
Cleric Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
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.
Healers and Warriors
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Divine Agents
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.
Creating a Cleric
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
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.
The Cleric Table
Level |
Proficiency Bonus |
Features |
Cantrips |
—Spell Slots per Spell Level— |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||||
1st |
+2 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+2 |
Channel Divinity (1/rest), Divine Domain Feature |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
— |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
+2 |
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 |
5 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
|
11th |
+4 |
Destroy Undead (CR 2) |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
+4 |
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 |
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 (3/rest) |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
|
20th |
+6 |
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: 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. 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.
Divine Domain
Choose one domain related to your deity. 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 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
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
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.
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. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Destroy Undead
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 Destroy Undead table.
Cleric Level | Destroys Undead of CR … |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Divine Intervention
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.
Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
Life Domain Legacy This doesn't reflect the latest rules and lore. Learn More
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Life Domain Spells
Cleric Level | Spells |
---|---|
1st |
|
3rd |
|
5th |
|
7th |
|
9th |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
I'm not so sure that the statistics for people with darkvision goes that high. You seem to be assuming that all the races are represented equally for all settings.
Also, the Twilight domain" does have an issue if not everybody has darkvision and you are playing under a DM that uses light rules as written. The sphere of twilight created by Channel Divinity is dim light.
Creatures that have darkvision usually have a logical reason to be able to see in the dark. For example, dwarfs and gnomes are adapted to life underground, which is usually dark. Half-orcs have orcish heritage, so they inherit darkvision from their orc parents. Elves are related to fey, which means their vision is well-adapted to twilit forests.
If you want a human to have darkvision, it is recommended that you choose Custom Lineage as your race, where you gain the versatility of humans. Custom Lineage allows you to play as any race, but gives more flexibility with your origin and racial traits. You can play as a human with darkvision. If you have a feat that grants your character darkvision, you can play as a variant human and take up that feat.
why is it bad to take into account darkvision? in a world where like 60-70% of the population sees in the dark, wouldn't they expect people to see in the dark?
Never get on the bad side of the cleric. I mean, unless you want to be Petrified.
Was your whole campiagn always in the dark? Not every enemy has darkvision. How was it possible to always be dark.
If DMs are having problems with the twilight clerics darksight. First off, Gloomstalker Rangers do not care. Secondly, stealth advantage is powerful, therefore you should play to creatures weakness. Most sentient races only look forward. Gloomstalkers, imho, became much more valuable when the twilight clerics hit Tashas pages. Hidden in a tree may still have a chance of being seen by darkvision but should be still covered by leaves and branches, stealth classes should be familiar with the "in cover" rules. ...And has anyone heard of an open concept floor plan... epitome of a house (tower) designed because of how well you see in it
yeah right, because its so legit to make rooms because of people with dark visions... i mean, you obviously design your house because of how well you see in it.
also... everyone knows that towers must have no doors, no exits, have an anti magic field around them, as well as a no fly zone at the top to make sure mages who fly splats back on the ground. oh and fully automated fireball towers at the top to maximise that 150 feet distance... by telling meto design bigger rooms because of darkvisions, means you ackonwledge that we should take darkvision into account when designing stuff. which is truly... bad habits to begin with.
you need to buy the digital books to see the content that's not in the basic rules
just make bigger rooms, smh
So im new and really wanted to Do a Cleric of Ragathiel, is that possible in 5e im very confused ive never used a cleric before why is there only life domain?
Even if there was less raceswith darkvisions, your players would still rely on it heavily. the reason being that darkvision helps you being stealthy, and stealthy is often the biggest advantage you can have. its easy to follow the light of a torch, but if you dont need the light, then why would you bother having one. your orcs have darkvision, why would that band of orcs have a torch for lighting and revealing their positions ? same for the players, the two humans sees nothing, so what, they keep their hands on the elf shoulder and the elf guides them. why needing a light and revealing our positions ?
sure that goblin can pass for a rock to a human, but what about the elf int he group with darkvision, who just see that goblin on the ground ? thats the problem, even if you have 2or 3 people int he gorup without darkvision, the one that does just broke everything. its nto about using the system correctly, its about the fact that not all players have the same descrption of text. heres a scenario that happens way too often...
DM:"You enter a dark room with no light, you see but only 10 feet in front of you because of the light behind you."
Player A:"I will let the elf enter first, so he can see whats in the room."
Player B:"I will cast light on my staff"
Player A:"NOOOOOOO, if there are monsters they will detect us"
Player C:"i'll gladly enter the room and see with my darkvision"
DM:"You see a room that is 50 feet on each side, 15 foot to the ceiling, there is a pit in the middle with what seems like moving things in it."
even if the DM wanted to play correctly, and ask for a perception check with disadvantage from the elf... the elf still already saw everything he had to see in the room and now the players are aware and on the ready for a confrontation. the elf, just bypassed your content.
heres another exemple of what happens too often in a game...
DM:"You walk toward the end of the corridor, your light being your guide and showing you the way. suddently, from the doorway 70 feet in front of you an arrow comes flying toward the barbarian. it hits for 8 points of damage."
Player A:"Wait, i have superior darkvision, wouldn'T have i seen what was in the next room from this distance ?"
see what i mean, darkvision has led way too often to players trying to retcon what is hapenning because they would of seen it coming. even if you did play by the rules and let him do a perception check with disadvantage... theyhave gone from no chances at all, to having a chance. thats a huge step up for them. and thus darkvision becomes a necessity in a group. making darkvision way too big of a thing. doesn'T matter if you play the rules or not... darkvision makes things much better all by itself.
The problem is not darkvision. It's your DM's handwaving important parts of the game.
I do think there are too many races with darkvision, but that's because I'd like to see my players use more torches and stuff. If you use the skill system correctly, then most players will quickly stop relying on darkvision to see. If a human can walk past a goblin hunkered down pretending to be a rock in dim light, so could an elf in total darkness.
The main reason the twilight domain cleric is so powerful is that they learn circle of power, a 17th level capstone spell for paladins, at 9th level. This thing negates the effects of so many powerful high level spells that it is potentially gamebreaking. Advantage on saves, resistance to damage, and no damage on sucessful save.
Darkvision is a strong thing... that's why people think there should be less raceswithit. the problem comesfromthefact that dark vision is literally the greatest thing. sure it has its drawbacks, but being able to see any rogues that hidesin dim light or darkness is much better then being ambushed. heres an exemple of thing a DM must be making sure of when he does things...
DM:"You enter a dark room, it has no light and it smells of blood. what do you do ?"
Player 1:"i will wait at the door and let someone with darkvision enter first..."
Player 2:"i have darkvision,what do i see int he room ?"
DM:"you... eeeeee, shit i haven't though of that one... you see clear as day the four assassins waiting in the corners i guess !"
heres another exemple of what a DM must be making out with...
DM:"the enemy is approchaing fast, what do you do ?"
Player 1:"i hide in the darkness of the room and hope they don't see me."
DM:"Roll your dice"
Player 1:"yes reliable talent gives me a 10 plus 9, so 19 !"
DM:"Cool, the enemy arrives at the door, take out his bow and shots you for 21, does that hit ?"
Player 1:"but i was hiding in the shadows, did he roll perception ?"
DM:"Nope, darkvision, so he see the whole room as normal and see you in the corner waiting"
yeah darkvision isn't strong at all, you are right !
It literally circumvent many a thing, thats the problem... we don't care if ithas drawbacks, becausethe ups completely circumvent some situations all by themselves. the problem lies from the fact that most DMs just ignore stuff and just hand wave other stuff. like a rogue saying, i hide, roll a dice. make perception checks, failed so the rogue is hidden, but reality is, it doesn'T work that way. you need an actual place to hide. just hiding behind a small inch pole doesn't make you invisible,. anybody can still see you there.
how often do you ask your players to make perception checks with disadvantage when they are sleeping outside in full moonlight. moonlight is dim light, not bright light. yet anybody with darkvision just circumvent all of that. yeah there is an actual reason why darkvision is a strong. its also why we think there is way too many races with it.
The divine strike ability specifies that the damage is thunder damage, but the thunder bolt strike ability only triggers from lightning damage. So, both work with your channel divinity, but they don’t work together. However, a magic weapon that does lightning damage WOULD trigger the thunder bolt strike ability.
I feel like at the necessity of darkvision depends on the campaign, a lot of campaigns at I'm in rarely have darkvision come up as a problem because we spent most of our time in cities or traveling during the day.
I do think that with Tasha's adding stuff like Blind fighting and eldritch adept that races without darkvision are a lot more valid.
Your experience must be very different from mine. I have personal experience that says otherwise about the power of darkvision. What you said regarding the rules of darkvision is correct, but in every campaign I've played in so far, when the darkvision is important, it's critical. In my experience, having a harder time seeing is a hundred times better than not being able to see at all.
I once had a human character who continually had to cast the spell Darkvision, and it ate at his ability to be relevant later in the day. A light source was sufficient in some of those cases, but not when also attempting to stealth, which proved critical. He eventually died because he ran out of spell slots that wouldn't have been used if he didn't have to cast a second level spell twice a day. The human feat was great, but not at that cost. Since then, I haven't touched humans or any other race without darkvision.
But yes, I think Eyes of Night could be five times worse and this would still be a powerful subclass.
thanks
Thanks! I'm glad everyone is enjoying that, even though I honestly thought nobody would ever see it.