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    :::warning Some details are subject to change during the campaign, as we figure see how the changes work out. There will be a changelog at the base of this document. ::: # Cleric | | | | -------------------------- | ------------------------------------------------------------------------------------------------- | | Hit Point Die | D8 per Cleric level | | Saving Throw Proficiencies | Wisdom and Charisma | | Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or Religion | | Weapon Proficiencies | Simple Weapons | | Armor Training | Light and Medium armor and Shields | | Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP | # Class Features As a cleric, you gain the following class features. | Level | Features | Cantrips | Prepared Spells | Max Spell Level | Channel Divinity | Destroy Undead | |:-----:| --------------------------------------- |:--------:|:---------------:|:---------------:|:----------------:|:--------------:| | 1 | Spellcasting, Cleric Subclass, | 3 | 4 | 1 | - | - | | 2 | Channel Divinity, Divine Domain feature | 3 | 5 | 1 | 1 | - | | 3 | Divine Order | 3 | 6 | 2 | 1 | - | | 4 | Feat, Cantrip Versatility | 4 | 7 | 2 | 1 | - | | 5 | Smite Undead | 4 | 9 | 3 | 1 | CR 1/2 | | 6 | Divine Domain feature | 4 | 10 | 3 | 2 | CR 1/2 | | 7 | Blessed Strikes | 4 | 11 | 4 | 2 | CR 1/2 | | 8 | Feat, Cantrip Versatility | 4 | 12 | 4 | 2 | CR 1 | | 9 | Commune | 4 | 14 | 5 | 2 | CR 1 | | 10 | Divine Intervention | 5 | 15 | 5 | 2 | CR 1 | | 11 | | 5 | 16 | 6 | 2 | CR 2 | | 12 | Feat, Cantrip Versatility | 5 | 16 | 6 | 2 | CR 2 | | 13 | | 5 | 17 | 7 | 2 | CR 2 | | 14 | Improved Blessed Strikes | 5 | 17 | 7 | 3 | CR 3 | | 15 | | 5 | 18 | 8 | 3 | CR 3 | | 16 | Feat, Cantrip Versatility | 5 | 18 | 8 | 3 | CR 3 | | 17 | Divine Domain feature | 5 | 19 | 9 | 3 | CR 4 | | 18 | | 5 | 20 | 9 | 4 | CR 4 | | 19 | Feat, Cantrip Versatility | 5 | 21 | 9 | 4 | CR 4 | | 20 | Divine Intervention improvement | 5 | 22 | 9 | 4 | CR 4 | ## 01: Spellcasting As a conduit for divine power, you can cast cleric spells. ### Cantrips You know three cantrips of your choice from the Cleric spell list. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. ### Spell-Casting Mana ### Prepared Spells of Level 1+ You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. ### Changing Your Prepared Spells Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. ::: info MIGHT CHANGE THIS TO BE CHANGEABLE ANYWHERE OUT OF COMBAT ::: ### Spellcasting Ability Wisdom is your spellcasting ability for your Cleric spells. You may use Intelligence or Charisma instead with DM permission. ### Spellcasting Focus You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells. ### 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. ## 01: Cleric Subclass You gain a Cleric subclass of your choice. | Divine Domain | Original Source | | --------------------- | ------------------------------ | | [Life](https://) | Player's Handbook (2024) | | [Light](https://) | Player's Handbook (2024) | | [Trickery](https://) | Player's Handbook (2024) | | [War](https://) | Player's Handbook (2024) | | [Knowledge](https://) | Player's Handbook | | [Nature](https://) | Player's Handbook | | [Tempest](https://) | Player's Handbook | | [Death](https://) | Dungeon Master's Guide | | [Arcana](https://) | Sword Coast Adventurer's Guide | | [Forge](https://) | Xanathar's Guide to Everything | | [Grave](https://) | Xanathar's Guide to Everything | | [Order](https://) | Tasha's Cauldron of Everything | | [Peace](https://) | Tasha's Cauldron of Everything | | [Twilight](https://) | Tasha's Cauldron of Everything | If you would like to use a homebrew Subclass for 5e, it may need to be modified. See [this page](/OVG2bQM8Qiuih2O8LmVLkg) for details. ## 02: Channel Divinity 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 three such effects: Divine Spark, 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. You gain more uses between rests of your channel divinity as you level up in this class. You gain one additional use at levels 6, 14, and 18. On a short rest, you regain one use. ### Channel Divinity: Divine Spark As an action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll 1d8 and add your spell-casting modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creatue takes Necrotic or Radiant (your choice) damage equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach certain Cleric levels: 7th level (2d8), 13th level (3d8), and 18th level (4d8). ### Channel Divinity: Turn Undead As a Magic 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. ## 03: Divine Order 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 training with Heavy armor. **Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). ## 04: Feats When you reach 4th level, and again at 8th, 12th, and 16th level, you gain one feat of your choice. You also gain an Ability Score Improvement Feat. ## 05: Sear Undead Whenever you use Turn Undead, you can roll a number of d8s equal to your Spellcasting modifier (minimum of 1d8) 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 doesn’t end the turn effect. ## 07: Blessed Strikes 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 an attack with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant (your choice) damage. **Potent Spellcasting** You add your spell-casting modifier to the damage you deal with any Cleric cantrip. ## 09: Commune In the past, you have reached the divine source of your power through prayer. Now you can also brief conversations; you always have the Commune spell prepared. ## 10: Divine Intervention You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest. ## 14: Improved Blessed Strikes The option you chose for Blessed Strikes grows more powerful: **Divine Strike.** The extra damage of your Divine Strike increases to 2d8. **Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier. ## 19: Epic Boon You gain an Epic Boon feat or another feat of your choice for which you qualify. ## 20: Greater Divine Intervention You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests. # Change Log * [time=Aug 14, 2024]- Document created. * [time=Sat, Aug 31, 2024 4:18 PM]- Document moved to main HackMD. * [time=Mon, Sep 23, 2024 3:38 PM]- Updated to reflect 2024 PHB. Main differences from the PHB are the existance of the Commune feature.

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