+2 | Strength |
-1 | Dexterity |
+2 | Constitution |
+1 | Intelligence |
+4 | Wisdom |
+4 | Charisma |
-1 | Acrobatics |
+2 | Animal Handling |
+1 | Arcana |
+2 | Athletics |
+2 | Deception |
+3 | History |
+4 | Insight |
+2 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+1 | Nature |
+2 | Perception |
+2 | Performance |
+4 | Persuasion |
+3 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+2 | Survival |
Mace | 1d20+4 | 1d6+2 |
---|---|---|
Boomerang | 1d20+4 | 1d4+2 |
Word of Radiance | dc12consave | 1d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
PHB, Pgs. 57-63
Select Three cantrips: Guidance, Light, Mending, Resistance, Sacred Flame, Thaumaturgy
Select Two 1st level spells: Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith
Level | Proficiency Bonus | Features | Cantrips Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots | 6th Slots | 7th Slots | 8th Slots | 9th Slots |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Divine Domain | 3 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | -- | -- | -- | -- | -- | -- | -- | -- |
3rd | +2 | -- | 3 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- |
6th | +3 | Channel Divinity (2/rest), 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 | 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 | 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 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- |
17th | +6 | Destroy Undead (CR 3), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 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 |
At 1st level, a cleric chooses a Divine Domain. This source adds the Order Domain to the options available to the cleric making that choice.
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.
Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
At each indicated cleric level, you add the listed spells to your spells prepared. See bottom of block for spell list.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Cleric Level | Spells |
---|---|
1st | command, heroism |
3rd | hold person, zone of truth |
5th | mass healing word, slow |
7th | compulsion, locate creature |
9th | commune, dominate person |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Celestial
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.