Cleric Class Features
Cleric
1 - Divine Pact
In addition to your normal spell slots, you have 2 first level spell slots that recover during a short rest. In addition, in the past, you usually contacted your patron through intermediaries.

Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw. Once you cast the spell with this feature, you can’t do so in this way again until you finish a long rest.
6 - Angelic Grace
Your connection to the divine makes you unnaturally graceful. You add your Charisma modifier to Dexterity saving throws, showcasing the divine agility granted by your faith.
11 - Aura of Courage
You and friendly creatures within 15 feet of you can't be frightened while you are conscious.
16 - Celestial Favor
Your deity grants you supernatural presence. You can add half your Charisma modifier (rounded up) to any skill check you are not proficient in, reflecting the subtle influence of your divine connection.

Cleric Subclasses

Corruption Cleric Features
Corruption Cleric
Corruption Clerics channel divine magic through dark and twisted means, drawing power from the corrupted aspects of the divine. They use this energy to weaken enemies and manipulate life force, offering a sinister approach to their abilities.

Corruption Clerics thrive on malevolent energy, inflicting debilitating curses and siphoning vitality from foes. If you seek a character that perverts sacred magic with malevolent intent, the Corruption Cleric is your ideal choice.
Tainted Touch (1st Level Feature)
You gain proficiency in the Intimidation skill, reflecting your unnerving presence and dark outlook.

Additionally, As an action, make a melee spell attack. As an action, make a melee spell attack against a creature. On a hit, the target takes 1d6 + your Charisma modifier necrotic damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of your next turn. The damage die increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Dawnbringer Cleric Features
Dawnbringer Cleric
Dawnbringer Clerics wield the divine brilliance of light as both weapon and shield. With fire and radiance, they sear the wicked, expose the hidden, and protect the faithful beneath halos of holy flame. Their magic is relentless and luminous—blinding foes, bolstering allies, and burning through darkness wherever it hides.

Light Bender (1st Level Feature)

You learn the Light and Fire Bolt cantrips. These count as Cleric cantrips for you but do not count against your number of cantrips known.

In addition, When you cast Light, the object glows with an aura of bright light visible up to 30 feet even in magical darkness. When you cast Fire Bolt, it deals radiant damage instead of fire damage (your choice when cast).

Life Cleric Features
Life Cleric
Life Clerics embody the restorative essence of divine light, mending wounds, lifting curses, and shielding the living from death’s grip. Their radiance doesn’t just heal — it protects, purifies, and restores hope when all seems lost.

Guided by compassion and resolve, Life Clerics wield celestial magic to bring allies back from the brink, cleanse the mind of fear, and empower others to keep fighting. In their presence, pain fades, ailments vanish, and even death can be defied.
Healing Light (1st Level Feature)

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s equal to 1 + your cleric level.

As a bonus action, you can heal one creature within 60 feet by spending dice from this pool (up to your Charisma modifier, minimum one). Roll the dice you spend and restore hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

Shinigami Cleric Features
Shinigami Cleric
Master the sacred power of death as a Shinigami Cleric, wielding necrotic magic to command the veil between life and the afterlife. They embody mortality, using their divine connection to manipulate demise for protection and punishment.
Otherworldly Culling (1st Level Feature)

You gain proficiency in History skill checks.

You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target all creatures within range and within 5 feet of the target.
Warlock Cleric Features
Warlock Cleric
Blend divine magic with eldritch power as a Warlock Cleric—forming pacts with mysterious deities such as Djinni, Great Old Ones, and Fiends to wield unique, unpredictable magic.

Walking a shadowed path between faith and the eldritch unknown, you channel forbidden knowledge and dark secrets to manipulate fate and harness powers beyond conventional clerics.
Dark One's Blessings (1st Level Feature)

You gain proficiency in Insight and Persuasion.

In addition, you always have the Eldritch Blast cantrip prepared. When you cause a creature to be charmed, feared, or frightened, that creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.

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