“In the shadowed echoes of Faerun, where gods have faded into silent oblivion, the divine spark lingers in the hearts of the chosen. Our prayers are not cast into the void; they weave the threads of miracles, for even in the absence of the divine, our faith remains a beacon in the eternal night.”
High Cleric Seraphina
In the desolate realm of Faerun, where the gods have retreated into silence and the suns radiant glow is but a distant memory, Clerics stand as beacons of hope, the living conduits of a power that transcends the void. Their roots trace back to the age of Ezreal El when the Old Traditions were unveiled, and the revelation of the Four Truths shook the foundations of understanding. With the Lunar Age casting its eternal night and the fall of the Council of Sages, Clerics have emerged as solitary keepers of ancient wisdom and spiritual leaders in this fragmented world.
Clerics in this world often emerge from diverse backgrounds, representing the amalgamation of faith, arcane insight, and the indomitable will to defy the encroaching darkness. The destruction of the Council of Sages has left a void, and now, it falls upon Clerics to carry the torch of guidance, preserving the ancient wisdom and offering a glimmer of hope in the unending night.
Healers and Warriors
Clerics are not mere custodians of faith; they embody the dual nature of healing and combat, a fusion of miracles and martial prowess. In the city of Haven, now shattered and in ruins, or the sanctuary of Newforge, Clerics are the menders of wounds, the healers who harness the residual energies from the Three Worlds to mend flesh and spirit alike. Their hands channel the sacred essence that defies the decay of the Dark Mirror, and their prayers weave the ethereal threads that bind wounds and restore life.
Yet, the times demand more than passive healing. As warriors, Clerics are the vanguards against the encroaching shadows. Armed with weapons infused with cosmic power, they stand resolute on the front lines, facing the horrors born from the malevolent forces that threaten to consume Faerun. In the Lunar Age Clerics are not only keepers of wisdom but also defenders of the realms.
Source of Power
Amidst the cosmic uncertainties, one might wonder from where the Clerics draw their power in a world where gods lie dormant and the moon’s guidance is but a distant memory. The truth lies in the arcane currents that flow through the Three Worlds. In their quest for understanding, Clerics have delved into the mysteries of the Sempiternal, the Earthly World, and the Dark Mirror. Their power is not bestowed by deities but is a manifestation of their unwavering faith, cosmic attunement, and mastery over the ancient texts.
Clerics access a reservoir of power that transcends the divine hierarchy of old, tapping into the cosmic energies that weave through the fabric of existence. They decipher the truths unveiled by Ezreal El, drawing inspiration from the transcendent wisdom that survived the ages. In the absence of gods and the Council of Sages, Clerics are the solitary conduits of an arcane force that binds the worlds together, sustaining hope in a reality cloaked in perpetual darkness.

Level | Proficiency Bonus | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Clerical Canon, Divine Domain | 3 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | 3 | 4 | 2 | – | – | – | – | – | – | – | |
4th | +2 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | Channel Divinity (x2), Divine Domain feature | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – | |
8th | +3 | Ability Score Improvement, Clerical Cannon feature, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) | 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, Cantrip Versatility (Optional) | 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, Cantrip Versatility (Optional) | 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 (x3) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Cantrip Versatility (Optional) | 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 |
Class Features
- Spellcasting
- Clerical Canon
- Channel Divinity
- Channel Divinity: Turn Undead
- Harness Divine Power (Optional)
- Ability Score Improvement
- Cantrip Versatility (Optional)
- Destroy Undead
- Blessed Strikes (Optional)
- Divine Strike
- Divine Intervention
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.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric 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 prepare the 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.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 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 of prepared spells when you finish a long rest. Preparing a new list of 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 of 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 CastingYou 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 as a spellcasting focus for your cleric spells.
- Crusader: You gain proficiency in heavy armor and martial weapons, and Divine Strike at 8th level in this class.
- Mendicant: Your AC when not wearing armor or wielding a shield equals 10 + your Dexterity modifier + your Wisdom modifier, and you gain the Potent Spellcasting feature at 8th level in this class.
Domain | Damage Type |
---|---|
Creation | Radiant |
Darkness | Cold |
Death | Necrotic |
Fate | Psychic |
Forge | Weapon’s Type |
Hope | Radiant |
Life | Radiant |
Light | Fire |
Moon | Cold |
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.
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 of 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.
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
Divine Strike works as-written, with the following change: The type of damage is determined by your domain. If your domain has multiple types, you choose the type used when you deal the damage. The damage that you deal is always magical, even if the weapon that deals it is not.
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 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.
Divine Domain
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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 of 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 of 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.
Restrictions
- Faith. Your choice of Divine Domain will dictate the Faith Tradition you subscribe to.
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: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with 150 gp spend on equipment. The following equipment is a suggested shopping list:
- (a) a mace or (b) a warhammer (if proficient)
- (a) haubergeon, (b) leather armor, or (c) hauberk (if proficient)
- (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
- A heater shield or roundshield and a holy symbol
Multiclassing and the Cleric
- Ability Score Minimum: As a multiclass character, you must have a Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a cleric.
- Proficiencies. If cleric isn’t your initial class, you gain proficiency with light armor, medium armor, and shields when you gain your first level as a cleric.
- Spell Slots. Add your levels in the cleric class to the appropriate levels from other classes to determine your available spell slots.

Apostates

Cult of the Sacred Flame

Cult of the Serpent

Necromantic Heresy

Old Tradition

Grim Harvest

Lunar Cult

The Protectorate

Unholy Sacrament

Old Covens & Old Pagan Cults

Free Souls
