Divine Order
Level 1Choose Protector (Martial weapons, Heavy armor) or Thaumaturge (extra cantrip, bonus to Arcana/Religion).
Character class
Levels 1–20
| Level | Prof. bonus | Features | Cantrips | Spell Slots | Channel Divinity |
|---|---|---|---|---|---|
| 1 | +2 | 3 | 2 | 0 | |
| 2 | +2 | 3 | 3 | 2 | |
| 3 | +2 | 3 | 4, 2 | 2 | |
| 4 | +2 | 4 | 4, 3 | 2 | |
| 5 | +3 | 4 | 4, 3, 2 | 2 | |
| 6 | +3 | 4 | 4, 3, 3 | 3 | |
| 7 | +3 | 4 | 4, 3, 3, 1 | 3 | |
| 8 | +3 | 4 | 4, 3, 3, 2 | 3 | |
| 9 | +4 | 4 | 4, 3, 3, 3, 1 | 3 | |
| 10 | +4 | 5 | 4, 3, 3, 3, 2 | 3 | |
| 11 | +4 | 5 | 4, 3, 3, 3, 2, 1 | 3 | |
| 12 | +4 | 5 | 4, 3, 3, 3, 2, 1 | 3 | |
| 13 | +5 | 5 | 4, 3, 3, 3, 2, 1, 1 | 3 | |
| 14 | +5 | 5 | 4, 3, 3, 3, 2, 1, 1 | 3 | |
| 15 | +5 | 5 | 4, 3, 3, 3, 2, 1, 1, 1 | 3 | |
| 16 | +5 | 5 | 4, 3, 3, 3, 2, 1, 1, 1 | 3 | |
| 17 | +6 | 5 | 4, 3, 3, 3, 2, 1, 1, 1, 1 | 3 | |
| 18 | +6 | 5 | 4, 3, 3, 3, 3, 1, 1, 1, 1 | 4 | |
| 19 | +6 | 5 | 4, 3, 3, 3, 3, 2, 1, 1, 1 | 4 | |
| 20 | +6 | 5 | 4, 3, 3, 3, 3, 2, 2, 1, 1 | 4 |
Core abilities
Choose Protector (Martial weapons, Heavy armor) or Thaumaturge (extra cantrip, bonus to Arcana/Religion).
You can cast Cleric spells using Wisdom as your spellcasting ability.
You can channel divine energy for Divine Spark (heal or damage) and Turn Undead.
You gain a Cleric subclass of your choice.
You gain the Ability Score Improvement feat or another feat.
When you use Turn Undead, deal Radiant damage equal to Wisdom modifier d8s to failed saves.
Choose Divine Strike (extra 1d8 damage on weapon hits) or Potent Spellcasting (add Wisdom to cantrip damage).
Cast any Cleric spell of level 5 or lower without a slot or components once per Long Rest.
Divine Strike increases to 2d8, or Potent Spellcasting grants Temporary HP.
You gain an Epic Boon feat or another feat.
You can choose Wish for Divine Intervention, but can't use it again for 2d4 Long Rests.
Specializations
Every subclass currently available for this class, including its complete feature list.
The Life Domain focuses on positive energy that sustains all life. Clerics of this domain are masters of healing.
When a spell you cast with a slot restores HP, the creature regains additional HP equal to 2 + spell slot level.
You always have Aid, Bless, Cure Wounds, and Lesser Restoration prepared.
Use Channel Divinity to restore HP equal to 5x Cleric level, divided among Bloodied creatures within 30 feet.
When you cast a healing spell on others, you regain HP equal to 2 + spell slot level.
When rolling dice to restore HP, use the maximum value for each die instead.