Mace of Smiting. Weapon (mace), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. 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. Aug 25, 2014 In 5e it doesn’t have to be a cleric: In 4e every leader could somehow substitute a cleric (even though some were more challenging than others, like the artificer at low levels) and in 5e we have 3 classes, which got the right spell-list, to do the job: bard, cleric and druid. Everyone have enough healing, condition curing and reviving spells.
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall. Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. 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.Cleric exclusive spells
These are spells are exclusive for this class and will not be available for other classes by default.
For all Cleric available spells, look here
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Name | Level | School | Casting time | Ritual | Concentration | Class | Source |
---|---|---|---|---|---|---|---|
Name | Level | School | Casting time | Ritual | Concentration | Class | Source |
Augury (Ritual) | 2 | Divination | 1 Minute | Yes | No | Cleric | Players Handbook |
Beacon of Hope | 3 | Abjuration | 1 Action | No | Yes | Cleric | Players Handbook |
Blade Barrier | 6 | Evocation | 1 Action | No | Yes | Cleric | Players Handbook |
Commune (Ritual) | 5 | Divination | 1 Minute | Yes | No | Cleric | Players Handbook |
Conjure Celestial | 7 | Conjuration | 1 Minute | No | Yes | Cleric | Players Handbook |
Divination (Ritual) | 4 | Divination | 1 Action | Yes | No | Cleric | Players Handbook |
Divine Word | 7 | Evocation | 1 Bonus Action | No | No | Cleric | Players Handbook |
Flame Strike | 5 | Evocation | 1 Action | No | No | Cleric | Players Handbook |
Forbiddance (Ritual) | 6 | Abjuration | 10 Minutes | Yes | No | Cleric | Players Handbook |
Guardian of Faith | 4 | Conjuration | 1 Action | No | No | Cleric | Players Handbook |
Guiding Bolt | 1 | Evocation | 1 Action | No | No | Cleric | Players Handbook |
Hallow | 5 | Evocation | 24 Hours | No | No | Cleric | Players Handbook |
Harm | 6 | Necromancy | 1 Action | No | No | Cleric | Players Handbook |
Holy Aura | 8 | Abjuration | 1 Action | No | Yes | Cleric | Players Handbook |
Inflict Wounds | 1 | Necromancy | 1 Action | No | No | Cleric | Players Handbook |
Mass Heal | 9 | Evocation | 1 Action | No | No | Cleric | Players Handbook |
Mass Healing Word | 3 | Evocation | 1 Bonus Action | No | No | Cleric | Players Handbook |
Planar Ally | 6 | Conjuration | 10 Minutes | No | No | Cleric | Players Handbook |
Prayer of Healing | 2 | Evocation | 10 Minutes | No | No | Cleric | Players Handbook |
Sacred Flame | 0 | Evocation | 1 Action | No | No | Cleric | Players Handbook |
Sanctuary | 1 | Abjuration | 1 Bonus Action | No | No | Cleric | Players Handbook |
Spare the Dying | 0 | Necromancy | 1 Action | No | No | Cleric | Players Handbook |
Spirit Guardians | 3 | Conjuration | 1 Action | No | Yes | Cleric | Players Handbook |
Spiritual Weapon | 2 | Evocation | 1 Bonus Action | No | No | Cleric | Players Handbook |
Thaumaturgy | 0 | Transmutation | 1 Action | No | No | Cleric | Players Handbook |
Warding Bond | 2 | Abjuration | 1 Action | No | No | Cleric | Players Handbook |
Word of Recall | 6 | Conjuration | 1 Action | No | No | Cleric | Players Handbook |
Temple of the Gods | 7 | Conjuration | 1 Hour | No | No | Cleric | Xanathars Guide To Everything |
Word of Radiance | 0 | Evocation | 1 Action | No | No | Cleric | Xanathars Guide To Everything |
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 12 (+1) | 15 (+2) | 18 (+4) | 16 (+3) |
Saving Throws Wis +8, Cha +7
SkillsMedicine +12, Persuasion +7, Religion +10
Senses passive Perception 14
Languages any three languages
Challenge 9 (5,000 XP)
SkillsMedicine +12, Persuasion +7, Religion +10
Senses passive Perception 14
Languages any three languages
Challenge 9 (5,000 XP)
Divine Eminence. As a bonus action, the high priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 14 (4d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the high priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention (1/Day). As an action, the high priest implores their deity for aid. Their deity casts a 5th level or lower spell from the high priest's prepared spells without material components on a target of the high priest's choice.
Spellcasting. The high priest is an 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, healing word, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, remove curse, spirit guardians
4th level (3 slots): banishment, death ward*
5th level (2 slots): commune, raise dead
1st level (4 slots): cure wounds, guiding bolt, healing word, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, remove curse, spirit guardians
4th level (3 slots): banishment, death ward*
5th level (2 slots): commune, raise dead
*The high priest casts these spells on itself before combat.
ACTIONS
Mace.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.