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yoonmoonsik edited this page Aug 19, 2026 · 13 revisions

Subclasses

Your Domain is chosen at Level 3 and defines everything about your Cleric's identity — your expanded spell list, your Channel Divinity options, and your higher-level features.

Core Cleric Traits

TRAIT DETAIL
Primary Ability Wisdom
Hit Point Die D8 D8 per Cleric level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light and Medium armor and Shields (Heavy via Divine Order: Protector)

Class Features

Progression Overview

LEVEL FEATURE
1 Spellcasting, Divine Order
2 Channel Divinity
5 Sear Undead
7 Blessed Strikes
10 Divine Intervention, extra cantrip

Level 1 — Spellcasting

The Cleric is a full spellcaster — you prepare spells from the entire Cleric list each Long Rest. Every spell you know is available to prepare. Your spell slots scale normally through Level 20, and your Domain adds spells that are always prepared and don't count against your limit.

Spellcasting ability: Wisdom. Every spell DC and attack roll scales with Wisdom.

Level 1 — Divine Order

Before you choose a Domain, you define what kind of Cleric you are. Choose one:

Protector — You gain proficiency with Martial weapons and training in Heavy Armor.

Thaumaturge — You learn one extra Cleric cantrip of your choice (Guidance, Light, Bursting Sinew, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, or Word of Radiance), and you add your Wisdom modifier to Arcana and Religion checks (on top of normal proficiency, not Expertise).

This choice is made at Level 1 and defines your combat identity before your Domain does. A Thaumaturge Life Cleric and a Protector Life Cleric are fundamentally different characters.

Level 2 — Channel Divinity

You channel raw divine energy to fuel powerful effects. You start with two uses at Level 2 and gain a third at Level 6, regaining one use on a Short Rest and all of them on a Long Rest. Every Cleric can spend a use on Divine Spark or Turn Undead, and every Domain adds its own Channel Divinity option at Level 3.

Level 5 — Sear Undead

When you use Channel Divinity to Turn Undead, you can simultaneously deal 4d8 Radiant damage to every undead creature you affect, and that damage bypasses Undead Fortitude (the trait that lets some undead avoid dropping to 0 HP).

Sear Undead converts the Channel Divinity use into both crowd control and damage simultaneously.

Level 7 — Blessed Strikes

Choose one option that enhances your attacks with divine power:

Divine Strike (Radiant) — Once per turn, when you hit with a weapon attack, deal an extra 1d8 Radiant damage.

Divine Strike (Necrotic) — The same, dealing 1d8 Necrotic damage instead.

Potent Spellcasting — Add your Wisdom modifier to the damage of your Cleric cantrips.

Blessed Strikes adds passive damage to either weapon attacks (Radiant or Necrotic, your choice) or cantrips (Wisdom modifier), depending on which combat role the Cleric is filling.

Level 10 — Divine Intervention

Your deity restores a portion of your divine power: you gain one extra Level 5 spell slot. You also learn one more Cleric cantrip, which is always prepared.

Playstyle Notes

The Cleric's core advantage is spell preparation flexibility layered on top of a fixed Domain identity. Domain spells are always prepared — they define the floor. Every Long Rest you build around them with the remaining slots: healing into damage, utility into control, or pure redundancy for the toughest encounters.

Divine Order at Level 1 creates a second fork before the Domain enters play. Protector (Martial weapons + Heavy Armor) and Thaumaturge (extra cantrip + Religion Expertise) produce fundamentally different Clerics from the same Domain — a Protector Life Cleric is a frontline anchor; a Thaumaturge Life Cleric is a dedicated support caster.

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