



Study with the several resources on Docsity
Earn points by helping other students or get them with a premium plan
Prepare for your exams
Study with the several resources on Docsity
Earn points to download
Earn points by helping other students or get them with a premium plan
An overview of a Cleric character's spell list and abilities for the Knowledge and Life Domains. It includes various spells, Channel Divinity uses, and traits. The document also mentions the ability to increase ability scores and the effects of certain spells.
Typology: Lecture notes
1 / 7
This page cannot be seen from the preview
Don't miss anything!




Add your Wisdom modifier to the damage you deal with any cleric cantrip.
LVL 1 - command, identify LVL 3 - augury, suggestion LVL 5 - nondetection, speak with dead LVL 7 - arcane eye, confusion LVL 9 - legend lore, scrying
Always have prepared. Don’t count against the number of spells per day.
Add two languages of your choice. Proficient in two skills: Arcana, History, Nature, or Religion (your choice). Double proficiency bonus on skills chosen.
can use Channel Divinity to: As an action-
For 10 minutes, you have proficiency with skill or tool of your choice.
can use Channel Divinity to: As an action, (1/long rest)
One creature within 60 ft makes WIS save or you can read it’s surface thoughts for 1 minute. During this minute you can end this effect and cast suggestion on it (no saving throw).
You can use Channel Divinity to Turn Undead or Preserve Life. Turn Undead: All undead within 30 feet make WIS saving throw or flee for 1 minute or until it takes damage. At higher levels, undead of a certain challenge rating (CR) or lower that fail their save are destroyed. LVL 5 CR 1/2, LVL 8 CR 1, LVL 11 CR 2, LVL 14 CR 3, LVL 17 CR 4
LVL 8
LVL 10, 20
LVL 1, 3, 5, 7, 9 LVL 17
LVL 1
LVL 2
LVL 6
As an action, (1/seven days if successful, otherwise 1/long rest)
Roll your cleric level or lower on 1d20 for your deity to intervene on your behalf (DM chooses what your deity does). No roll required (automatic success) when you reach LVL 20.
(1/short or long rest) Duration: concentration up to number of minutes = your WIS score
Object Reading. 1 minute per owner within number of days = your WIS score. Learn how the owner acquired and lost the object, and most recent significant event involving the object and that owner.
Area Reading. See events that occurred within 50 feet of your location. Back number of days = your WIS score. Reveals one significant event per minute.
Name:
Name:
Name:
Name:
Page:
Page:
Page:
Page:
Increase one ability score by 2, or two ability scores by 1, to a maximum score of 20. Or select one feat.
(1/turn) Weapon attack hits do additional +1d8 radiant damage (+2d at LVL 14)
LVL 1 - bless, cure wounds LVL 3 - lesser restoration, spiritual weapon LVL 5 - death ward, guardian of faith LVL 7 - arcane eye, confusion LVL 9 - mass cure wounds, raise dead
Always have prepared. Don’t count against the number of spells per day.
You have proficiency with heavy armor.
And 1st level or higher heal spells heal restore 2 + the spell’s level additional hit points.
can use Channel Divinity to: As an action-
All creatures of your choosing within 30 feet of you heal hit points = 5 times your level (divided between them). Can restore up to half their hit points maximum.
When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
You can use Channel Divinity to Turn Undead Turn Undead: All undead within 30 feet make WIS saving throw or flee for 1 minute or until it takes damage. At higher levels, undead of a certain challenge rating (CR) or lower that fail their save are destroyed. LVL 5 CR 1/2, LVL 8 CR 1, LVL 11 CR 2, LVL 14 CR 3, LVL 17 CR 4
LVL 8
LVL 10, 20
LVL 17
LVL 1, 3, 5, 7, 9
LVL 1
LVL 1
LVL 2
LVL 6
As an action, (1/seven days if successful, otherwise 1/long rest)
Roll your cleric level or lower on 1d20 for your deity to intervene on your behalf (DM chooses what your deity does). No roll required (automatic success) when you reach LVL 20.
Heal spells: Rather than rolling dice, the spell heals as if the the maximum number was rolled on each die.
Name:
Name:
Name:
Name:
Name:
Name:
Page:
Page:
Page:
Page:
Page:
Page:
Increase one ability score by 2, or two ability scores by 1, to a maximum score of 20. Or select one feat.
(1/turn) When you hit a with a weapon attack, you deal an extra +1d8 cold, fire, or lightning damage (your choice). When you reach 14th level, it increases to +2d8.
LVL 1 - animal friendship, speak with animals LVL 3 - barkskin, spike growth LVL 5 - plant growth, wind wall LVL 7 - dominate beast, grasping vine LVL 9 - insect plague, tree stride
Always have prepared. Don’t count against the number of spells per day.
You get one druid cantrip of your choice.
You again proficiency in one of the following skills : Animal Handling, Nature, or Survival. You gain proficiency with heavy armor.
can use Channel Divinity to: As an action- Each beast or plant creature that can see you within 30 feet of you must make a WIS save or be charmed by you for 1 minute or until it takes damage. While charmed, it is friendly to you and others you designate.
When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance against that instance of the damage.
You can use Channel Divinity to Turn Undead Turn Undead: All undead within 30 feet make WIS saving throw or flee for 1 minute or until it takes damage. At higher levels, undead of a certain challenge rating (CR) or lower that fail their save are destroyed. LVL 5 CR 1/2, LVL 8 CR 1, LVL 11 CR 2, LVL 14 CR 3, LVL 17 CR 4
LVL 8
LVL 10, 20
LVL 17
LVL 1, 3, 5, 7, 9
LVL 1
LVL 1
LVL 2
LVL 6
As an action, (1/seven days if successful, otherwise 1/long rest)
Roll your cleric level or lower on 1d20 for your deity to intervene on your behalf (DM chooses what your deity does). No roll required (automatic success) when you reach LVL 20.
While charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Name:
Name:
Name:
Name:
Name:
Name:
Page:
Page:
Page:
Page:
Page:
Page:
Increase one ability score by 2, or two ability scores by 1, to a maximum score of 20. Or select one feat.
(1/turn) When you hit a with a weapon attack, you deal an extra +1d8 thunder damage. When you reach 14th level, it increases to +2d8.
LVL 1 - fog cloud, thunderwave LVL 3 - gust of wind, shatter LVL 5 - call lightning, sleet storm LVL 7 - control water, ice storm LVL 9 - destructive wave, insect plague
Always have prepared. Don’t count against the number of spells per day.
You gain proficiency with martial weapons and heavy armor.
As a reaction, (number of times = WIS mod./long rest) When a creature within 5 ft. that can see you attacks you, it takes 2d8 lightning or thunder damage (your choice), or half damage on a successful DEX save.
can use Channel Divinity to:
Deal maximum damage, instead of rolling when you do lightning or thunder damage.
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
You can use Channel Divinity to Turn Undead Turn Undead: All undead within 30 feet make WIS saving throw or flee for 1 minute or until it takes damage. At higher levels, undead of a certain challenge rating (CR) or lower that fail their save are destroyed. LVL 5 CR 1/2, LVL 8 CR 1, LVL 11 CR 2, LVL 14 CR 3, LVL 17 CR 4
LVL 8
LVL 10, 20
LVL 17
LVL 1, 3, 5, 7, 9
LVL 1
LVL 1
LVL 2
LVL 6
As an action, (1/seven days if successful, otherwise 1/long rest)
Roll your cleric level or lower on 1d20 for your deity to intervene on your behalf (DM chooses what your deity does). No roll required (automatic success) when you reach LVL 20.
You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Name:
Name:
Name:
Name:
Name:
Name:
Page:
Page:
Page:
Page:
Page:
Page:
Increase one ability score by 2, or two ability scores by 1, to a maximum score of 20. Or select one feat.
(1/turn) When you hit a with a weapon attack, you deal an extra +1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, it increases to +2d8.
LVL 1 - divine favor, shield of faith LVL 3 - magic weapon, spiritual weapon LVL 5 - crusader’s mantle, spirit guardians LVL 7 - freedom of movement, stoneskin LVL 9 - flame strike, hold monster
Always have prepared. Don’t count against the number of spells per day.
You gain proficiency with martial weapons and heavy armor.
When you use the Attack action, you can make one weapon attack as a bonus action. (number of times = WIS mod./long rest)
can use Channel Divinity to: Gain +10 to an attack roll.
can use Channel Divinity to: as a reaction, when a creature within 30 feet of you makes an attack roll, you can grant that him a +10 bonus to the roll.
You can use Channel Divinity to Turn Undead Turn Undead: All undead within 30 feet make WIS saving throw or flee for 1 minute or until it takes damage. At higher levels, undead of a certain challenge rating (CR) or lower that fail their save are destroyed. LVL 5 CR 1/2, LVL 8 CR 1, LVL 11 CR 2, LVL 14 CR 3, LVL 17 CR 4
LVL 8
LVL 10, 20
LVL 17
LVL 1, 3, 5, 7, 9
LVL 1
LVL 1
LVL 2
LVL 6
As an action, (1/seven days if successful, otherwise 1/long rest)
Roll your cleric level or lower on 1d20 for your deity to intervene on your behalf (DM chooses what your deity does). No roll required (automatic success) when you reach LVL 20.
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Name:
Name:
Name:
Name:
Name:
Name:
Page:
Page:
Page:
Page:
Page:
Page:
Increase one ability score by 2, or two ability scores by 1, to a maximum score of 20. Or select one feat.