As a cleric, you gain the following class features.

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Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. So…

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Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Un…

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Divine Domain

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with i…

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Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

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Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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Hit Points

Hit Dice: 1d8 per cleric level

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Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring fo…

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Proficiencies

Armor: Light armor, medium armor, shields

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Spellcasting

As a conduit for divine power, you can cast cleric spells.

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The Cleric

1st

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