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.