This version of the cleric class is designed to be simple. It emphasizes the choice of divine domain and grants powerful late-game domain features earlier. Existing 5e subclasses will all work mechanically with this form of the cleric class. Click here for a summary of changes.
Navigation:
- Progression Table
- Ability Scores
- Multiclassing
- Class Features by Level
- 1: Cleric Spellcasting and Divine Domain
- 2: Channel Divinity
- 3: Divine Domain Feature
- 4: Ability Score Improvement and Feat
- 6: Channel Divinity Improvement and Divine Domain Feature
- 8: Ability Score Improvement and Feat
- 10: Divine Domain Feature
- 12: Ability Score Improvement and Feat
- 14: Divine Domain Feature
- 16: Ability Score Improvement and Feat
- 18: Channel Divinity Improvement
- 19: Superior Ability
- 20: Divine Intervention

Progression Table
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Divine Domain, Spellcasting | 3 | 4 | 2 | – | – | – | – | – | – | – | – |
| 2nd | +2 | Channel Divinity | 3 | 5 | 3 | – | – | – | – | – | – | – | – |
| 3rd | +2 | Divine Domain Feature | 3 | 7 | 4 | 2 | – | – | – | – | – | – | – |
| 4th | +2 | Ability Score Improvement, Feat | 4 | 8 | 4 | 3 | – | – | – | – | – | – | – |
| 5th | +3 | – | 4 | 10 | 4 | 3 | 2 | – | – | – | – | – | – |
| 6th | +3 | Channel Divinity Improvement, Divine Domain Feature | 4 | 11 | 4 | 3 | 2 | – | – | – | – | – | – |
| 7th | +3 | 4 | 12 | 4 | 3 | 3 | 1 | – | – | – | – | – | |
| 8th | +3 | Ability Score Improvement, Feat | 4 | 13 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 9th | +4 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | |
| 10th | +4 | Divine Domain Feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
| 11th | +4 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |
| 12th | +4 | Ability Score Improvement, Feat | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 13th | +5 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |
| 14th | +5 | Divine Domain Feature | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 15th | +5 | – | 5 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 16th | +5 | Ability Score Improvement, Feat | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 17th | +6 | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18th | +6 | Channel Divinity Improvement | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Superior Ability | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1 Clerics
When you create a level 1 cleric, follow these steps to add the following to your character:
Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they’re already included).
Strength: 14 Dexterity: 10 Constitution: 16 Intelligence: 8 Wisdom: 16 Charisma: 10
Strength: 8 Dexterity: 14 Constitution: 14 Intelligence: 12 Wisdom: 16 Charisma: 12
Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.
Hit Points
At First Level: 8 + Constitution Modifier
At Higher Levels: 1d8 (or 5) + Constitution Modifier
Hit Dice: 1d8 per cleric level
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons
Saving Throws: Wisdom, Charisma
Skill Proficiencies: two of: History, Insight, Intimidation, Medicine, Persuasion, and Religion
Items
- a mace -OR- one Martial Melee Weapon (if proficient)
- chain mail -OR- scale mail -OR- padded armor
- a light crossbow and 20 bolts -OR- any Simple Weapon
- a large shield
- a holy symbol
- a backpack containing: 1 bedroll, 1 bottle of holy water, 5 rations, 1 rope, 1 tinderbox, 5 torches, 1 waterskin containing 5 pints of water
Multiclass Characters
Instead of leveling up in your original class, you can take a cleric level when you level up. When you do, you gain only a portion of what first level clerics gain.
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Multiclassing Ability Score Requirements
Taking levels in several classes requires exceptional ability. You must meet the multiclassing ability score requirements for both your original class and the class you are multiclassing into.
For clerics you must have:
- Wisdom: 14
Hit Points
Per Level: 1d8 (or 5) + Constitution Modifier
Hit Dice: 1d8 per cleric level
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons
Class Features
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level clerics gain the Cleric Spellcasting and Divine Domain abilities.

Cleric Spellcasting
As a cleric, you draw your power from sacred rituals. Most clerics directly worship a single deity and draw power directly from that deity, but some clerics worship multiple gods, or keep faiths that do not have a central figure of worship. Some clerics follow rituals created by faiths they don’t agree with. The essential part of drawing power is that each cleric follows the tenets and rituals of a faith. A cleric with the life domain might worship a god of healing, or a pantheon of gods, or merely follow poorly translated rituals from a defunct cult. You use wisdom as your spellcasting ability for cleric spells, since your magic requires an intuitive understanding of your dogma and its applications to the world around you.
Clerics are prepared spellcasters. The Cleric Progression Table shows how many spell slots you have, as well as how many cantrips and spells you have prepared. You can search the list of cleric spells here or see full spell descriptions here.
Holy Symbols as Spellcasting Focuses
You can use a holy symbol as a spellcasting focus. To do so, you can choose to hold your holy symbol during spellcasting or you can choose to display your holy symbol on your weapon, shield, or armor.
A holy symbol isn’t always a symbol of a deity, but a cleric’s holy symbol is always symbolic of their beliefs.
Divine Domain
Every cleric’s religion has at least one associated Domain. Your choice of Domain represents the tenets of your organized faith. While most faiths in 5e settings revolve around a a single deity, your domain could represent a pantheon, a faith that lacks a deity, or even a religious-like devotion to an ideal or organization. Your domain grants you features at level 3, 6, 10, and 14, also listed below.
Divine Domains published elsewhere are compatible with this version of the cleric class.
Domain Feature
Deceiver
A cleric whose faith encourages misleading others. Sometimes, a deceiver will focus on tricking enemies in a way to protect people, and sometimes they follow self-centered doctrines that encourage them to lie and steal for their own benefit.
Deceiver: Extra Spells Known
When you reach certain levels as a cleric, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of cleric spells you know.
Deceiver: Bonus Skill
You gain proficiency in one of: deception, stealth, or one other skill if you’re already proficient with both.
| Bard Level | Extra Spells |
|---|---|
| 1 | Color Spray, Disguise Self |
| 3 | Darkness, Invisibility |
| 5 | Hypnotic Pattern, Nondetection |
| 7 | Greater Invisibility, Shadow Clone |
| 9 | Mislead, Seeming |
Lifebinder
A lifebinder follows a religious practice dedicated to protecting or nurturing life. They are powerful healers, more so than any others, and are often the difference between life and death for an adventuring party. Some may dedicate themselves formally to healing, whereas others might just be dedica
Lifebinder: Extra Spells Prepared
When you reach certain levels as a cleric, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of cleric spells you have prepared.
| Cleric Level | Extra Spells |
|---|---|
| 1 | Cure Wounds, Healing Word |
| 3 | Lesser Restoration, Prayer of Healing |
| 5 | Mass Healing Word, Revivify |
| 7 | Death Ward, Guardian of Faith |
| 9 | Mass Cure Wounds, Raise Dead |
Reaper
A cleric that follows a religious practice dedicated to death, dying, or magic that corrupts life. Sometimes a reaper religion includes worship of undeath or necromancy, but sometimes it is a more benign faith that focuses on the peaceful and natural passage of life into death, or passage into an af
Reaper: Extra Spells Prepared
When you reach certain levels as a cleric, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of cleric spells you have prepared.
| Cleric Level | Extra Spells |
|---|---|
| 1 | Inflict Wounds, Rend Vigor |
| 3 | Spirit Link, Well of Corruption |
| 5 | Life Drain, Spectral Lance |
| 7 | Blight, Discorporate |
| 9 | Antilife Shell, Enervate |
Other Domain: Extra Spells Prepared
Choose this option if you’d like to use a Divine Domain that comes from a source that isn’t Elkan 5e. At this level, you gain access to the first of your Divine Domain‘s extra spells. Your domain likely lists features at levels 1 and 2 other than new spells. You gain these features at level 3 instead.

Channel Divinity
Action Cost Varies – 1/Short Rest*
Your connection to your faith allows you to channel divine energy to fuel magical effects. You can use your Channel Divinity to cast one of your prepared domain spells of up to 3rd level without expending a spell slot. When you use Channel Divinity this way, you can cast the spell as if using a 2nd or 3rd level spell slot, provided you are high enough level to cast 2nd or 3rd level spells.
Your chosen Divine Domain will give you more options at higher levels . When you use your Channel Divinity, you choose which option to use. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
*At levels 6 and 18, you gain an additional use of Channel Divinity between each short rest.

Domain Feature
Deceiver: Deceiver’s Gift
You gain darkvision of 60 ft., or your darkvision range increases by 60 ft. You also gain truesight of 5 ft.
Deceiver: Shadow Refuge
Your power over shadow can protect and heal you and your allies.
Once Per Turn – 1 Creature (120 ft.) – Magical
Trigger: You use a spell slot to cast an illusion spell of 1st level or higher (such as any of your expanded spell list).
- Target gains temporary hit points equal to 2d6 per level of the spell slot.
This ability only affects one creature. Thus, a level 3 Invisibility spell will turn two creatures invisible but only grant temporary hit points to one of them.
Deceiver: Channel Divinity: Shroud of Darkness
You shroud yourself and your allies from view.
Reaction – 6 Allies (90 ft.) – 1 Round – Channel Divinity – Magical
Trigger: you roll initiative.
You expend a use of your Channel Divinity feature.
- Targets turn invisible. Anything the target is wearing or carrying that is at least half their size or smaller is invisible as long as it is on the target’s person. After the target makes an attack roll, uses an action that deals damage, or casts a spell, the effect ends.
- Targets gain temporary hit points equal to your cleric level. As usual, these temporary hit points persist until your next short or long rest.
Lifebinder: Blessed Healing
Your healing spells are more effective. Whenever cast use a spell of 1st level or higher that immediately restores hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Lifebinder: Channel Divinity: Preserve Life
Action – Nearby Allies (30 ft) – Channel Divinity – Magical
You expend a use of your Channel Divinity feature. You can’t use this feature on a construct.
- You restore a number of hit points equal to five times your cleric level and divide those hit points among any creatures of your choice within 30 ft.
Reaper: Siphon Life
Bonus Action – 1 Ally (60 ft) – Magical
Immediately after you deal necrotic damage with a spell of 1st level or higher:
- Target regains hit points equal to 5 or twice the spell’s level, whichever is higher.
Reaper: Channel Divinity: Soul Tether
Action – 1 Creature and 1 Ally (60 ft) – 1 Minute – Channel Divinity – Magical
This ability cannot target constructs.
- First, choose a willing ally who is both conscious and has more than 0 hit points. They are the ‘living tether’.
- Second, choose a creature at 0 hit points or a dead creature who has been dead for less than one minute. This creature is the ‘tethered soul’.
- The tethered soul becomes conscious, alive (if they were dead), and stops rolling death saves (if they were unconscious). They don’t count as dead during the time for the purposes of spells like Revivify. If they lost body parts when they died, they can still act as if they had those parts, the missing parts recreated with spectral remnants of their soul. These spectral body parts disappear at the end of this effect.
- The tethered soul can speak and act normally on their turn. If they were dead, they are added to the initiative directly after your turn.
- Any damage the tethered soul takes is instead dealt to the living tether, and the tethered soul does not suffer death saving throw failures from being attacked. Otherwise, the tethered soul is affected by conditions and other effects normally.
- The creature you select as the tethered soul does not need to be willing or even friendly to you, but you have no control over them.
- After 1 minute or the living tether reaches 0 hit points, the tethered creature falls unconscious or dies again, resuming death saving throws if applicable.
This ability can affect undead creatures. If an undead creature is destroyed, you can use this ability to tether them to a conscious ally so long as they were destroyed less than one minute ago, even if they first died long ago.
Other Domain: Level 3 Features
At this level, your Divine Domain grants you new features. If using a domain not from Elkan 5e, your domain’s features are likely listed as level 1 and level 2 features, including at least one Channel Divinity option.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Channel Divinity Improvement
You can now use Channel Divinity twice between short or long rests, instead of once.
Domain Feature
Deceiver: Expertise
You gain expertise in one of: deception, stealth, or one other skill if you already have expertise with both.
Lifebinder: Infused Healer
The healing spells you cast on others heal you as well.
No Action Cost – Self – Magical
Trigger: You cast a spell of 1st level or higher that immediately restores hit points to a creature other than you.
- You regain hit points equal to 2 + the spell’s level.
Reaper: Draw Upon Vitality
Reaction – Magical
After you roll damage with a spell that deals necrotic damage, you can choose to empower the spell.
- You then reroll the spell’s damage. You must take the second roll.
Other Domain: Level 6 Feature
At this level, your Divine Domain grants you one or more new features.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Domain Feature
Deceiver: Trickster’s Misdirection
You shroud a creature in illusion, shifting them and their attacker to protect them.
Reaction – 1 Creature (90 ft.) – 3/Long Rest
Trigger: A creature is hit by a melee attack.
- The attacker rerolls their attack.
- If they miss, they take 3d10 psychic damage.*
- Starting at level 10, this ability also causes the attack to deal half damage if it hits.
*Starting at level 10, this damage increases to 5d10.
Lifebinder: Healing Overflow
Once Per Turn – 1 Creature – Magical
Trigger: You use a spell to restore more hit points to a creature than the creature is missing.
- You instead restore those extra hit points to another creature within range of the spell.
Reaper: Death Touched
You master using death magic to harm others, and gain defenses against it as well.
- When you deal necrotic damage, you ignore resistance to necrotic damage.
- You are immune to disease and the drained condition.
You also gain one of:
- Resistance to necrotic damage.
- Resistance to poison damage.
Other Domain: Level 10 Feature
At this level, your Divine Domain grants you a new feature. If using a domain not from Elkan 5e, your domain’s feature is likely listed at level 8. If the feature you gain at this level adds damage to your weapon attacks, you cannot also benefit from the cleric feat Holy Strikes.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Domain Feature
Deceiver: Improved Trickster’s Misdirection
- The damage dealt by Trickster’s Misdirection increases to 5d10
- When you use Trickster’s Misdirection and the attack then hits, you halve the attack’s damage.
Deceiver: Last Laugh
Reaction – 1 Creature (200 ft.) – 3/Long Rest – 1 Minute – Magical
Trigger: You succeed on a saving throw against a creature’s spell or ability. You target the creature who targeted you.
Wisdom Save
- Failure: Target takes 6d10 psychic damage and is either charmed, goaded, or frightened (your choice). Target attempts save at end of their turns, ending the condition on success.
- Success: Half damage, no other effect.
Lifebinder: Supreme Healing
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Reaper: Corrupt Healing
You hit your foe with a surge of necrotic energy.
Reaction– 1 Creature (60 ft.) – 1 Round – Magical
Trigger: A creature regains hit points or gains temporary hit points.
- Any healing or temporary hit points the target just received are lost.
- The target cannot be healed, gain temporary hit points, or benefit from any regeneration or similar feature.
Other Domain: Level 14 Feature
At this level, your Divine Domain grants you new features. If using a domain not from Elkan 5e, your ability for this level may be listed under level 17.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

You gain no new class features at this level. As always, see the Cleric Progression Table to see new spell slots.

Channel Divinity Improvement
You can now use Channel Divinity three times between short or long rests, instead of twice.

Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.

Divine Intervention
Action – 1/Long Rest – Magical
You ask for assistance from your deity or the cosmic force that grants you your power, asking them to intervene when your need is great. If you want, you can automatically cast any cleric spell of 8th level or lower or one of your domain spells without expending a spell slot.
You can also ask for assistance in a less specific way, such as by saying, “May the Lord of Light carry us to safety.” In this case, your GM decides exactly how the Divine Intervention manifests. Your GM may choose to replicate a cleric or domain spell, or they might choose another effect, which cannot heal or damage creatures for more than 100 hit points total. Generally, anything beyond the scope of power of a 9th level spell is impossible, but Divine Intervention may do a weaker, but similar effect.