Cleric

Cleric

Clerics are devoted agents of divine power, chosen to serve the will of their chosen deity or higher power. As pious healers and spiritual leaders, they draw upon their faith to wield potent divine magic. Wearing armor and armed with both weapons and faith, clerics protect their allies in battle while also mending their wounds. They possess a wide array of spells, ranging from curative blessings to destructive smites. Additionally, they can turn the tide of conflict by channeling the might of their deity to repel undead foes. Beyond their spellcasting, clerics often hold positions of influence within religious organizations, guiding and inspiring their followers. The domains they choose reflect their deity’s portfolio, granting them specialized abilities and shaping their role in the adventuring party. With a blend of faith, compassion, and martial prowess, clerics act as beacons of hope, offering guidance and salvation in a troubled world.

Class Features

As a cleric, you gain the following features.

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

Proficiencies

Armor: Light Armor, Medium Armor, Shield

Weapon: Simple Weapon

Saving Throw: Wisdom, Charisma

Skills: You have 2 of the following skills: History, Insight, Medicine, Persuasion, Religion.

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

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

  • (a) mace or (b) warhammer
  • (a) scale mail or (b) leather armor or (c) chain mail
  • (a) crossbow, light or (b) any simple weapon
  • (a) priest's pack or (b) explorer's pack
  • (a) any holy symbol
  • (a) any shield

Cleric Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Divine Domain, Divine Domain Feature 3 2
2nd +2 Channel Divinity (1/rest), Channel Divinity: Turn Undead, Divine Domain Feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Destroy Undead (CR 1), Ability Score Improvement, Divine Domain Feature 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 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 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 (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 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 at Level

Level 1

Spellcasting

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

Cantrips

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.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st 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 (see Equipment) as a spellcasting focus for your cleric spells.

Level 1

Divine Domain

Choose one domain related to your deity, such as Life. 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.

Level 1

Divine Domain Feature

Your Divine Domain grants you abilities at this level.

Level 2

Channel Divinity (1/rest)

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.

Level 2

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.

Level 2

Divine Domain Feature

Your Divine Domain grants you abilities at this level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Destroy Undead (CR 1/2)

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 Destroy Undead table.

Cleric Level Destroys Undead of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Level 6

Channel Divinity (2/rest)

You can use your Channel Divinity twice between rests.

Level 6

Divine Domain Feature

Your Divine Domain grants you abilities at this level.

Level 8

Destroy Undead (CR 1)

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 CR 1.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 8

Divine Domain Feature

Your Divine Domain grants you abilities at this level.

Level 10

Divine Intervention

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 GM 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.

Level 11

Destroy Undead (CR 2)

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 CR 2.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Destroy Undead (CR 3)

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 CR 3.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Destroy Undead (CR 4)

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 CR 4.

Level 17

Divine Domain Feature

Your Divine Domain grants you abilities at this level.

Level 18

Channel Divinity (3/rest)

You can use your Channel Divinity three times between rests. When you finish a short or long rest, you regain your expended uses.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Divine Intervention Improvement

Your call for intervention succeeds automatically, no roll required.

Divine Domain

The Divine Domain is the domain or aspect of divinity to which the cleric has dedicated themselves and from which they draw their divine power and abilities. When creating a cleric character, players choose a Divine Domain, which significantly influences the cleric’s role, strengths, and thematic flavor within the game.

Domain of Seasons

Domain of Seasons

Clerics of the Domain of Seasons are conduits for the natural cycles that govern the world. They have a deep connection to the rhythms of life, death, and rebirth, mirroring the ever-changing seasons. These clerics are often worshipers of deities tied to nature, agriculture, or the passage of time.

LVL Spells
1st Goodberry, Ice Knife
3rd Heat Metal, Moonbeam
5th Sleet Storm, Plant Growth
7th Freedom of Movement, Ice Storm
9th Insect Plague, Tree Stride

Domain of Seasons Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Bonus Proficiency, Seasonal Aspect 3 2
2nd +2 3 3
3rd +2 3 4 2
4th +2 4 4 3
5th +3 4 4 3 2
6th +3 Divine Cycle 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Seasonal Ward 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 5 4 3 3 3 2 1 1 1
17th +6 Eternal Season 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 5 4 3 3 3 3 2 1 1 1
20th +6 5 4 3 3 3 3 2 2 1 1
Level 1

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Nature skill.

Level 1

Seasonal Aspect

Starting at 1st level, you can change your divine aspect with the seasons, choosing from Spring, Summer, Autumn, or Winter. You can change your seasonal aspect during a short or long rest. Each aspect grants you a unique feature:

  • Spring: When an ally within 30 feet takes damage, you can use your reaction to heal them for an amount equal to your Wisdom modifier.
  • Summer: Your weapon attacks deal an additional 1d4 fire damage.
  • Autumn: Enemies within 30 feet have disadvantage on saving throws against being frightened.
  • Winter: You gain resistance to cold damage.
Level 6

Divine Cycle

Starting at 6th level, whenever you cast a spell that heals hit points or deals damage, you can invoke an additional effect based on your current seasonal aspect, without expending a spell slot:

  • Spring: The target gains temporary hit points equal to your Wisdom modifier.
  • Summer: The spell deals additional fire damage equal to your Wisdom modifier.
  • Autumn: The target is frightened until the end of your next turn.
  • Winter: The target’s speed is reduced by 10 feet until the end of your next turn.
Level 8

Seasonal Ward

At 8th level, you can add your Wisdom modifier to the AC of an ally within 30 feet as a reaction.

Level 17

Eternal Season

When you reach 17th level, your connection to the divine cycles becomes so profound that you can manifest two seasonal aspects simultaneously.

Domain of the Hearth

Domain of the Hearth

Clerics of the Domain of the Hearth are the keepers of home, sanctuary, and community. They serve deities of protection, healing, and home. With a heart full of kindness and a resolve as strong as a fortified wall, these clerics are a blessing in any community and a terror to any who would harm those under their care.

LVL Spells
1st Alarm, Sanctuary
3rd Warding Bond, Zone of Truth
5th Glyph of Warding, Dispel Magic
7th Private Sanctum, Stone Shape
9th Circle of Power, Greater Restoration

Domain of the Hearth Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Bonus Proficiency, Sacred Sanctuary 3 2
2nd +2 3 3
3rd +2 3 4 2
4th +2 4 4 3
5th +3 4 4 3 2
6th +3 Warding Ritual 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Hearthguard 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 5 4 3 3 3 2 1 1 1
17th +6 Home's Defender 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 5 4 3 3 3 3 2 1 1 1
20th +6 5 4 3 3 3 3 2 2 1 1
Level 1

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Cooking utensils and the Medicine skill.

Level 1

Sacred Sanctuary

Starting at 1st level, you can use your action to designate a 20-foot-radius circle as a sacred sanctuary for 1 minute. Allies within this circle gain temporary hit points equal to your Wisdom modifier at the start of each of their turns. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 6

Warding Ritual

At 6th level, during a short or long rest, you can perform a warding ritual that blesses up to three creatures of your choice. Until the next rest, the chosen creatures have resistance to damage from traps and gain a +1 bonus to AC and saving throws while within 10 feet of you.

Level 8

Hearthguard

Starting at 8th level, when an ally within 30 feet of you takes damage, you can use your reaction to grant that ally resistance to that damage type until the start of your next turn.

Level 17

Home's Defender

At 17th level, you can call upon the ultimate protection for your allies. As an action, you can create a divine barrier around a 30-foot-radius circle centered on you. The barrier lasts for 1 minute and grants all allies inside it immunity to conditions and resistance to all damage. You can use this feature once per long rest.

Life Domain

Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non‑evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re‑Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

LVL Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Life Domain Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Bonus Proficiency, Disciple of Life 3 2
2nd +2 Channel Divinity: Preserve Life 3 3
3rd +2 3 4 2
4th +2 4 4 3
5th +3 4 4 3 2
6th +3 Blessed Healer 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Divine Strike 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Divine Strike 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 5 4 3 3 3 2 1 1 1
17th +6 Supreme Healing 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 5 4 3 3 3 3 2 1 1 1
20th +6 5 4 3 3 3 3 2 2 1 1
Level 1

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Level 1

Disciple of Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Level 2

Channel Divinity: Preserve Life

You can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Level 6

Blessed Healer

The healing spells you cast on others heal you as well. 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.

Level 8

Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

Level 14

Divine Strike

Extra damage increases to 2d8.

Level 17

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.

Cleric Spells

L Title Class Range
2 Aid Cleric, Paladin 30 feet
3 Animate Dead Cleric, Wizard 10 feet
8 Antimagic Field Cleric, Wizard Self
9 Astral Projection Cleric, Warlock, Wizard 10 feet
2 Augury Cleric Self
1 Bane Bard, Cleric 30 feet
4 Banishment Cleric, Paladin, Sorcerer, Warlock, Wizard 60 feet
3 Beacon of Hope Cleric 30 feet
3 Bestow Curse Bard, Cleric, Wizard Touch
6 Blade Barrier Cleric 90 feet
1 Bless Cleric, Paladin 30 feet
2 Blindness/Deafness Bard, Cleric, Sorcerer, Wizard 30 feet
2 Calm Emotions Bard, Cleric 60 feet
3 Catalepsy Bard, Cleric, Druid, Wizard Touch
3 Clairvoyance Bard, Cleric, Sorcerer, Wizard 1 mile
1 Command Cleric, Paladin 60 feet
5 Commune Cleric Self
7 Conjure Celestial Cleric 90 feet
5 Contagion Cleric, Druid Touch
2 Continual Flame Cleric, Wizard Touch
4 Control Water Cleric, Druid, Wizard 300 feet
8 Control Weather Cleric, Druid, Wizard Self
3 Create Food and Water Cleric, Paladin 30 feet
1 Create or Destroy Water Cleric, Druid 30 feet
6 Create Undead Cleric, Warlock, Wizard 10 feet
1 Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Touch
3 Daylight Cleric, Druid, Paladin, Ranger, Sorcerer 60 feet
4 Death Ward Cleric, Paladin Touch
1 Detect Evil and Good Cleric, Paladin Self
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
1 Detect Poison and Disease Cleric, Druid, Paladin, Ranger Self
5 Dispel Evil and Good Cleric, Paladin Self
3 Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 120 feet
4 Divination Cleric Self
7 Divine Word Cleric 30 feet
8 Earthquake Cleric, Druid, Sorcerer 500 feet
2 Enhance Ability Bard, Cleric, Druid, Sorcerer Touch
7 Etherealness Bard, Cleric, Sorcerer, Warlock, Wizard Self
6 Find the Path Bard, Cleric, Druid Self
2 Find Traps Cleric, Druid, Ranger 120 feet
7 Fire Storm Cleric, Druid, Sorcerer 150 feet
5 Flame Strike Cleric 60 feet
6 Forbiddance Cleric Touch
4 Freedom of Movement Bard, Cleric, Druid, Ranger Touch
9 Gate Cleric, Sorcerer, Wizard 60 feet
5 Geas Bard, Cleric, Druid, Paladin, Wizard 60 feet
2 Gentle Repose Cleric, Wizard Touch
3 Glyph of Warding Bard, Cleric, Wizard Touch
5 Greater Restoration Bard, Cleric, Druid Touch
4 Guardian of Faith Cleric 30 feet
0 Guidance Cleric, Druid Touch
1 Guiding Bolt Cleric 120 feet
5 Hallow Cleric Touch
6 Harm Cleric 60 feet
6 Heal Cleric, Druid 60 feet
1 Healing Word Bard, Cleric, Druid 60 feet
6 Heroes' Feast Cleric, Druid 30 feet
2 Hold Person Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 60 feet
8 Holy Aura Cleric Self
1 Inflict Wounds Cleric Touch
5 Insect Plague Cleric, Druid, Sorcerer 300 feet
5 Legend Lore Bard, Cleric, Wizard Self
2 Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Touch
0 Light Bard, Cleric, Sorcerer, Wizard Touch
4 Locate Creature Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
2 Locate Object Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
3 Magic Circle Cleric, Paladin, Warlock, Wizard 10 feet
5 Mass Cure Wounds Bard, Cleric, Druid 60 feet
9 Mass Heal Cleric 60 feet
3 Mass Healing Word Cleric 60 feet
3 Meld Into Stone Cleric, Druid Touch
0 Mending Bard, Cleric, Druid, Sorcerer, Wizard Touch
6 Planar Ally Cleric 60 feet
5 Planar Binding Bard, Cleric, Druid, Wizard 60 feet
7 Plane Shift Cleric, Druid, Sorcerer, Warlock, Wizard Touch
2 Prayer of Healing Cleric 30 feet
3 Protection From Energy Cleric, Druid, Ranger, Sorcerer, Wizard Touch
1 Protection from Evil and Good Cleric, Paladin, Warlock, Wizard Touch
2 Protection from Poison Cleric, Druid, Paladin, Ranger Touch
1 Purify Food and Drink Cleric, Druid, Paladin 10 feet
5 Raise Dead Bard, Cleric, Paladin Touch
7 Regenerate Bard, Cleric, Druid Touch
3 Remove Curse Cleric, Paladin, Warlock, Wizard Touch
0 Resistance Cleric, Druid Touch
7 Resurrection Bard, Cleric Touch
3 Revivify Cleric, Paladin Touch
0 Sacred Flame Cleric 60 feet
1 Sanctuary Cleric 30 feet
5 Scrying Bard, Cleric, Druid, Warlock, Wizard Self
3 Sending Bard, Cleric, Wizard Unlimited
1 Shield of Faith Cleric, Paladin 60 feet
2 Silence Bard, Cleric, Ranger 120 feet
0 Spare the Dying Cleric Touch
3 Speak with Dead Bard, Cleric 10 feet
3 Spirit Guardians Cleric Self
2 Spiritual Weapon Cleric 60 feet
4 Stone Shape Cleric, Druid, Wizard Touch
7 Symbol Bard, Cleric, Wizard Touch
0 Thaumaturgy Cleric 30 feet
3 Tongues Bard, Cleric, Sorcerer, Warlock, Wizard Touch
9 True Resurrection Cleric, Druid Touch
6 True Seeing Bard, Cleric, Sorcerer, Warlock, Wizard Touch
2 Warding Bond Cleric Touch
3 Water Walk Cleric, Druid, Ranger, Sorcerer 30 feet
6 Word of Recall Cleric 5 feet
9 Word of Restoration Bard, Cleric Touch
2 Zone of Truth Bard, Cleric, Paladin 60 feet

Lore

The Stream

Credits: SRD 5.1

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Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.
    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.
  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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Note: some features use AI, are in early development, and won’t always get it right.