C.C ☀️ Cleric - JulTob/DnD GitHub Wiki

🔆 $Cleric$

🔅 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.

The Path of the Cleric: A Divine Covenant

The Calling

In the hearts of mortals, the gods place a sacred spark, and in a chosen few, this spark ignites into a burning flame. These are the clerics, those whose souls are touched by the divine, whose every action becomes a testament to the will of their deity. Whether the cleric is chosen for their unwavering devotion or is themselves the seeker of divine truth, their existence becomes a living prayer, a bridge between the mortal world and the eternal.

The Temple: Sanctuaries of the Divine

Temples are the crucibles where the faithful are forged into vessels of divine power. Many who are destined to become clerics begin their service within these holy walls. Whether secluded in solitude or open to the masses, the temple shapes the soul and readies it for the weighty task ahead. Consider the temple from which you hail:

  • The Ancient Sanctuary:

    • Your temple is said to be the oldest surviving structure devoted to your god, its stones steeped in history and divine reverence.
  • The Shared Shrine:

    • A place where acolytes of like-minded deities gather, learning in unity and harmony.
  • The Holy Brewery:

    • Famous not just for its faith, but for the ale it brews, its scent ever clinging to you.
  • The Fortress of Faith:

    • A temple that is both a sanctuary and a proving ground, training warrior-priests in both prayer and battle.
  • The Humble Abode:

    • A peaceful place of simple priests and vegetable gardens, where humility is as revered as divinity.
  • The Outer Plane Chapel:

    • You served in a temple located in the celestial or infernal realms, ever on the cusp of otherworldly wonders.

The Keepsake: Symbols of Faith

Even the strongest cleric carries a token, a keepsake that anchors their faith, a reminder of the sacred vows they have sworn. These relics, though devoid of inherent power, are potent symbols that sustain the spirit in times of doubt:

  • The Saint’s Finger Bone:

    • A relic of the holy, a constant reminder of the divine’s touch.
  • The Book of the Infernal Hunt:

    • Bound in iron, it details the rites and prayers to banish the wicked and the unholy.
  • The Humble Whistle:

    • A pig’s whistle, simple and unadorned, it recalls the teachings of a beloved mentor.
  • The Unicorn’s Tail Braid:

    • A rare and precious relic, a symbol of purity and grace.
  • The Scroll of Cleansing:

    • A document that guides the righteous in their quest to rid the world of necromancy.
  • The Blessed Runestone:

    • Said to be imbued with the blessing of your god, its touch is a source of comfort and strength.

The Secret: Shadows in the Soul

Even the most devout must confront the shadows that dwell within. For all the power and grace bestowed upon a cleric, no soul is without doubt or fear. What is the secret that haunts you, that gnaws at your heart even as you wield the power of the divine?

  • The Imp’s Counsel:

    • An imp whispers in your ear, its voice insidious. Though you strive to ignore it, at times, its words are difficult to dismiss.
  • The Skeptic’s Doubt:

    • Deep within, you believe that the gods are but powerful mortals who have ascended beyond their kin. This belief troubles your faith.
  • The Gambler’s Creed:

    • You acknowledge the might of the divine, yet in your heart, you believe that most things are governed by chance rather than the will of the gods.
  • The Hollow Faith:

    • Though you channel divine magic, you have never truly felt the presence of the divine within you, leaving you hollow and uncertain.
  • The Punishing Nightmares:

    • Night after night, your sleep is tormented by visions you believe are sent by your god as punishment for an unknown sin.
  • The Resentful Servant:

    • In moments of despair, you feel like a mere pawn of the gods, resenting their distant and uncaring nature.

The Divine Domain: A Sacred Path

At the moment of their calling, every cleric is bestowed with a Divine Domain, a sacred path that aligns their soul with the divine aspect they are destined to serve. Whether it be the Forge, where the fires of creation burn, or the Grave, where the veil between life and death is thinnest, the cleric’s domain is a reflection of the divine will they channel.

Serving the Divine: Gods, Pantheons, Philosophies, and Forces

The divine is manifold, and the paths to serve it are many. The cleric is typically seen as a chosen vessel of a particular god, a bearer of their will, and a conduit of their power. But not all clerics serve a singular deity; some are devoted to a pantheon, a collective of gods whose combined might governs the cosmos. Others find their calling in a cosmic force, an abstract yet powerful essence such as life, death, or the principles of love and peace.

  • The Singular Deity:

    • Most clerics are bound to a specific god, and their magic flows from the divine realm of that deity. They carry a holy symbol, the emblem of their god’s power, through which they channel their sacred spells.
  • The Pantheon:

    • Some clerics serve not one god but many. In places like Eberron, clerics may be the ordained of a pantheon, their allegiance spread across several gods, each representing a different aspect of the world.
  • The Cosmic Force:

    • Beyond gods and pantheons, there are clerics who serve forces beyond mortal comprehension. Life and death, peace and war, these are cosmic truths that transcend the gods themselves, and a cleric devoted to such a force channels the very essence of the cosmos.
  • The Philosophy:

    • In some worlds, clerics devote themselves not to a god or force, but to a philosophy, a guiding principle that shapes their view of the world. Whether it be the pursuit of balance, the spread of justice, or the propagation of chaos, these clerics embody the ideals they serve.

Holy Symbols and Sacred Relics

To wield divine power is to be marked by it. Whether you serve a god, a pantheon, or a cosmic force, the symbol of your devotion is an extension of your power. It may be a traditional holy symbol, a relic of your god, or an emblem of your philosophy or force. Work with your Dungeon Master to create a symbol that reflects the sacred path you walk.

The Divine Connection: Interpreting the Will of the Divine

Regardless of the specific deity or force you serve, your cleric features represent the divine connection that empowers you. When the texts speak of a god, think instead of the divine source you serve—whether it is a single deity, a pantheon, a cosmic force, or a philosophy, it is this sacred connection that grants you the power to perform miracles and uphold the will of the divine in the mortal realm.

Cleric: What Drew You to the Divine?

d6 I became a cleric because...
1 A supernatural being in service to the gods called me to become a divine agent in the world.
2 I saw the injustice and horrors of the world and felt moved to take a stand for the light.
3 My god gave me an unmistakable sign. I left everything behind to serve the divine.
4 Although I was always devout, it wasn’t until I completed a pilgrimage that I knew my true calling.
5 I used to serve in another way. The gods took me from that life to be their servant.
6 I was always moved by the example of heroes of the faith, and I felt compelled to follow their path.

☀️ QUICK BUILD

⭐️ You can make a cleric quickly by following these suggestions.

  • ⭐️ First, Wisdom should be your highest ability score, followed by Strength or Constitution.
  • ⭐️ Second: choose the acolyte background.

Multiclass Video

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) 3 3 - - - - - - - -
3rd +2   3 4 2 - - - - - - -
4th +2 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 - - - - - -
7th +3   4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) 4 4 3 3 2 - - - - -
9th +4   4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 - - -
13th +5   5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5   5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

🔆 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

☀️ 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)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

🌟 Spellcasting

⭐️ As a conduit for divine power, you can cast cleric spells.

🌟 Cantrips

✨ 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.

🌟 Spell Slots

⭐️ The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher.

⭐️ You must expend a slot of the spell's level or higher to cast one of these spells.

⭐️ You regain all expended spell slots when you finish a long rest.

☀️ 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 have spell slots.

☀️ Casting the spell doesn't remove it from your list of prepared spells.

🌞 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, substituting the elements for the spell.

🏛️ Divine Domain $1$

🏛️ At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you.

🏛️ Your choice grants you domain spells and other features when you choose it at 1st level.

🏛️ It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

🏛️ Domain Source
🔮 Arcana Sword Coast Adventurer's Guide
💀 Death Dungeon Master's Guide
⚒️ Forge Xanathar's Guide to Everything
🪦 Grave Xanathar's Guide to Everything
📘 Knowledge Player's Handbook
💚 Life Player's Handbook
🎇 Light Player's Handbook
🌳 Nature Player's Handbook
⚖️ Order Guildmaster's Guide to Ravnica Tasha's Cauldron of Everything
☮️ Peace Tasha's Cauldron of Everything
⛈️ Tempest Player's Handbook
🃏 Trickery Player's Handbook
🌓 Twilight Tasha's Cauldron of Everything
⚔️ War Player's Handbook

Amonkhet
💞 Solidarity
💗 Strength
💖 Ambition
💝 Zeal

⛩️ 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.

🔆 Channel Divinity $2$ $6$ $18$

🔅 At 2nd level, 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, and beginning at 18th level, you can use it three times between rests.
🌟 When you finish a short or long rest, you regain your expended uses.

☀️ Channel Divinity: Turn Undead 𓉢

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

☀️ A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you.
☀️ It also can't take reactions.
☀️ For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.
☀️ If there's nowhere to move, the creature can use the Dodge action.

🔅 Harness Divine Power (Optional) $2$ $6$ $18$

✨ At 2nd level, 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 one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
✨ 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;
  • ⭐️ and 18th level, thrice.
    ✨ You regain all expended uses when you finish a long rest.

🏵 Ability Score Improvement $4$ $8$ $12$ $16$ $19$

🌼 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.

⚡️ Cantrip Versatility (Optional)

🌼 Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

⚡️ Destroy Undead $5$

⚡️ Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

💫 Blessed Strikes (Optional) $8$

💫 Replaces the Divine Strike or Potent Spellcasting feature

💫 When you reach 8th level, you are blessed with divine might in battle.
💫 When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. 💫 Once you deal this damage, you can't use this feature again until the start of your next turn.

⚡️ Divine Intervention $10$ $20$

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

✨ Imploring your deity's aid requires you to use your action.
✨ 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 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.