Cleric (5A)

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Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Greyhawk Clerics are ubiquitous in the Flanaess, and most priests are spellcasters, even if many are not clerics, see Divine Classes below. For a list of gods and domains, see Greyhawk Gods and Domains, below.

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Divine Classes

There are many sources of power in all the many worlds, but the most well-known and most respected is that of the divine. Some call this miracles, some say its astral magic, everyone agrees the healing and enhancements are nice. Clerics and Paladins are the masters of this magic, but others practice it as well in certain subclasses such as the barbarian Zealot, bard Chanter, rogue Holy Slayer and Saint of Sinners, sorcerer Divine Soul, warlock Celestial Patron, and wizard Astral Magic and Theurgist.

Class Profile

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


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


You must have a Wisdom of 13 to multiclass into or out of this class.

Multiclassing into the class gives you proficiency with light armor, medium armor, and shields.

Cleric multiclassing gives full spellcasing progression.


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

(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Alternatively you can start with 5d4 x 10 gp or 125 gp.

Cleric Table

Level Proficency
Features Cantrips
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (x1), Divine Domain feature 3 3
3rd +2 Harness Divine Power 3 4 2
4th +2 Ability Score Improvement, Cantrip Versatility 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, Blessed Strikes (Optional), Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility 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 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 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 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

As a cleric, you gain the following class features.


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


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. You also learn the Thaumaturgy cantrip. This cantrip cannot be exchanged for another for any reason.

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst 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 Casting

You 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.

Divine Domain

Cleric Domains
  1. Animist5A
  2. Arcana
  3. Cold5A
  4. Darkness5A
  5. Death
  6. Earth5A
  7. Forge
  8. Grave
  9. Insidious5A
  10. Knowledge
  11. LabyrinthEN
  12. Liberation5A
  13. Life
  14. Light
  15. Luck5A
  16. Masks5A
  17. Nature
  18. Order
  19. Peace
  20. Prophecy5A
  21. ProtectionEN
  22. Relic Weapon5A
  23. Spiritualism5A
  24. Tempest
  25. Travel5A
  26. Trickery
  27. Twilight
  28. War
  29. Water5A

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.

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. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

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.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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.

Channel Divinity: Harness Divine Power

At 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

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 Cleric table above.

Blessed Strikes

Replaces the Divine Strike or Potent Spellcasting feature present in all cleric domains.

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 Intervention

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

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.

Greyhawk Gods and Domains

A list of gods from the Greyhawk setting and their domains.

  1. Al'Akbar: Knowledge, Order, Peace
  2. Allitur: Knowledge, Order, Peace
  3. Atroa: Life, Light, Nature
  4. Bahamut: Peace, War, Protection
  5. Beltar: Insidious, Nature, Trickery
  6. Berei: Life, Nature, Peace
  7. Besmara: Liberation, Tempest
  8. Bleredd: Forge, Light, Peace
  9. Boccob: Arcana, Forge, Knowledge
  10. Bralm: Nature, Order, War
  11. Celene: Grave, Oracle, Twilight
  12. Celestian: Arcana, Darkness, Travel
  13. Corellon: Arcana, Liberation, Light
  14. Cyndor: Knowledge, Order, Spiritualism
  15. Daern: Forge, Protection
  16. Dalt: Forge, Liberation, Trickery
  17. Delleb: Forge, Knowledge, Order
  18. Ehlonna: Life, Nature, Peace
  19. Eruthnul: Liberation, Twilight, War
  20. Fharlanghn: Luck, Travel, Protection
  21. Fortubo: Earth, Forge, Protection
  22. Garl Glittergold: Forge, Liberation, Trickery
  23. Geshtai: Life, Peace, Water
  24. Gruumsh: Animist, Darkness, War
  25. Heironeous: Order, Protection, War
  26. Hextor: Insidious, Order, War
  27. Honey: Peace, Trickery
  28. Incabolous: Darkness, Death, Insidious
  29. Istus: Oracle, Spiritualism, Order
  30. Iuz: Insidious, Trickery, War
  31. Jascar: Earth, Forge, Protection
  32. Joramy: Earth, Liberation, Light
  33. Kelanen: Protection, War
  34. Kord: Liberation, Tempest, Travel
  35. Kurell: Liberation, Travel, Trickery
  36. Lendor: Knowledge, Oracle, Order
  37. Lirr: Liberation, Knowledge, Peace
  38. Llerg: Liberation, Life, Nature
  39. Lolth: Darkness, Insidious, Trickery
  40. Luna: Liberation, Trickery, Twilight
  41. Lydia: Knowledge, Peace, Travel
  42. Mayaheine: Light, Protection, War
  43. Merikka: Knowledge, Nature, Order
  44. Moradin: Earth, Forge, War
  45. Mouqol: Luck, Order, Travel
  46. Myhriss: Life, Luck, Peace
  47. Myrlund: Forge, War
  48. Nerull: Darkness, Death, Insidious
  49. Norebo: Liberation, Luck, Trickery
  50. Obad-Hai: Animist, Nature, Tempest
  51. Oerth: Animist, Life, Nature
  52. Olidarma: Liberation, Luck, Trickery
  53. Osprem: Nature, Travel, Water
  54. Pelor: Life, Light, Peace
  55. Phaukon: Nature, Tempest, War
  56. Pholtus: Knowledge, Light, Order
  57. Phyton: Order, Nature, Protection
  58. Procan: Nature, Tempest, Water
  59. Pyremius: Insidious, Light, Trickery
  60. Ralishaz: Insidious, Luck, Trickery
  61. Rao: Knowledge, Light, Order
  62. Rudd: Liberation, Luck, War
  63. Sehanine: Spiritualism, Twilight, Trickery
  64. Sevelkhar: Death, Light, Tempest
  65. Sotillion: Life, Light, Luck
  66. St. Cuthbert: Forge, Order, Protection
  67. Stern Alia: Forge, Order, War
  68. Syrul: Insidious, Knowledge, Trickery
  69. Telchur: Cold, Tempest, Twilight
  70. Tiamat: Insidious, Light, War
  71. Trithereon: Liberation, Travel, War
  72. Ulaa: Earth, Life, Peace
  73. Vatun: Cold, Liberation, War
  74. Vecna: Arcana, Death, Insidious
  75. Velnius: Peace, Tempest, Travel
  76. Wastri: Liberation, Nature, Water
  77. Wee Jas: Arcana, Grave, Knowledge
  78. Wenta: Liberation, Light, Peace
  79. Xan Yae: Order, Twilight, War
  80. Xerbo: Liberation, Nature, Water
  81. Yondalla: Luck, Peace, Protection
  82. Zagyg: Arcana, Trickery
  83. Zilchus: Knowledge, Order, Travel
  84. Zodal: Life, Peace, Travel
  85. Zuoken: Spiritualism, War

Other Domains

In addition to the above, some gods and lesser spirits can grant these domains:

  1. Animist5A Mainly nature-worshipers, mainly Flan.
  2. LabyrinthEN Cults among early civilizations and dwarves.
  3. Masks5A Shamanism and native cults, especially Olman.
  4. Prophecy5A Rare but available to all.
  5. Relic Weapon5A Rare but available to all.
  6. Spiritualism5A Cosmopolitan and Baklunish.