Menü aufrufen
Toggle preferences menu
Persönliches Menü aufrufen
Nicht angemeldet
Ihre IP-Adresse wird öffentlich sichtbar sein, wenn Sie Änderungen vornehmen.
Version vom 24. April 2026, 15:41 Uhr von Admin (Diskussion | Beiträge) (Refresh Cleric with expanded source labels)
(Unterschied) ← Nächstältere Version | Aktuelle Version (Unterschied) | Nächstjüngere Version → (Unterschied)
Übersicht Feats Subklassen Holy Pledge

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.

Cantrips

You know three cantrips of your choice from the Cleric spell list.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots

The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus

You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 1: Holy Pledge

You have pledged yourself to a specific deity. This pledge is known as your Holy Pledge, and you swear it to a specific deity. The deities you can swear your pledge to can be found here. Every pledge offers at least three boons listed in the pledges description.

Your holy pledge is a big deal, it is not something that can be changed easily. If something during the game you are playing in warrants a change of deity, then you may change it, but otherwise you may not change your pledge.

Level 2: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

You learn any two cantrips of your choice, they are considered cleric spells for you.

As a bonus action, you may cast a cleric cantrip you know. You may do so a number of times equal to your Proficiency Bonus and you regain all expended uses upon completing a long rest.

You gain proficiency in two cleric skills, tools, or languages of your choice.

As an action, you may share your knowledge with another creature you can touch. Choose one of your skill, tool, or language proficiencies. The chosen creature gains proficiency in that skill, tool, or language until they complete a long rest. A creature may only gain this effect once per long rest.

You learn any two spells of the 1st level that have the ritual tag. You can only cast these spells as a ritual, and when you do they are considered cleric spells for you.

Whenever you make an ability check that uses Intelligence or Charisma, you may use your Wisdom modifier in place of the ability score it would normally use. You may do so a number of times equal to your Proficiency Bonus. You regain all expended uses upon completing a long rest.

Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Whenever you attack with a weapon you are proficient in, you can use your Wisdom modifier for the weapons attack and damage rolls, rather than whatever ability score you'd normally use.

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Spark

As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead

As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3: Divine Domain

You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, 16 and 19.

Level 5: Sear Undead

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.

Level 6: Subclass Feature

You gain a feature from your Cleric Subclass.

Level 7: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

  • Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
  • Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 10: Divine Intervention

You can call on your deity to intervene on your behalf when your need is great.

Desperate Prayer

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile die. If the result of the die is equal to or less than 5 times your level in this class your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

At 20th level, your call for intervention succeeds automatically, no roll required.

If you successfully use this feature, you cannot take an action or bonus action this turn, but you can still move. You cannot use this feature again until 2d4 days have passed if it was successfully used.

Call for Aid

Alternatively, as a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.

  • Divine Strike. The extra damage of your Divine Strike increases to 2d8.
  • Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 17: Subclass Feature

You gain a feature from your Cleric Subclass.

Level 19: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 20: Prophet of Divinity

Your god has fully recognized you and declared you as one of their prophets. This grants you the following benefits:

  • Whenever you are killed, provided your deity is still alive and has other worshippers, your body and equipment discorporates. 24 hours later you are returned to life on your deities realm with all your equipment, having gained the benefits of a long rest. Your deity can choose to prevent this effect from happening.
  • Your Divine Intervention feature is now guaranteed, and you regain usage of it after 24 hours have passed since you last used it.