System	
  Reference	
   Document	
  5.1 	
   17	
  
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.	
  
Destroy Undead 
Starting	
  at	
  5th	
  level,	
  when	
  an	
  undead	
  fails	
  its	
  saving	
  
throw	
  against	
  yo ur	
  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	
  GM	
  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. 	
  
Life Domain 
The	
  Life	
  domain	
  focuses	
  on	
  the	
  vibra nt	
  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	
  a ny	
  
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	
   bless,	
  cure	
  wounds	
  
3rd	
   lesser	
  restoration,	
  spiritual	
  weapon	
  
5th	
   beacon	
  of	
  hope,	
  revivify 	
  
7th	
   death	
  ward,	
  guardian	
  of	
  faith 	
  
9th	
   mass	
  cure	
  wounds,	
  raise	
  dead 	
  
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	
  pr esent	
  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	
  mor e	
  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	
  poin ts	
  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	
  