you advance in levels, as
DOMAINS
noted in the domain description.
Arcana Sword Coast Adventurer's Guide When you use your Channel Divinity, you choose which
effect to create. You must then finish a short or long rest
Death Dungeon Master’s Guide
to use your Channel Divinity again.

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.

Luck Homebrew (See End of Class Features) CHANNEL DIVINITY OPTION


At 2nd level, you choose a Channel Divinity option from
Mind Homebrew (See End of Class Features)
the list below. In addition, at 3rd, 7th, 10th, and 14th level,
you choose an additional channel divinity option from
Nature Player’s Handbook
the list below.
Guildmaster's Guide to Ravnica
Order These Channel Divinity Options are presented in
Tasha's Cauldron of Everything
alphabetical order. Whenever you would gain a Channel
Peace Tasha's Cauldron of Everything Divinity option, you may also swap out any current
Channel Divinity you have with another Channel
Tempest Player’s Handbook
Divinity that you meet the prerequisites.

Trickery Player’s Handbook AURA OF UNLUCK


Prerequisite. Level 7 Cleric
Twilight Tasha's Cauldron of Everything
You can use an action to clinch your holy symbol and
War Player’s Handbook create an aura that causes your enemies to have poor
luck. After using this blessing, for the next minute, all

CHANNEL DIVINITY creatures you choose within 30 feet of you suffer a


penalty to all attack rolls, ability checks, and saving
At 2nd level, you gain the ability to channel divine
throws equal to your Wisdom modifier.
energy directly from your deity, using that energy to
fuel magical effects. You start with two such effects: an
effect determined by your domain and one chosen from

5|Expanding Classes – The Cleric


DIVINE AIM DIVINE ENSORCELL
Prerequisite. Level 7 Cleric Prerequisite. Level 7 Cleric
You can use an action to entreat your deity with divine You can choose a target within 60 feet of you and spend
words. In return, they will grant you advantage on all an action to force the target to make a Wisdom saving
ranged attacks for the next minute. throw against your spell DC or be at Disadvantage
against all charm effects for the next 10 minutes.
DIVINE BARRIER
You can create a barrier of divine energy protecting you DIVINE EPIPHANY
from harm. You can use an action to create this barrier, Prerequisite. Level 7 Cleric
giving yourself a number of resistances equal to your Whenever you make an intelligence check, you may
Wisdom modifier from the following list: Acid, Cold, choose to bypass the roll and instead be treated as if you
Fire, Lightning, Poison, and Thunder. The effects of this rolled a 20.
Channel Divinity last for 1 minute.
Alternately, you may choose to use this ability to gain DIVINE FAITH
immunity to any one of the damage types listed above Prerequisite. Level 7 Cleric
instead. You can squeeze your holy symbol and use an action to
provide you and your allies protection from charm or
DIVINE DESTROY fear effects. For the next minute, you and your allies
Prerequisite. Divine Turn within 30-feet of you have advantage on saving throws
Whenever you make a Divine Turn attempt, when an against being charmed or frightened.
undead fails its saving throw against your Divine Turn
blessing, the creature is instantly destroyed if its DIVINE HALT
challenge rating is at or below a certain threshold, as You can call upon your deity to stop an enemy in their
shown in the Destroy Undead table below. tracks. You can use a bonus action and present your
holy symbol to a humanoid or monstrosity. That
CLERIC LEVEL DESTROYS UNDEAD OF CR… creature must make a Wisdom saving throw against your
spell DC or be Restrained until the beginning of your
2nd 1/2 or lower
next turn.
8th 1 or lower
DIVINE HEALING
11th 2 or lower You can use your holy symbol as a bonus action, calling
upon the power of your deity. For the next minute after
14th 3 or lower doing so, you regain 2 hit points at the beginning of
your turn.
17th 4 or lower
DIVINE HESITATION
You can squeeze your holy symbol as a bonus action,
calling upon the powers of your deity. This will force all
6|Expanding Classes – The Cleric
hostile targets within 30 feet of you to make a Wisdom heal a number of hit points equal to 1d4 per cleric level
saving throw against you spell DC or else suffer you’ve achieved.
disadvantage on initiative checks for the next 10 minutes.
DIVINE TOUGHNESS
DIVINE KNOCK Prerequisite. Level 7 Cleric
As an action, you can touch a locked item or key-lock, As a reaction whenever you take damage, you can
instantly using the knock spell upon it. reduce the amount of damage you’ve taken by an
amount equal to twice your proficiency bonus.
DIVINE MIND WHIP
You can use an action to cause a pulse of psychic divine DIVINE TRANSFER
energy to burst forth from you. All creatures you choose You can expend a use of your Channel Divinity to fuel
within 60 feet of you take 1d4 psychic damage per cleric your spells. As a bonus action, you touch your holy
level you’ve achieved. symbol, utter a prayer, and regain one expended spell
slot, the level of which can be no higher than half your
DIVINE SLEEP
proficiency bonus (rounded up).
You can touch a willing target, causing it to enter a deep
sleep for 10 minutes. Whenever it awakens, the target is DIVINE TURN
treated as if it had just completed a short rest. As an action, you present your holy symbol and speak a
prayer censuring the undead. Each undead that can see
DIVINE STRENGTH
or hear you within 30 feet of you must make a Wisdom
Prerequisite. Level 7 Cleric saving throw. If the creature fails its saving throw, it is
As an action, you can imbue yourself and allies with turned for 1 minute or until it takes any damage.
great strength. For the next 10 minutes, you an all allies A turned creature must spend its turns trying to move as
that were within 30 feet of you when you used this far away from you as it can, and it can’t willingly move
blessing have advantage on Strength checks and saving to a space within 30 feet of you. It also can’t take
throws. reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from
DIVINE SUNLIGHT
moving. If there’s nowhere to move, the creature can use
Prerequisite. Level 7 Cleric
the Dodge action.
As an action, you can call upon your divine reserve to
bring forth daylight. This lets you cast the daylight spell DIVINE TURN IMPROVEMENT
except when you use your Channel Divinity to cast it, it Prerequisite. Divine Turn
counts as actual sunlight as well. Whenever you use the Divine Turn blessing, all undead
that have an Intelligence score of 4 or less have
DIVINE SURGE
disadvantage on the saving throw to resist your turning
As a bonus action, you can call upon your divine reserve
attempt.
to heal. By simply clinching your holy symbol you can

7|Expanding Classes – The Cleric


ABILITY SCORE IMPROVEMENT Cleric 7th Level
Level Spell Slots
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of 13th - 19th 1

your choice by 2, or you can increase two ability scores


20th 2
of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature.
ADVANCED CLERIC MAGIC (8TH LEVEL)
DIVINE POWER OPTION Prerequisite. Level 15 Cleric, Advanced Cleric Magic
At 5th level, you choose a Divine Power from below. (7th Level)
You gain additional divine power options at 9th, 11th, 13th, You open access to 8th level Cleric spells. The number
15th and 17th levels. of spell slots you receive is based on your level
according to the table below. This also means you can
ADVANCED CLERIC MAGIC (6TH LEVEL) now prepare 8th level spells as well.
Prerequisite. Level 11 Cleric
Cleric 8th Level
th
You open access to 6 level Cleric spells. The number Level Spell Slots
of spell slots you receive is based on your level
15+ 1
according to the table below. This also means you can
now prepare 6th level spells as well.
ADVANCED CLERIC MAGIC (9TH LEVEL)
Cleric 6th Level
Level Spell Slots Prerequisite. Level 17 Cleric, Advanced Cleric Magic
(8th Level)
11th - 18th 1
You open access to 9th level Cleric spells. The number
19th - 20th 2
of spell slots you receive is based on your level
according to the table below. This also means you can
now prepare 9th level spells as well.
ADVANCED CLERIC MAGIC (7TH LEVEL)
Cleric 8th Level
Prerequisite. Level 13 Cleric, Advanced Cleric Magic
Level Spell Slots
(6th Level)
You open access to 7th level Cleric spells. The number 17+ 1

of spell slots you receive is based on your level


according to the table below. This also means you can CLERICAL RITUALS
now prepare 8th level spells as well. Prerequisite. Level 11 Cleric
You gain basic and advance cleric rituals, which can be
used regardless of if you have the spell prepared or not.
You can cast the following spells as rituals: augury,
commune, detect evil and good, detect magic, dispel
magic, divination, hallow, magic circle, shield of faith.
8|Expanding Classes – The Cleric
At 13th level, you can cast the resurrection spell as a You can use this feature once then you require a long
ritual. rest before it can be used again.
At 17th level, you can cast the true resurrection spell as At 13th level, this feature improves. You can cast a spell
a ritual. as a 7th level spell. At 15th level, you can cast a spell as
If the spell cannot typically be used as a ritual, it an 8th level spell and finally at 17th level, you can cast a
requires 10 times the casting time to cast it as a ritual, prepared spell as a 9th level spell should it have that
except for hallow which remains at 24 hours to cast. capability. You may still only use this feature once per
long rest period.
DIVINE DISPLAY
Prerequisite. Level 15 Cleric TRUE DIVINITY
You can cast the divine word spell without expending a At 20th level, you can draw the full power of your deity
cleric spell slot. Once you use this feature, you cannot and become a near avatar of their cause. As an action,
use it again until you finish a long rest. you can enter a special state of divinity for 1 minute.
During this time, you gain the following benefits:
DIVINE INVENTION  You have resistance to all damage
Prerequisite. Level 9 Cleric
 You can use your Channel Divinity Options at will
You can call on your deity to intervene on your behalf
You can use this feature once, then you require a long
when your need is great.
rest before it can be used again.
Imploring your deity's aid requires you to use your
action. Describe the assistance you seek, and roll ADDITIONAL DIVINE DOMAINS
percentile dice. If you roll a number equal to or lower
The following are additional divine domain options.
than your cleric level, your deity intervenes. The DM
They each have been play-tested and are ready for
chooses the nature of the intervention; the effect of any
adventure.
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.

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.

9|Expanding Classes – The Cleric


LUCK DOMAIN MASTER OF LUCK
At 1st level when you select this domain, you are lucky
even when no one else is. You have 1 luck point.
Whenever you make an attack roll, an ability check, or a
saving throw, you can spend one luck point to roll an
additional d20. You can choose to spend one of your
luck points after you roll the die, but before the outcome
is determined. You choose which of the d20s is used for
the attack roll, ability check, or saving throw. You can
also spend one luck point when an attack roll is made
against you. Roll a d20, and then choose whether the
attack uses the attacker’s roll or yours.
You regain your expended luck point when you finish a
long rest.

CHANNEL DIVINITY: LUCKY BREAK


At 2nd level, you learn to spin your luck and turn it
upon the enemy. When a creature makes an attack roll
Gods whose portfolios include the Luck domain govern
against you, you can use your reaction to impose
the world around them and twist it to their desires. They
disadvantage on that roll. If the attack misses you, your
are gods that rely on their ability to make their own luck
next attack roll against the creature has advantage if you
and manipulate the physical world to bring their will
make it before the end of your next turn.
into being. Using this luck often gets them out of trouble,
but karma always seems to catch up to them.
CHANNEL DIVINITY: FLIP LUCK
LUCK DOMAIN SPELLS At 6th level, you clinch your holy symbol spending a
Spell reaction whenever you roll a natural 1 and can instead
Domain Spells
Level treat the roll as a natural 20 instead.

1st Bane, Bless


POTENT SPELLCASTING
2nd Invisibility, Knock Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
3rd Nondetection, Protection from Energy
AURA OF LUCK
4th Death Ward, Freedom of Movement
At 17th level, your luck rubs off on others. As an action,
you can activate an Aura of Luck for 1 minute. During
5th Greater Restoration, Legend Lore
that time, all allies within 10 feet of you gain 1 Luck

10 | E x p a n d i n g C l a s s e s – T h e C l e r i c
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

MIND DOMAIN 3rd Hypnotic Pattern

4th Divination, Phantasmal Killer

5th Legend Lore, Scrying

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.

CHANNEL DIVINITY: MINOR MIND


SPEAK
At 2nd level, you can use your Channel Divinity to tap
into a divine state of mental prowess. As an action you
can present your holy symbol and you gain the ability to
communicate telepathically with any creature within 100
The gods of psionics and mind-bending value special
feet that can speak at least one language. The language
individuals that have the ability to shape their own mind
barrier is not an issue, as your mind automatically
as well as the minds of others. These gods provide their
translates the information into a language you can
followers with forbidden knowledge that although
understand. The effects of this feature last for 1 minute.
powerful, can slowly break down their mortal mind as
they begin to lose all sense of mortal thinking.
UNLOCKED POTENTIAL
At 6th level, through the help of your deity, you are able
to touch another part of your brain that other humanoids
cannot, allowing you to push further than mortals are
supposed to. However, drawing in this power comes at a
great price. Unlocking your mind actually connects you

11 | E x p a n d i n g C l a s s e s – T h e C l e r i c
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

1 Gain one Short Term Madness Effect (See DMG).

Gain an additional Short Term Madness Effect


2
(See DMG)

3 Gain one Long-Term Madness Effect (See DMG)

Gain an additional Long-Term Madness Effect


4
(See DMG)

5 Gain one Indefinite Madness Effect (See DMG)

True Insanity: Your brain is permanently damage


6
and you die.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.

12 | E x p a n d i n g C l a s s e s – T h e C l e r i c

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