

Level 1
Guided by Divinity
Your faith is the source of your strength. You gain proficiency in Religion.
Spellcasting
You have learned to cast spells through prayer and meditation.
Cantrips
You know three cantrips of your choice from the Cleric spell list. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
Spell Slots
The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Preparing and Casting Spells
You gain access to the Cleric Spell List. The Cleric table shows how many spell slots you have to cast spells. You regain all expended slots when you finish a Long Rest.
At the end of a long rest, you prepare a list of Cleric spells that are available for you to cast. You can prepare a number of spells equal to your Cleric level + your Wisdom modifier.
Spellcasting Ability
Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Cleric Archetype
You fulfil your sacred duty through one of the following roles of your choice.
Curate
Trained in scripture, you know one extra cantrip from the Cleric spell list, and you add your Wisdom modifier to all Arcana and Religion checks.
Crusader
Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Level 2
Channel Divinity
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 9 meters of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 9 meters of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3
Cleric Subclass
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.

Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

Level 5
Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.

Level 7
Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice.
Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip

Level 10
Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.

Level 14
Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
Divine Strike. The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 18 meters of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Level 20
Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.

