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Classes

cleric

Cleric
Category:
full caster
Discipline:
divine
Primary Abilities:
WIS
Saving Throws:
WIS
CHA
Hit Dice:
d6
Subclasses
  • Chirurgeon
  • Custodian
  • Dawnstar
  • Forsworn
  • Justiciar
  • Nightwarden
  • Veilwarder

Clerics are the most devout followers of the divine, channeling the will of their deity through their faith. Often seen as healers, clerics wield miracles that can mend flesh, shield their allies from death, or rain the wrath of the divine on their enemies.

Unlike common priests, Clerics are specialized in travel and battle, their faith grants them insight into mysteries both religious and spiritual; This often makes them guides, mediators, and champions of their beliefs, and are used as such by devout nations as envoys. To follow a cleric’s path is to walk the line between devotion and destiny. In their hands, faith itself becomes a weapon.

Creating a Cleric

As a Cleric, you gain the following benefits:

Hit Points

Hit Dice: 1d6 per Cleric level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution per Cleric level after 1st

Skills

At 1st Level: You start as a novice in 2 of the following skills: History, Insight, Medicine, Persuasion, Religion, Survival

Class Features

Features
1Novice Training, Spellcasting, Cleric Subclass
2Channel Divinity (1), Turn Undead
3—
4General Feat
5Adept Training, Destroy Undead (CR 1/2)
6Subclass Feature, Channel Divinity (2), Harness Divine Power
7—
8General Feat, Destroy Undead (CR 1), Potent Spellcasting
9—
10Expert Training, Divine Intervention
11Subclass Feature, Destroy Undead (CR 2)
12General Feat
13—
14Destroy Undead (CR 3)
15Master Training
16General Feat
17Subclass Feature, Destroy Undead (CR 4)
18Channel Divinity (3)
19General Feat
20Improved Divine Intervention

As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).

At Higher Levels: Each time you gain a level, you can increase one skill's level of training by 1 step. By default, this can raise a skill up to Novice. At 5th level, the maximum step you can choose becomes Adept; at 10th level, Expert; and at 15th level, Master.

Proficiencies

Armor: Light Armor

Weapons: All Simple Weapons

Tools: None

Starting Equipment

You can either start with 110 gp, or the following equipment:

  • (a) Mace or (b) Warhammer
  • (a) Crossbow, Light and 20x Bolt, Common or (b) A simple weapons of 20 gp or less each
  • A Divine spell focus of 10 gp or less
  • Leather Armor
  • 7 gp
Level 1

Cleric Training

As you grow in level in this class, your level of training increases, granting you the following benefits:

  • Saving Throw Training. You start out as a novice in Wisdom and Charisma saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.
  • Weapon Training. You are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.
  • Cleric Spell Training. You are considered a novice for all Cleric Spells, gaining a +2 training bonus on any spells you cast that are of the Divine Spell list and use a Cleric Spell Slot.

The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.

Level 1

Spellcasting

LevelCantrips1st2nd3rd4th5th6th7th8th9th
1st32————————
2nd33————————
3rd342———————
4th443———————
5th4432——————
6th4433——————
7th44331—————
8th54332—————
9th543331————
10th543332————
11th5433321———
12th5433321———
13th54333211——
14th54333211——
15th543332111—
16th543332111—
17th5433321111
18th5433331111
19th5433332111
20th5433332211

Cantrips

You learn three cantrips of your choice from the Divine spell list. You learn more cantrips of your choice at higher levels, as shown in the Cantrips column of the Cleric Spellcasting table.

Spell Slots

The Cleric Spellcasting table shows how many Cleric spell slots you have to cast your 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 start with two 1st-level spell slots at Cleric level 1, and gain more as you gain more Cleric levels.

Preparing Spells

After a long rest, you prepare a 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.

Casting a prepared spell does not remove it from your prepared list. You can cast it using any slot of the appropriate level or higher.

Preparing your list requires at least 1 minute per spell level for each spell on the list that you must spend in prayer and meditation.

Spellcasting Ability

Wisdom is your spellcasting ability for your Cleric spells. You use your Wisdom whenever a 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.

DC = 8 + Cleric Spell Training Bonus + Wisdom Modifier

Attack Bonus = Cleric Spell Training Bonus + Wisdom Modifier

Ritual Casting

You can cast a Cleric spell as a ritual if that spell has the Ritual tag. You don't need to have the spell prepared to cast it as a ritual.

Spellcasting Focus

You can use a Spell Focus item with the divine discipline as a spellcasting focus for your cleric spells.

Level 1

Cleric Subclass

When you become a cleric, you devote yourself to a singular deity or pantheon, but beyond this, you specialize in a specific subclass to represent your in depth knowledge.
Your subclass grants you features at 1st level and then again at 6th, 11th, and 17th level.

  • Chirurgeon
  • Custodian
  • Dawnstar
  • Forsworn
  • Justiciar
  • Nightwarden
  • Veilwarder
Level 2

Channel Divinity

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.

You start out with one charge of Channel Divinity that you regain when finish a short or long rest. This increases to two charges at 6th level, and three charges at 18th level.

Level 2

Turn Undead

Spell-like

As an action, you can spend one charge of Channel Divinity, and present your holy symbol while speaking a prayer censuring the undead.

Any Undead creatures that is within 30 feet of you and can either see or hear you must make a Wisdom Saving Throw.

Success. The creature is unaffected.

Failure. The creature is Turned for 1 minute or until it takes damage.

Level 4

General Feat

You gain one feat with the General trait of your choice for which you qualify.

You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level.

Level 5

Destroy Undead

When an undead fails its saving throw against your Turn Undead ability, the creature is instantly destroyed if its challenge rating is at or below 1/2.

The challenge rating threshold increases to 1 at 8th level, 2 at 11th level, 3 at 14th level, and 4 at 17th level.

Level 6

Harness Divine Power

Spell-like

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your Wisdom Modifier (rounded up).

Level 8

Potent Spellcasting

Whenever you cast a Cleric cantrip that has the Damage trait, you may add your Wisdom modifier to the damage roll.

Level 10

Divine Intervention

Spell-like

Your devotion has allowed you to 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 would be appropriate.

When 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 with no roll being required.