System	
  Reference	
   Document	
  5.1 	
   15	
  
Cleric 
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	
  weapon s	
  
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
The	
  Cleric	
  
Proficiency	
   Cantrips	
   Spell	
  Slots	
  per	
  Spell	
  Level 	
  
Level	
   Bonus	
   Features	
   Known	
   1st	
   2nd	
   3rd	
   4th	
   5th	
   6th	
   7th	
   8th	
   9th	
  
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	
  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 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	
  
Spellcasting 
As	
  a	
  conduit	
  for	
  divine	
  power,	
  you	
  can	
   cast	
  cleric	
  
spells.	
  
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. 	
  