Cleric

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, Speech, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

Spellcasting

At 1st level, you have learned to cast spells as a conduit of divine power.

Cantrips. At 1st level, you know three cantrips of your choice from the divine 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 spells of 1st level or higher. When you cast a spell, you expend a spell slot. The spell slot spent must be equal to or greater than the level of the spell cast. You regain all expended spell slots on a long rest.

Prepared Spells. You prepare a list of Cleric spells that are available for you to cast, choosing from the Divine Spell List. You can prepare a number of spells equal to your wisdom modifier + your Cleric level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells on a long rest.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

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 the spells you prepare with this class.

Divine Order

At 1st level, you have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with martial weapons and heavy armor.

Thaumaturge. You know one extra cantrip from the divine spell list of your choice. In addition, you can add your wisdom modifier to any Intelligence (Arcana or Religion) checks that you make.

Channel Divinity

At 2nd level, you can channel divine energy directly from the celestial planes to fuel your magical effects. You start with two effects, Divine Spark and Turn Undead, each of which are described below. Each time you use Channel Divinity, you pick which one to use. You gain additional effects at higher Cleric levels.

You can use this class's Channel Divinity feature twice. You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest. You gain additional uses of this feature at certain Cleric levels, as shown in the Channel Divinity column of the Cleric Table at the top of the page. If a Channel Divinity effect requires a saving throw, it uses your Cleric spell save DC.

Divine Spark. As an action, you point your holy symbol at another creature you can see within 30 feet of you and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to the total rolled, or you can force the creature to make a Constitution saving throw. On a failed save, the creature takes necrotic or radiant damage equal to the total rolled. On a success, the creature takes half damage.

You roll an additional d8 when you reach Cleric levels 5 (2d8), 11 (3d8), and 17 (4d8).

Turn Undead. As an action, you present your holy symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die. 

Cleric Subclass

At 3rd level, you gain a Cleric subclass of your choice, either Grave Domain, Life Domain, Light Domain, Tempest Domain, Trickery Domain, or War Domain

Ability Score Improvement

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.

Sear Undead

At 5th level, whenever you use Turn Undead, you can roll a number of d8's equal to your Wisdom modifier and add the rolls together. Each undead that fails its saving throw against that use of Turn Undead takes radiant damage equal to the roll's total. This damage does not end the Turn Undead Effect.

Heavenly Spark

At 5th level, whenever you use Divine Spark, you can affect two different creatures at once with it. You can choose a different effect for each target, either healing or dealing damage with the Divine Spark ability.

Blessed Strikes

At 7th level, divine power infuses you in battle. You gain one of the following options of your choice.

Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 necrotic or radiant damage (your choice each time you use this ability).

Potent Spellcasting. You can add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Divine Intervention

At 10th level, you can call on your deity to intervene on your behalf. As an action, you can choose any spell from the divine spell list that is of 5th level or lower and doesn't require a reaction to cast. You cast that spell without expending a spell slot or needing the material components for that spell. Once you use this feature, you cannot do so again until you finish a long rest.

Improved Blessed Strikes

At 14th level, the option you chose for Blessed Strikes grows more powerful.

Divine Strike. The extra damage increases to 2d8.

Potent Spellcasting. When you cast a Cleric cantrip and deal damage with it, you can give one creature within 60 feet of yourself temporary Hit Points equal to twice your Wisdom modifier.

Greater Divine Intervention

At 20th level, you can pick the Wish spell when you use Divine Intervention. If you do so, you cannot use Divine Intervention again until you finish 2d4 long rests.