+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Gods of the gave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of such deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spell Casting. Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Channel Divinity (1/rest), Domain Feature | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement (OR) Feat | 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Channel Divinity (2/rest), Domain Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvment (OR) Feat Destroy Undead (CR 1), Domain Feat | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | Destroy Undead (CR2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | Destroy Undead (CR3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. 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. Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. 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. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. 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 (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of your that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Domain Spells
You gain domain spells at the cleric levels listed below.
Cleric level | Spells |
---|---|
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | blight, death ward |
9th | antilife shell, raise dead |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.