Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
CE2 + intelligence
Baseline Weapon Proficiency:
Simple.
Baseline Armor Proficiency:
Light, Shield, Unarmored.
| Proficiency | Trained | Expert | Master |
|---|---|---|---|
| Armor | — | L12 | — |
| Dodge | L1 | L13 | — |
| Fortitude Save | L1 | — | — |
| Initiative | L1 | L5 | L16 |
| Perception | L1 | L5 | — |
| Reflex Save | L1 | L9 | — |
| Spell/DC | L1 | — | — |
| Will Save | — | L1 | L11 |
Hit Die: d8
3 + (round up(cleric_level/6) - 1)wisdom + cleric_levelwisdom + cleric_level| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L10 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| L11 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L15 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 |
| L16 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 |
| L17 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 0 |
| L18 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| L19 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
| L20 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
You may attempt to commune with your Deity once per long rest by offering prayer, meditation, or ritual observances appropriate to your faith. The nature of this observance should be predetermined with your GM during character creation and should be thematically tied to your Deity’s domain. The Deity is not obligated to respond, and their response is determined by the GM based on the nature of the request, the Cleric’s devotion, and the type of Deity.
If you wish to force communication with your Deity, you may burn all of your Channel Divinity uses over the course of an hour-long ritual of intense prayer and supplication. This does not guarantee a favorable response, and the Deity may impose additional requirements of devotion, penance, or service in return.
The GM has full control over the Deity’s response, which may include clear divine guidance, cryptic visions, silence, trials of faith, or punishment. Clerics who have shown strong devotion may receive clearer answers or temporary blessings, while those who have neglected or acted against their tenets may be ignored, tested, or chastised.
The GM may also choose to have the Deity initiate contact under special circumstances. This may occur if the Cleric has broken a vow, entered ground of significance to the Deity, or if the Deity requires something urgent. Such contact may appear as a vision, direct command, divine omen, or holy presence.
Ignoring a Deity for extended periods may result in penalties determined by the GM. These can include the loss of Channel Divinity, divine disfavor, curses, or the withholding of spells until the Cleric atones through penance, pilgrimage, or service.
You have trained in the more militant doctrine of your church, focusing on both spells and battle.
1d8You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
wisdomArcane domain Clerics are devoted to the ideals of magic and the gods devoted or supportive to it
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
You can cast a cleric spell you have not prepared or learnt as long as it is your spell list. You still use the spell slot. You can do this once per short or long rest.
Embracers of night and shadows, Darkness Domain clerics wield necrotic power and control the unseen
round up(cleric_level/2)6d10Masters of thunderous devastation, Destruction Domain clerics infuse their melee strikes with escala
cleric_level*4If you damage an enemy that you damaged in the previous turn, you do extra 1D6 thunder damage, this can only trigger once per turn.
1d6wisdomAnchored to elemental earth, Earth Domain clerics shape stone and soil. They speak Primordial, shiel
Tide-turners of destiny, Fate Domain clerics glimpse omens and manipulate chance. They divinely scry
Artisan paragons, Forge Domain clerics infuse metal with magic. They create or enhance weapons and a
You conduct an hour-long ritual that crafts a non magical item that must include some metal: a simple or martial weapon, a suit of armor, 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.
As an alternative, you can enhance a piece of armor or weapon that can becn be forged, if you have 100gp of material, you can make it a +1 version for the next 8 hours.
The ritual can create a duplicate of a non magical item that contains metal, such as a key, if you possess the original during the ritual.
Lore masters, Knowledge Domain clerics unravel secrets and empower allies. They learn extra language
Healers of unparalleled potency, Life Domain clerics excel in restorative magic. They channel Divini
(wisdom + cleric_level) *2Champions of radiance, Light Domain clerics wield blinding power to dispel darkness and strike foes.
You present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Allies within 30ft gain a +1 bonus to will save and +1 ward. This value becomes +3 if they are within 10ft of you Enemies within 30ft must make a fortitude save. If they are undead, they take <your cleric level/5, round up) radiant damage unless they critically succeded the save. CF: They are blinded for 1 turn F: They are dazzled for 1 turn S: N/A CS: N/A
The DC increases by 2 if the enemy are within 15ft
Enforcers of divine law, Order Domain clerics command obedience and structure. They resist compulsio
Masters of charisma and allure, Passion Domain clerics enthrall and inspire. They wield charming can
charismaBastions of tranquility, Peace Domain clerics forge bonds that bolster and protect. They grant alli
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a you can use your reaction to make a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
Weavers of light and darkness, Shadow Domain clerics retaliate in kind. They reflect radiant and nec
2d6 + wisdomround up(cleric_level/2)Illusionists of divine misdirection, Trickery Domain clerics craft duplicates and vanish. They bles
Avatars of righteous combat, War Domain clerics blend holy might with martial skill. They wield wisd
15You can touch a creature as an action. They gain a +<your cleric="" level=""> round up(cleric level/3) to their next damage roll. </your>
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cleric_level1115| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | CE1DO–Clerid Domain, Domain, CECDC–Cleric Doctrine, CEST–Cleric Spellcasting, Doctrine | — | 1 |
| L2 | CE2CD–Channel Divinity, Domain, CDC–Divine Commune | — | 1 |
| L3 | CE3CF–Cleric Class Feat, Doctrine | 1 | 1 |
| L4 | Domain | — | 1 |
| L5 | — | — | 1 |
| L6 | CE6CF–Cleric Class Feat | 1 | 1 |
| L7 | Doctrine | — | 1 |
| L8 | Domain, Insightfull Strike | — | 2 |
| L9 | Doctrine | 1 | 2 |
| L10 | — | — | 2 |
| L11 | CE11CF–Cleric Class Feat | — | 2 |
| L12 | Domain | 1 | 2 |
| L13 | CE13DI–Divine Intervention | — | 2 |
| L14 | Doctrine | — | 3 |
| L15 | — | 1 | 3 |
| L16 | CE16CF–Cleric Class Feat | — | 3 |
| L17 | Domain | — | 3 |
| L18 | — | 1 | 3 |
| L19 | Doctrine | — | 4 |
| L20 | CE20CF–Cleric Class Feat | 1 | 4 |