Secret Lesson 41
Cleric, the Cleric Spell List, and the Life Domain
The Bard channels magic through:
ART, PERFORMANCE, AND ARCANE KNOWLEDGE
The Cleric draws on:
DIVINE POWER
through:
PRAYER
MEDITATION
DEVOTION
and a connection to:
DEITIES, PANTHEONS, AND SACRED FORCES
The Cleric is a full spellcaster whose Primary Ability is:
WISDOM
Its major systems include:
SPELLCASTING
DIVINE ORDER
CHANNEL DIVINITY
DIVINE SPARK
TURN UNDEAD
SEAR UNDEAD
BLESSED STRIKES
DIVINE INTERVENTION
and eventually:
GREATER DIVINE INTERVENTION
The SRD Cleric Subclass is:
LIFE DOMAIN
a specialization focused on:
HEALING
PRESERVING LIFE
and:
POSITIVE ENERGY
PART ONE — CORE CLERIC TRAITS
Primary Ability:
WISDOM
Hit Point Die:
D8 PER CLERIC LEVEL
SAVING THROW PROFICIENCIES
The Cleric is proficient in:
WISDOM
and:
CHARISMA
Saving Throws.
SKILL PROFICIENCIES
Choose:
TWO
from:
-
History
-
Insight
-
Medicine
-
Persuasion
-
Religion
WEAPON PROFICIENCIES
The Cleric begins proficient with:
SIMPLE WEAPONS
A particular Divine Order can later expand this.
ARMOR TRAINING
The Cleric has training with:
LIGHT ARMOR
MEDIUM ARMOR
SHIELDS
STARTING EQUIPMENT
Choose:
OPTION A
-
Chain Shirt
-
Shield
-
Mace
-
Holy Symbol
-
Priest's Pack
-
7 GP
or:
OPTION B
110 GP
BECOMING A LEVEL 1 CLERIC
If Cleric is your starting Class:
GAIN ALL CORE CLERIC TRAITS
and:
ALL LEVEL 1 CLERIC FEATURES
MULTICLASSING INTO CLERIC
If Cleric is not your initial Class, you gain:
-
Cleric Hit Point Die
-
Light Armor training
-
Medium Armor training
-
Shield training
plus:
CLERIC LEVEL 1 FEATURES
As with all multiclassing, Spell Slots are determined using the rules from Lesson 37 where applicable.
PART TWO — COMPLETE CLERIC PROGRESSION
| Cleric Level | PB | Major Class Features | Channel Divinity | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Divine Order | — | 3 | 4 |
| 2 | +2 | Channel Divinity | 2 | 3 | 5 |
| 3 | +2 | Cleric Subclass | 2 | 3 | 6 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 7 |
| 5 | +3 | Sear Undead | 2 | 4 | 9 |
| 6 | +3 | Subclass Feature | 3 | 4 | 10 |
| 7 | +3 | Blessed Strikes | 3 | 4 | 11 |
| 8 | +3 | Ability Score Improvement | 3 | 4 | 12 |
| 9 | +4 | — | 3 | 4 | 14 |
| 10 | +4 | Divine Intervention | 3 | 5 | 15 |
| 11 | +4 | — | 3 | 5 | 16 |
| 12 | +4 | Ability Score Improvement | 3 | 5 | 16 |
| 13 | +5 | — | 3 | 5 | 17 |
| 14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 |
| 15 | +5 | — | 3 | 5 | 18 |
| 16 | +5 | Ability Score Improvement | 3 | 5 | 18 |
| 17 | +6 | Subclass Feature | 3 | 5 | 19 |
| 18 | +6 | — | 4 | 5 | 20 |
| 19 | +6 | Epic Boon | 4 | 5 | 21 |
| 20 | +6 | Greater Divine Intervention | 4 | 5 | 22 |
CLERIC SPELL SLOT PROGRESSION
The Cleric is a:
FULL SPELLCASTER
and eventually gains Spell Slots from:
LEVEL 1
through:
LEVEL 9
| Cleric Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — | — | — | — | — |
| 2 | 3 | — | — | — | — | — | — | — | — |
| 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
PART THREE — LEVEL 1: SPELLCASTING
A Cleric learns to cast spells through:
PRAYER
and:
MEDITATION
CANTRIPS
At level 1, choose:
THREE CLERIC CANTRIPS
The SRD recommends:
GUIDANCE
SACRED FLAME
THAUMATURGY
CHANGING A CANTRIP
Whenever you gain:
A CLERIC LEVEL
you can replace:
ONE CLERIC CANTRIP
with another Cantrip from the Cleric Spell List.
ADDITIONAL CANTRIPS
You gain another Cleric Cantrip at:
LEVEL 4
and:
LEVEL 10
The standard progression therefore becomes:
Levels 1–3
3 CANTRIPS
Levels 4–9
4 CANTRIPS
Levels 10–20
5 CANTRIPS
A Thaumaturge Cleric can gain an additional Cantrip beyond that through Divine Order.
SPELL SLOTS
The Cleric Features table tells you how many Spell Slots you possess.
All expended slots return when you finish:
A LONG REST
PREPARED SPELLS
At Cleric level 1:
PREPARE FOUR LEVEL 1 CLERIC SPELLS
The SRD recommends:
BLESS
CURE WOUNDS
GUIDING BOLT
SHIELD OF FAITH
PREPARED SPELLS INCREASE WITH LEVEL
Whenever the Prepared Spells number in the Class table increases:
CHOOSE ADDITIONAL CLERIC SPELLS
until your list matches the new total.
SPELL LEVEL RESTRICTION
You can prepare only spells of a level for which you possess:
SPELL SLOTS
SRD EXAMPLE — LEVEL 3
At Cleric level 3:
SIX PREPARED SPELLS
These can be any combination of:
LEVEL 1
and:
LEVEL 2
Cleric spells.
ALWAYS-PREPARED SPELLS
If another Cleric feature gives you spells that are:
ALWAYS PREPARED
those spells:
DON'T COUNT AGAINST YOUR NORMAL PREPARED SPELL TOTAL
but otherwise count as:
CLERIC SPELLS FOR YOU
Life Domain makes extensive use of this rule.
CHANGING PREPARED SPELLS
Unlike the Bard, which normally changes one prepared spell when gaining a Bard level, the Cleric can rebuild the list much more frequently.
Whenever you finish:
A LONG REST
you can replace:
ANY OF THE SPELLS ON YOUR PREPARED LIST
with other Cleric spells for which you have Spell Slots.
THIS MAKES THE CLERIC HIGHLY ADAPTABLE
If you know tomorrow's adventure involves:
-
Undead
-
disease
-
exploration
-
difficult travel
-
healing
-
divination
you can potentially prepare a different collection of Cleric spells after your Long Rest.
SPELLCASTING ABILITY
Cleric spells use:
WISDOM
Therefore:
CLERIC SPELL SAVE DC
= 8 + WISDOM MODIFIER + PROFICIENCY BONUS
and:
CLERIC SPELL ATTACK BONUS
= WISDOM MODIFIER + PROFICIENCY BONUS
EXAMPLE
Wisdom:
18 → +4
PB:
+3
Spell Save DC:
8 +4 +3:
DC 15
Spell Attack Bonus:
+7
SPELLCASTING FOCUS
A Cleric can use:
A HOLY SYMBOL
as a Spellcasting Focus for Cleric spells.
PART FOUR — LEVEL 1: DIVINE ORDER
At level 1, choose one of two sacred roles:
PROTECTOR
or:
THAUMATURGE
This choice changes the style of your Cleric immediately.
DIVINE ORDER — PROTECTOR
Protector grants:
MARTIAL WEAPON PROFICIENCY
and:
HEAVY ARMOR TRAINING
WHAT THIS DOES
The standard Cleric begins with:
SIMPLE WEAPONS
LIGHT ARMOR
MEDIUM ARMOR
SHIELDS
Protector expands this to include:
MARTIAL WEAPONS
and:
HEAVY ARMOR
This supports a more heavily armored, weapon-oriented Cleric.
DIVINE ORDER — THAUMATURGE
Thaumaturge gives you:
ONE EXTRA CLERIC CANTRIP
It also improves certain Intelligence checks.
ARCANA OR RELIGION BONUS
When you make:
INTELLIGENCE (ARCANA)
or:
INTELLIGENCE (RELIGION)
checks, you gain an additional bonus equal to:
YOUR WISDOM MODIFIER
minimum:
+1
EXAMPLE
Intelligence Modifier:
+0
Wisdom Modifier:
+4
Religion proficiency:
Yes
PB:
+2
Normal Intelligence (Religion):
0 +2:
+2
Thaumaturge adds:
+4
Final modifier:
+6
PROTECTOR VS. THAUMATURGE
Think of the choice broadly as:
Protector
MORE MARTIAL
Thaumaturge
MORE MYSTICAL
Neither changes the Cleric's fundamental spellcasting ability:
WISDOM
PART FIVE — LEVEL 2: CHANNEL DIVINITY
At Cleric level 2, you can directly channel:
DIVINE ENERGY FROM THE OUTER PLANES
to create magical effects.
You begin with two options:
DIVINE SPARK
and:
TURN UNDEAD
CHANNEL DIVINITY USES
At level 2:
2 USES
You regain:
ONE EXPENDED USE
after a:
SHORT REST
and:
ALL EXPENDED USES
after a:
LONG REST
CHANNEL DIVINITY PROGRESSION
Cleric Levels 2–5
2 USES
Levels 6–17
3 USES
Levels 18–20
4 USES
CHANNEL DIVINITY SAVE DC
If a Channel Divinity effect requires a Saving Throw:
USE YOUR CLERIC SPELL SAVE DC
PART SIX — CHANNEL DIVINITY: DIVINE SPARK
As a:
MAGIC ACTION
point your Holy Symbol at:
ANOTHER CREATURE
you can see within:
30 FEET
Roll:
1D8 + WISDOM MODIFIER
Then choose what the divine energy does.
OPTION 1 — HEALING
Restore Hit Points equal to:
1D8 + WISDOM MODIFIER
EXAMPLE
Wisdom Modifier:
+4
Roll:
6
Healing:
6 +4:
10 HP
OPTION 2 — DAMAGE
Instead, force the creature to make:
CONSTITUTION SAVING THROW
On failure, it takes:
NECROTIC
or:
RADIANT
damage, your choice, equal to:
1D8 + WISDOM MODIFIER
SUCCESSFUL SAVE
On success:
HALF DAMAGE
rounded:
DOWN
DIVINE SPARK SCALING
The number of d8s increases at Cleric levels:
Level 1–6
1D8
Level 7
2D8
Level 13
3D8
Level 18
4D8
EXAMPLE — LEVEL 18
Wisdom Modifier:
+5
Divine Spark:
4D8 +5
This can either:
HEAL
or deal:
NECROTIC / RADIANT DAMAGE
depending on your choice.
PART SEVEN — CHANNEL DIVINITY: TURN UNDEAD
As a:
MAGIC ACTION
present your Holy Symbol.
Each Undead of your choice within:
30 FEET
must make:
WISDOM SAVING THROW
FAILED SAVE
The Undead gains:
FRIGHTENED
and:
INCAPACITATED
for:
1 MINUTE
MOVEMENT BEHAVIOR
For that duration, the creature tries to move:
AS FAR FROM YOU AS IT CAN
on its turns.
EFFECT ENDS EARLY IF
The affected Undead:
TAKES ANY DAMAGE
or:
YOU BECOME INCAPACITATED
or:
YOU DIE
IMPORTANT
Turn Undead doesn't inherently mean:
DESTROY THE UNDEAD
At level 2, its main function is:
CONTROL
by causing Frightened and Incapacitated.
Level 5 later adds damage through:
SEAR UNDEAD
PART EIGHT — LEVEL 3: CLERIC SUBCLASS
At Cleric level 3:
CHOOSE A CLERIC SUBCLASS
The SRD provides:
LIFE DOMAIN
The Life Domain receives its features at:
LEVEL 3
LEVEL 6
LEVEL 17
with several distinct features beginning immediately at level 3.
PART NINE — LEVEL 4: ABILITY SCORE IMPROVEMENT
At Cleric level 4:
GAIN THE ABILITY SCORE IMPROVEMENT FEAT
or another Feat for which you qualify.
This feature returns at:
LEVEL 8
LEVEL 12
LEVEL 16
PART TEN — LEVEL 5: SEAR UNDEAD
Sear Undead enhances:
TURN UNDEAD
Whenever you use Turn Undead, roll a number of:
D8s
equal to your:
WISDOM MODIFIER
minimum:
1D8
WHO TAKES THE DAMAGE?
Each Undead that:
FAILS ITS SAVE
against that use of Turn Undead takes:
RADIANT DAMAGE
equal to the total rolled.
IMPORTANT — THE DAMAGE DOES NOT END TURN UNDEAD
Normally Turn Undead ends early if the affected creature:
TAKES ANY DAMAGE
But the SRD explicitly says:
SEAR UNDEAD'S OWN DAMAGE DOES NOT END THE TURN EFFECT
EXAMPLE
Wisdom Modifier:
+4
Sear Undead:
4D8 RADIANT DAMAGE
Every Undead that fails the Turn Undead Save:
-
takes the 4d8 Radiant damage
-
remains affected by Turn Undead
PART ELEVEN — LEVEL 7: BLESSED STRIKES
At level 7, choose:
ONE OF TWO OPTIONS
DIVINE STRIKE
or:
POTENT SPELLCASTING
This choice lets you lean more toward either:
WEAPON COMBAT
or:
CANTRIP DAMAGE
OPTION 1 — DIVINE STRIKE
Once on each of your turns, when you hit a creature with:
A WEAPON ATTACK ROLL
you can add:
1D8
extra:
NECROTIC
or:
RADIANT
damage.
EXAMPLE
Mace damage:
1D6 +3 BLUDGEONING
Divine Strike:
+1D8 RADIANT
The target takes both damage components if the attack hits.
ONCE PER TURN
Even if you make multiple weapon attacks:
DIVINE STRIKE APPLIES ONLY ONCE ON EACH OF YOUR TURNS
OPTION 2 — POTENT SPELLCASTING
Add your:
WISDOM MODIFIER
to the damage you deal with:
ANY CLERIC CANTRIP
EXAMPLE
A damaging Cleric Cantrip deals its normal damage.
Wisdom Modifier:
+4
Potent Spellcasting adds:
+4 DAMAGE
according to the feature.
PART TWELVE — LEVEL 10: DIVINE INTERVENTION
At Cleric level 10, you can call directly on:
YOUR DEITY OR PANTHEON
for magical intervention.
USING DIVINE INTERVENTION
As a:
MAGIC ACTION
choose:
ANY CLERIC SPELL OF LEVEL 5 OR LOWER
provided it:
DOESN'T REQUIRE A REACTION TO CAST
CASTING THE SPELL
As part of the same Action:
CAST THAT SPELL
without:
EXPENDING A SPELL SLOT
and without:
NEEDING MATERIAL COMPONENTS
RECOVERY
After using Divine Intervention:
YOU CAN'T USE IT AGAIN UNTIL A LONG REST
IMPORTANT
This version of Divine Intervention is:
RELIABLE
There is no percentage roll in the SRD 5.2.1 rule here.
You choose a qualifying Cleric spell and cast it as specified.
EXAMPLE
You need an appropriate level 5-or-lower Cleric spell that you may not currently have prepared.
Divine Intervention lets you select:
ANY QUALIFYING CLERIC SPELL
meeting the feature's restrictions.
That creates extraordinary flexibility.
PART THIRTEEN — LEVEL 14: IMPROVED BLESSED STRIKES
The option you selected at level 7 becomes stronger.
IF YOU CHOSE DIVINE STRIKE
Extra damage increases from:
1D8
to:
2D8
IF YOU CHOSE POTENT SPELLCASTING
When you cast a Cleric Cantrip and deal damage to a creature with it:
YOU CAN GRANT TEMPORARY HIT POINTS
to:
YOURSELF
or:
ANOTHER CREATURE WITHIN 60 FEET
TEMPORARY HP AMOUNT
TWICE YOUR WISDOM MODIFIER
EXAMPLE
Wisdom Modifier:
+5
Temporary HP:
2 ×5:
10 TEMPORARY HP
PART FOURTEEN — LEVEL 19: EPIC BOON
At Cleric level 19:
GAIN AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF FATE
PART FIFTEEN — LEVEL 20: GREATER DIVINE INTERVENTION
At level 20, Divine Intervention expands dramatically.
When using Divine Intervention, you may now select:
WISH
WISH IS NOT A CLERIC SPELL LIST REQUIREMENT HERE
The feature specifically makes:
WISH
available as an option when using Divine Intervention.
SPECIAL RECOVERY AFTER WISH
If you use Divine Intervention to select Wish:
YOU CAN'T USE DIVINE INTERVENTION AGAIN
until you finish:
2D4 LONG RESTS
EXAMPLE
Roll:
2D4
Result:
6
You must complete:
6 LONG RESTS
before Divine Intervention becomes available again.
PART SIXTEEN — THE CLERIC SPELL LIST
The SRD organizes Cleric spells by:
SPELL LEVEL
and then:
ALPHABETICAL ORDER
It also lists:
SCHOOL OF MAGIC
and special markers.
SPECIAL MARKERS
C = CONCENTRATION
R = RITUAL
M = SPECIFIC MATERIAL COMPONENT
CLERIC CANTRIPS — LEVEL 0
| Spell | School | Special |
|---|---|---|
| Guidance | Divination | C |
| Light | Evocation | — |
| Mending | Transmutation | — |
| Resistance | Abjuration | C |
| Sacred Flame | Evocation | — |
| Spare the Dying | Necromancy | — |
| Thaumaturgy | Transmutation | — |
LEVEL 1 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Bane | Enchantment | C |
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Create or Destroy Water | Transmutation | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Guiding Bolt | Evocation | — |
| Healing Word | Abjuration | — |
| Inflict Wounds | Necromancy | — |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Sanctuary | Abjuration | — |
| Shield of Faith | Abjuration | C |
LEVEL 2 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | — |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | — |
| Calm Emotions | Enchantment | C |
| Continual Flame | Evocation | M |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | — |
| Gentle Repose | Necromancy | R, M |
| Hold Person | Enchantment | C |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Prayer of Healing | Abjuration | — |
| Protection from Poison | Abjuration | — |
| Silence | Illusion | C, R |
| Spiritual Weapon | Evocation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
LEVEL 3 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Animate Dead | Necromancy | — |
| Beacon of Hope | Abjuration | C |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Glyph of Warding | Abjuration | M |
| Magic Circle | Abjuration | M |
| Mass Healing Word | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
| Sending | Divination | — |
| Speak with Dead | Necromancy | — |
| Spirit Guardians | Conjuration | C |
| Tongues | Divination | — |
| Water Walk | Transmutation | R |
LEVEL 4 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Control Water | Transmutation | C |
| Death Ward | Abjuration | — |
| Divination | Divination | R, M |
| Freedom of Movement | Abjuration | — |
| Guardian of Faith | Conjuration | — |
| Locate Creature | Divination | C |
| Stone Shape | Transmutation | — |
LEVEL 5 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Commune | Divination | R |
| Contagion | Necromancy | — |
| Dispel Evil and Good | Abjuration | C |
| Flame Strike | Evocation | — |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Hallow | Abjuration | M |
| Insect Plague | Conjuration | C |
| Legend Lore | Divination | M |
| Mass Cure Wounds | Abjuration | — |
| Planar Binding | Abjuration | M |
| Raise Dead | Necromancy | M |
| Scrying | Divination | C, M |
LEVEL 6 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Blade Barrier | Evocation | C |
| Create Undead | Necromancy | M |
| Find the Path | Divination | C, M |
| Forbiddance | Abjuration | R, M |
| Harm | Necromancy | — |
| Heal | Abjuration | — |
| Heroes' Feast | Conjuration | M |
| Planar Ally | Conjuration | — |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Word of Recall | Conjuration | — |
LEVEL 7 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Conjure Celestial | Conjuration | C |
| Divine Word | Evocation | — |
| Etherealness | Conjuration | — |
| Fire Storm | Evocation | — |
| Plane Shift | Conjuration | M |
| Regenerate | Transmutation | — |
| Resurrection | Necromancy | M |
| Symbol | Abjuration | M |
LEVEL 8 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Antimagic Field | Abjuration | C |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Holy Aura | Abjuration | C, M |
| Sunburst | Evocation | — |
LEVEL 9 CLERIC SPELLS
| Spell | School | Special |
|---|---|---|
| Astral Projection | Necromancy | M |
| Gate | Conjuration | C, M |
| Mass Heal | Abjuration | — |
| Power Word Heal | Enchantment | — |
| True Resurrection | Necromancy | M |
WHAT THE CLERIC SPELL LIST CAN DO
Without yet examining individual spell descriptions, the list demonstrates the Cleric's broad magical role.
HEALING
Examples include:
CURE WOUNDS
HEALING WORD
PRAYER OF HEALING
MASS HEALING WORD
MASS CURE WOUNDS
HEAL
MASS HEAL
POWER WORD HEAL
RESTORATION
Examples:
LESSER RESTORATION
GREATER RESTORATION
REMOVE CURSE
PROTECTION FROM POISON
REVIVING THE DEAD
Examples:
REVIVIFY
RAISE DEAD
RESURRECTION
TRUE RESURRECTION
DIVINE OFFENSE
Examples:
GUIDING BOLT
INFLICT WOUNDS
SPIRIT GUARDIANS
FLAME STRIKE
SUNBEAM
SUNBURST
DEFENSE
Examples:
SHIELD OF FAITH
SANCTUARY
PROTECTION FROM EVIL AND GOOD
WARDING BOND
DEATH WARD
HOLY AURA
DIVINATION AND KNOWLEDGE
Examples:
AUGURY
CLAIRVOYANCE
DIVINATION
COMMUNE
SCRYING
TRUE SEEING
PLANAR AND DIVINE MAGIC
Examples:
PLANAR ALLY
PLANE SHIFT
GATE
ASTRAL PROJECTION
The Cleric is therefore not merely:
“THE HEALER”
It can support, defend, damage, investigate, control, restore, communicate with divine or planar forces, and interact with death itself.
PART SEVENTEEN — LIFE DOMAIN
The SRD Cleric Subclass is:
LIFE DOMAIN
Its theme is:
SOOTHE THE HURTS OF THE WORLD
The Life Domain focuses on the:
POSITIVE ENERGY
that sustains life throughout the multiverse.
Its Clerics become:
MASTERS OF HEALING
WHO MIGHT FOLLOW THE LIFE DOMAIN?
The SRD notes that the Life Domain can fit many religious traditions because existence itself depends on the positive energy associated with the domain.
It is especially associated with:
-
agricultural deities
-
gods of healing
-
gods of endurance
-
gods of home
-
gods of community
-
religious healing orders
COMPLETE LIFE DOMAIN PROGRESSION
| Cleric Level | Life Domain Feature |
|---|---|
| 3 | Disciple of Life |
| 3 | Life Domain Spells |
| 3 | Preserve Life |
| 6 | Blessed Healer |
| 17 | Supreme Healing |
LIFE DOMAIN LEVEL 3 — DISCIPLE OF LIFE
Whenever:
A SPELL YOU CAST WITH A SPELL SLOT
restores Hit Points to a creature:
THAT CREATURE GAINS ADDITIONAL HEALING
on the turn you cast the spell.
ADDITIONAL HEALING FORMULA
2 + SPELL SLOT LEVEL
EXAMPLE — LEVEL 1 SLOT
Additional healing:
2 +1:
+3 HP
EXAMPLE — LEVEL 3 SLOT
Additional healing:
2 +3:
+5 HP
EXAMPLE — LEVEL 7 SLOT
Additional healing:
2 +7:
+9 HP
IMPORTANT
Disciple of Life requires:
A SPELL CAST WITH A SPELL SLOT
So a healing effect that isn't a spell cast with a Spell Slot doesn't automatically receive this bonus.
LIFE DOMAIN LEVEL 3 — DOMAIN SPELLS
The Life Domain provides spells that are:
ALWAYS PREPARED
once you reach the listed Cleric level.
COMPLETE LIFE DOMAIN SPELL TABLE
| Cleric Level | Always-Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
THESE DON'T COUNT AGAINST YOUR NORMAL PREPARED TOTAL
As established by the Cleric Spellcasting feature:
ALWAYS-PREPARED SPELLS DON'T COUNT AGAINST THE NORMAL PREPARED SPELL NUMBER
So a Life Cleric can have these spells ready in addition to the normal prepared-spell allowance.
LIFE DOMAIN LEVEL 3 — PRESERVE LIFE
As a:
MAGIC ACTION
present your Holy Symbol and spend:
ONE CHANNEL DIVINITY USE
You create a pool of healing equal to:
FIVE TIMES YOUR CLERIC LEVEL
EXAMPLE — CLERIC 3
5 ×3:
15 HP
EXAMPLE — CLERIC 10
5 ×10:
50 HP
EXAMPLE — CLERIC 20
5 ×20:
100 HP
WHO CAN RECEIVE IT?
Choose:
BLOODIED CREATURES
within:
30 FEET
of you.
You may include:
YOURSELF
DIVIDE THE HEALING
You can distribute the available Hit Points:
AMONG THE CHOSEN BLOODIED CREATURES
HEALING LIMIT
Preserve Life cannot restore a creature above:
HALF ITS HIT POINT MAXIMUM
EXAMPLE
Target maximum HP:
40
Half:
20
Current HP:
5
Preserve Life can bring that creature up to:
20 HP
but no higher.
Maximum possible healing to that target:
15 HP
WHY THIS MATTERS
Preserve Life is especially efficient when several allies are:
BLOODIED
because the pool can be divided among them.
It is a:
CHANNEL DIVINITY HEALING OPTION
rather than a spell.
LIFE DOMAIN LEVEL 6 — BLESSED HEALER
The Life Cleric becomes healed by the healing it gives others.
Immediately after you cast:
A SPELL WITH A SPELL SLOT
that restores Hit Points to:
ONE OR MORE CREATURES OTHER THAN YOURSELF
you regain:
2 + SPELL SLOT LEVEL
Hit Points.
EXAMPLE — LEVEL 2 SPELL SLOT
You cast a healing spell using:
2ND-LEVEL SLOT
on another creature.
Blessed Healer restores to you:
2 +2:
4 HP
EXAMPLE — LEVEL 5 SLOT
Self-healing:
2 +5:
7 HP
IMPORTANT
Blessed Healer triggers when the spell restores HP to:
SOMEONE OTHER THAN YOURSELF
It can affect several creatures, but the feature gives you the stated healing after the spell rather than multiplying it by the number of targets.
DISCIPLE OF LIFE + BLESSED HEALER
These features reinforce each other.
When you use a qualifying Spell Slot to heal another creature:
Target
can receive:
EXTRA HEALING FROM DISCIPLE OF LIFE
while:
You
can regain:
HP FROM BLESSED HEALER
This makes Life Domain exceptionally efficient at sustaining both:
THE PARTY
and:
THE CLERIC
LIFE DOMAIN LEVEL 17 — SUPREME HEALING
At level 17, your healing becomes maximally reliable.
Whenever you would roll:
ONE OR MORE DICE
to restore Hit Points to a creature with:
A SPELL
or:
CHANNEL DIVINITY
you don't roll those dice.
Instead:
USE THE HIGHEST POSSIBLE NUMBER ON EACH DIE
SRD EXAMPLE
Instead of healing:
2D6
you restore:
12 HP
from those dice.
OTHER EXAMPLES
1D8 → 8
3D8 → 24
4D6 → 24
before applying any other modifiers or bonuses that the healing effect includes.
SUPREME HEALING + DIVINE SPARK
Divine Spark can restore Hit Points using dice.
At Cleric level 18:
4D8 + WISDOM MODIFIER
Supreme Healing can therefore make the dice:
8 +8 +8 +8
=
32
before adding Wisdom Modifier.
This follows directly from the interaction between Divine Spark's healing dice and Supreme Healing's maximum-die rule.
PART EIGHTEEN — HOW THE CLERIC PLAYS
The Cleric is one of the game's most flexible Classes because it can change much of its prepared spell list:
AFTER EVERY LONG REST
That lets you adapt to:
THE ADVENTURE AHEAD
POSSIBLE COMBAT ROLE — SUPPORT
You might:
CAST BLESS
maintain Concentration
then:
USE DIVINE SPARK
on later turns
or:
HEAL AN ALLY
when necessary.
POSSIBLE COMBAT ROLE — FRONTLINE PROTECTOR
Choose:
PROTECTOR
Gain:
MARTIAL WEAPONS
HEAVY ARMOR
Then combine:
-
weapon attacks
-
Shield
-
Divine Strike
-
healing
-
defensive magic
POSSIBLE ROLE — SPELL-FOCUSED THAUMATURGE
Choose:
THAUMATURGE
Gain:
EXTRA CANTRIP
and improved:
ARCANA / RELIGION CHECKS
Later choose:
POTENT SPELLCASTING
to reinforce Cantrip damage.
AGAINST UNDEAD
The Cleric has an especially strong progression:
TURN UNDEAD
then:
SEAR UNDEAD
Turn Undead controls.
Sear Undead adds:
RADIANT DAMAGE
without ending the turning effect.
LIFE DOMAIN ROLE
The Life Domain specializes heavily in:
PARTY SUSTAIN
Its feature chain is:
DISCIPLE OF LIFE
stronger healing
PRESERVE LIFE
Channel Divinity healing pool
BLESSED HEALER
heal yourself when healing others
SUPREME HEALING
maximize healing dice
PART NINETEEN — COMPLETE LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
SPELLCASTING
DIVINE ORDER
Cantrips:
3
Prepared Spells:
4
Spell Slots:
TWO 1ST-LEVEL
Choose:
PROTECTOR
or:
THAUMATURGE
LEVEL 2
Gain:
CHANNEL DIVINITY
Uses:
2
Options:
DIVINE SPARK
TURN UNDEAD
LEVEL 3
Gain:
CLERIC SUBCLASS
Life Domain:
DISCIPLE OF LIFE
LIFE DOMAIN SPELLS
PRESERVE LIFE
Gain:
2ND-LEVEL SPELL SLOTS
LEVEL 4
Cantrips:
4
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 5
PB:
+3
Gain:
SEAR UNDEAD
Gain access to:
3RD-LEVEL SPELL SLOTS
LEVEL 6
Channel Divinity uses:
3
Life Domain:
BLESSED HEALER
LEVEL 7
Gain:
BLESSED STRIKES
Choose:
DIVINE STRIKE
or:
POTENT SPELLCASTING
Gain:
4TH-LEVEL SPELL SLOTS
Divine Spark:
2D8 + WISDOM
LEVEL 8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
PB:
+4
Gain:
5TH-LEVEL SPELL SLOTS
Prepared Spells:
14
LEVEL 10
Cantrips:
5
Gain:
DIVINE INTERVENTION
Prepared Spells:
15
LEVEL 11
Gain:
6TH-LEVEL SPELL SLOTS
LEVEL 12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
PB:
+5
Divine Spark:
3D8 + WISDOM
Gain:
7TH-LEVEL SPELL SLOTS
LEVEL 14
Gain:
IMPROVED BLESSED STRIKES
If Divine Strike:
2D8
If Potent Spellcasting:
TEMPORARY HP = 2 × WISDOM MODIFIER
LEVEL 15
Gain:
8TH-LEVEL SPELL SLOTS
LEVEL 16
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
PB:
+6
Gain:
9TH-LEVEL SPELL SLOTS
Life Domain:
SUPREME HEALING
LEVEL 18
Channel Divinity:
4 USES
Divine Spark:
4D8 + WISDOM
LEVEL 19
Gain:
EPIC BOON
Recommended:
BOON OF FATE
LEVEL 20
Gain:
GREATER DIVINE INTERVENTION
Divine Intervention can now select:
WISH
with its special:
2D4 LONG REST
recovery after doing so.
COMMON BEGINNER MISTAKES
MISTAKE 1 — USING INTELLIGENCE FOR CLERIC SPELLCASTING
Cleric spellcasting uses:
WISDOM
MISTAKE 2 — THINKING CLERIC SPELLS CAN ONLY BE CHANGED WHEN LEVELING
The Cleric can change the prepared spell list after:
EVERY LONG REST
MISTAKE 3 — COUNTING DOMAIN SPELLS AGAINST THE PREPARED TOTAL
Always-prepared spells:
DON'T COUNT AGAINST IT
MISTAKE 4 — THINKING EVERY CLERIC GETS HEAVY ARMOR
Standard Cleric training is:
LIGHT
MEDIUM
SHIELDS
Heavy Armor comes from:
PROTECTOR
MISTAKE 5 — THINKING EVERY CLERIC GETS MARTIAL WEAPONS
Standard Cleric:
SIMPLE WEAPONS
Protector adds:
MARTIAL WEAPONS
MISTAKE 6 — FORGETTING THAUMATURGE'S EXTRA CANTRIP
Thaumaturge adds:
ONE EXTRA CLERIC CANTRIP
MISTAKE 7 — ADDING INTELLIGENCE MODIFIER INSTEAD OF WISDOM MODIFIER TO THAUMATURGE'S BONUS
The special added bonus equals:
WISDOM MODIFIER
minimum +1.
MISTAKE 8 — TREATING DIVINE SPARK AS ONLY A HEAL
It can:
HEAL
or deal:
NECROTIC / RADIANT DAMAGE
MISTAKE 9 — FORGETTING DIVINE SPARK'S DAMAGE SAVE
The damage version uses:
CONSTITUTION SAVE
Success:
HALF DAMAGE, ROUND DOWN
MISTAKE 10 — FORGETTING CHANNEL DIVINITY RECOVERY
You regain:
ONE USE ON A SHORT REST
and:
ALL USES ON A LONG REST
MISTAKE 11 — THINKING TURN UNDEAD AFFECTS EVERY CREATURE
It targets:
UNDEAD OF YOUR CHOICE
within:
30 FEET
MISTAKE 12 — THINKING TURN UNDEAD ONLY MAKES THEM RUN
A failed Save gives both:
FRIGHTENED
and:
INCAPACITATED
MISTAKE 13 — ENDING TURN UNDEAD BECAUSE OF SEAR UNDEAD DAMAGE
Sear Undead explicitly says:
ITS DAMAGE DOESN'T END THE TURN EFFECT
MISTAKE 14 — USING BOTH BLESSED STRIKES OPTIONS
At level 7:
CHOOSE ONE
Divine Strike or Potent Spellcasting.
MISTAKE 15 — USING DIVINE STRIKE ON EVERY WEAPON HIT
It applies:
ONCE ON EACH OF YOUR TURNS
MISTAKE 16 — THINKING DIVINE INTERVENTION REQUIRES A RANDOM SUCCESS ROLL
The SRD 5.2.1 feature shown here has no such roll.
You choose a qualifying Cleric spell and cast it according to the feature.
MISTAKE 17 — SPENDING A SPELL SLOT ON DIVINE INTERVENTION
The chosen spell is cast:
WITHOUT EXPENDING A SPELL SLOT
MISTAKE 18 — REQUIRING MATERIAL COMPONENTS FOR THE DIVINE INTERVENTION SPELL
The feature says the spell is cast without:
MATERIAL COMPONENTS
MISTAKE 19 — USING DISCIPLE OF LIFE ON EVERY HEALING EFFECT
It applies when:
A SPELL CAST WITH A SPELL SLOT
restores HP.
MISTAKE 20 — USING PRESERVE LIFE TO HEAL SOMEONE ABOVE HALF HP
Preserve Life can restore a creature to:
NO MORE THAN HALF ITS MAXIMUM HP
MISTAKE 21 — USING PRESERVE LIFE ONLY ON OTHER CREATURES
You may include:
YOURSELF
provided you are a valid Bloodied creature in range.
MISTAKE 22 — MULTIPLYING BLESSED HEALER BY NUMBER OF TARGETS
Blessed Healer restores:
2 + SLOT LEVEL
to you after the qualifying spell.
It does not say to multiply that amount by the number of creatures healed.
MISTAKE 23 — ROLLING HEALING DICE WITH SUPREME HEALING
At level 17:
DON'T ROLL
Use:
THE HIGHEST VALUE OF EACH HEALING DIE
for qualifying spells or Channel Divinity healing.
LESSON 41 — KEY TAKEAWAYS
PRIMARY ABILITY
WISDOM
HIT DIE
D8
SAVING THROW PROFICIENCIES
WISDOM
CHARISMA
SKILLS
Choose two from:
HISTORY
INSIGHT
MEDICINE
PERSUASION
RELIGION
WEAPONS
SIMPLE WEAPONS
ARMOR
LIGHT
MEDIUM
SHIELDS
DIVINE ORDER
Choose:
PROTECTOR
for Martial weapons and Heavy Armor
or:
THAUMATURGE
for an extra Cantrip and improved Arcana/Religion checks.
CHANNEL DIVINITY
Begins at level 2 with:
DIVINE SPARK
and:
TURN UNDEAD
DIVINE SPARK
Can:
HEAL
or:
DEAL RADIANT / NECROTIC DAMAGE
and scales to:
4D8 + WISDOM MODIFIER
at high level.
TURN UNDEAD
Failed Wisdom Save:
FRIGHTENED
INCAPACITATED
for up to:
1 MINUTE
SEAR UNDEAD
Adds:
RADIANT DAMAGE
to Undead that fail Turn Undead without ending the Turn effect.
BLESSED STRIKES
Choose:
DIVINE STRIKE
or:
POTENT SPELLCASTING
DIVINE INTERVENTION
At level 10:
CAST ANY QUALIFYING CLERIC SPELL OF LEVEL 5 OR LOWER
without:
SPELL SLOT
or:
MATERIAL COMPONENTS
GREATER DIVINE INTERVENTION
At level 20:
WISH
becomes an option.
LIFE DOMAIN
Level 3
DISCIPLE OF LIFE
LIFE DOMAIN SPELLS
PRESERVE LIFE
Level 6
BLESSED HEALER
Level 17
SUPREME HEALING
LIFE DOMAIN IDENTITY
STRONGER HEALING
ALWAYS-PREPARED RESTORATIVE SPELLS
CHANNEL DIVINITY HEALING
SELF-HEALING WHILE HEALING OTHERS
MAXIMIZED HEALING DICE
COMPLETE CLERIC SPELL LIST
This lesson has included every spell appearing on the SRD Cleric Spell List from:
CANTRIPS
through:
LEVEL 9
including each spell's:
SCHOOL
and:
C / R / M MARKERS
The complete rules text for each individual spell will be covered later in:
LESSONS 79–85
NEXT LESSON
LESSON 42 — DRUID, THE DRUID SPELL LIST, AND THE CIRCLE OF THE LAND
The Cleric channels divine power through:
PRAYER AND DEVOTION
The next Class studies:
THE MYSTICAL FORCES OF NATURE
Lesson 42 will completely cover:
DRUID
including:
-
Core Druid Traits
-
Spellcasting
-
Druidic
-
Primal Order
-
Wild Shape
-
Wild Companion
-
Wild Resurgence
-
Druid Subclass
-
Elemental Fury
-
Improved Elemental Fury
-
Beast Spells
-
Epic Boon
-
Archdruid
-
all Wild Shape progression
-
all Cantrip progression
-
all Prepared Spell progression
-
all Spell Slots
-
the complete Druid Spell List
-
the complete Circle of the Land
-
Circle Spells
-
Land's Aid
-
Natural Recovery
-
Nature's Ward
-
Nature's Sanctuary
The Druid will introduce one of the most distinctive transformation systems in the SRD:
WILD SHAPE
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.