“I come bearing the word of my god. That word is “Begone”.”


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


Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion


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 © chain mail (if
• (a) a light crossbow and 20 bolts or (b) any simple
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol


As a conduit for divine power, you can cast cleric spells.
See chapter 10 for the general rules of spellcasting and
chapter 11 for the Cleric Spell List.

At 1st level, you know three cantrips o f your choice from
the Cleric Spell List. You learn additional cleric cantrips
o f your choice at higher levels, as shown in the Cantrips
Known column o f the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have
to cast your spells o f 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 o f 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
o f 16, your list o f prepared spells can include six spells
o f 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 o f prepared spells when you
finish a long rest. Preparing a new list o f 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 o f 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 (found in chapter 5) as a
spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. Each
domain is detailed at the end o f the class description,
and each one provides examples o f gods associated
with it. 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 o f 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 o f 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 o f you must make a W isdom
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 o f 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 o f 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.

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.

Destroy Undead

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 o f 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.


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