Cleric
All classes · Multiclassing · Rules Glossary
Core Cleric Traits
| Primary Ability | Wisdom |
|---|---|
| Hit Point Die | D8 per Cleric level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP |
Becoming a Cleric ...
As a Level 1 Character
- Gain all the traits in the Core Cleric Traits table.
- Gain the Cleric's level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
- Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
- Gain the Cleric's level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
Cleric Features
| Level | Proficiency Bonus | Class Features | Channel Divinity |
|---|---|---|---|
| 1 | +2 | Spellcasting, Divine Order | - |
| 2 | +2 | Channel Divinity | 2 |
| 3 | +2 | Cleric Subclass | 2 |
| 4 | +2 | Ability Score Improvement | 2 |
| 5 | +3 | Sear Undead | 2 |
| 6 | +3 | Subclass feature | 3 |
| 7 | +3 | Blessed Strikes | 3 |
| 8 | +3 | Ability Score Improvement | 3 |
| 9 | +4 | - | 3 |
| 10 | +4 | Divine Intervention | 3 |
| 11 | +4 | - | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 3 |
| 14 | +5 | Improved Blessed Strikes | 3 |
| 15 | +5 | - | 3 |
| 16 | +5 | Ability Score Improvement | 3 |
| 17 | +6 | Subclass feature | 3 |
| 18 | +6 | - | 4 |
| 19 | +6 | Epic Boon | 4 |
| 20 | +6 | Greater Divine Intervention | 4 |
| Level | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 3 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2 | 3 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3 | 3 | 6 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | 4 | 7 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | 4 | 9 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | 4 | 10 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | 4 | 11 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | 4 | 12 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.
Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance , Sacred Flame , andThaumaturgy are recommended.
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.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless , Cure Wounds , Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
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.
Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
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 30 feet 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 30 feet 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. The Life Domain subclass is detailed after this class's description. 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 (see "Feats") 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 (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
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 60 feet 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 (see "Feats") 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.
Cleric Spell List
This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.
Cantrips (Level 0 Cleric Spells)
| Spell | School | Special |
|---|---|---|
| Guidance | Divination | C |
| Light | Evocation | - |
| Mending | Transmutation | - |
| Resistance | Abjuration | C |
| Sacred Flame | Evocation | - |
| Spare the Dying | Necromancy | - |
| Thaumaturgy | Transmutation | - |
Level 1 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Bane | Enchantment | C |
| Bless | Enchantment | C, M |
| Command | Enchantment | - |
| Create or Destroy Water | Transmutation | - |
| Cure Wounds | Abjuration | - |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Guiding Bolt | Evocation | - |
| Healing Word | Abjuration | - |
| Inflict Wounds | Necromancy | - |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Sanctuary | Abjuration | - |
| Shield of Faith | Abjuration | C |
Level 2 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | - |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | - |
| Calm Emotions | Enchantment | C |
| Continual Flame | Evocation | M |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | - |
| Gentle Repose | Necromancy | R, M |
| Hold Person | Enchantment | C |
| Lesser Restoration | Abjuration | - |
| Locate Object | Divination | C |
| Prayer of Healing | Abjuration | - |
| Protection from Poison | Abjuration | - |
| Silence | Illusion | C, R |
| Spiritual Weapon | Evocation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | - |
Level 3 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Animate Dead | Necromancy | - |
| Beacon of Hope | Abjuration | C |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Create Food and Water | Conjuration | - |
| Daylight | Evocation | - |
| Dispel Magic | Abjuration | - |
| Glyph of Warding | Abjuration | M |
| Magic Circle | Abjuration | M |
| Mass Healing Word | Abjuration | - |
| Meld into Stone | Transmutation | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | - |
| Revivify | Necromancy | M |
| Sending | Divination | - |
| Speak with Dead | Necromancy | - |
| Spirit Guardians | Conjuration | C |
| Tongues | Divination | - |
| Water Walk | Transmutation | R |
Level 4 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Control Water | Transmutation | C |
| Death Ward | Abjuration | - |
| Divination | Divination | R, M |
| Freedom of Movement | Abjuration | - |
| Guardian of Faith | Conjuration | - |
| Locate Creature | Divination | C |
| Stone Shape | Transmutation | - |
Level 5 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Commune | Divination | R |
| Contagion | Necromancy | - |
| Dispel Evil and Good | Abjuration | C |
| Flame Strike | Evocation | - |
| Geas | Enchantment | - |
| Greater Restoration | Abjuration | M |
| Hallow | Abjuration | M |
| Insect Plague | Conjuration | C |
| Legend Lore | Divination | M |
| Mass Cure Wounds | Abjuration | - |
| Planar Binding | Abjuration | M |
| Raise Dead | Necromancy | M |
| Scrying | Divination | C, M |
Level 6 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Blade Barrier | Evocation | C |
| Create Undead | Necromancy | M |
| Find the Path | Divination | C, M |
| Forbiddance | Abjuration | R, M |
| Harm | Necromancy | - |
| Heal | Abjuration | - |
| Heroes' Feast | Conjuration | M |
| Planar Ally | Conjuration | - |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Word of Recall | Conjuration | - |
Level 7 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Conjure Celestial | Conjuration | C |
| Divine Word | Evocation | - |
| Etherealness | Conjuration | - |
| Fire Storm | Evocation | - |
| Plane Shift | Conjuration | M |
| Regenerate | Transmutation | - |
| Resurrection | Necromancy | M |
| Symbol | Abjuration | M |
Level 8 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Antimagic Field | Abjuration | C |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Holy Aura | Abjuration | C, M |
| Sunburst | Evocation | - |
Level 9 Cleric Spells
| Spell | School | Special |
|---|---|---|
| Astral Projection | Necromancy | M |
| Gate | Conjuration | C, M |
| Mass Heal | Abjuration | - |
| Power Word Heal | Enchantment | - |
| True Resurrection | Necromancy | M |
Cleric Subclass: Life Domain
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Level 3: Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
Level 3: Life Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
Life Domain Spells
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
Level 3: Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Level 6: Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
Level 17: Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Additional Bible5e Class Spell Options
These additional class-list options are retained for Bible5e campaigns. They are not automatically prepared; use this class's normal spell preparation rules.
Additional Level 1 Spells
| Spell | School | Special |
|---|---|---|
| Do Unto Others | Enchantment | M |
| Every Knee Shall Bend | Enchantment | C |
| Magnificat | Abjuration | — |
| Manna and Quail | Conjuration | — |
Additional Level 2 Spells
| Spell | School | Special |
|---|---|---|
| Lesser Atonement | Abjuration | C, M |
| Turn the Other Cheek | Abjuration | — |
Additional Level 3 Spells
| Spell | School | Special |
|---|---|---|
| Scapegoat | Abjuration | C |
Additional Level 4 Spells
| Spell | School | Special |
|---|---|---|
| Pillar of Fire | Evocation | C |
Additional Level 5 Spells
| Spell | School | Special |
|---|---|---|
| Cenacle | Conjuration | M |
| Covenant | Enchantment | — |
| Create Golem | Transmutation | M |
| Greater Atonement | Abjuration | M, R |
| Paraclete | Conjuration | M |
| Unum in Christo | Transmutation | M, R |
Additional Level 6 Spells
| Spell | School | Special |
|---|---|---|
| A Glass Darkly | Divination | R |
| Annuntiation | Conjuration | M, R |
| Pillar of Cloud | Divination | C |
Bible5e custom subclass options
Cleric Subclass: Prophecy Domain
A young girl stands resolute before the king of the Persian empire. Unafraid of the thousands of armed soldiers that surround her, she meets the eyes of the genocidal tyrant and demands justice.
A wiry old man turns to the angry mob that is approaching him. With a furrowed brow and sadness in his eyes, he stretches out a hand toward the heavens. A column of fire cascades from the clouds above, enveloping the world in flame until all that remains of his attackers are ashes.
A cloaked figure kneels beside a group of orphans huddled together. A hand stretches out to offer them water as a clear voice speaks from beneath the cloak: "those who walk in darkness will see a great light."
Prophets are enigmatic and unpredictable figures that defy definition. Rarely seen in the company of other prophets, these wanderers travel alone (or in the company of other adventurers) to seek out injustice and confront it head on. Sometimes this means reaching out and comforting those who are being persecuted; sometimes this means confronting persecutors. A prophet is just as likely to spend their day caring for a sick child as they are to anoint a new king or call down fire from heaven to destroy an entire city. The only thing that all prophets share in common is the pursuit of justice through the proclamation of God's word.
Subclass Progression
| Level | Feature |
|---|---|
| 3rd | Domain Spells, Bonus Proficiencies, Spiritual Tongue |
| 3rd | Channel Divinity: Prophesy |
| 6th | Purity of Thoughts, Channel Divinity: Pronounce Judgment, Prophesy improvement |
| 7th | Blessed Strikes (base class; Potent Spellcasting option) |
| 17th | Truth Sense |
| 17th | Incorruptible Soul |
Roleplaying: Sacred Mission
The most notable feature that sets prophets apart from other clerics is their sacred mission. Ordained by God, a prophet's mission is a compulsion that must be attended to. A prophet can feel free to travel with a party and carry out other tasks, but if a sacred mission is ignored for long enough, providence will intervene in the form of coincidental meetings, prepaid passage on ships, or strange symbols on trees or in the clouds. If a prophet outright rejects the mission given by God, the entire fabric of the universe may start to realign itself until the mission is carried out, for better or worse (just ask the prophet Jonah).
When you create your character, discuss your sacred mission with your GM. Your mission could be agreed upon in advance or it could be kept secret by the GM, to be revealed during gameplay. A prophet's sacred mission can be anything, but the following table gives some ideas that happen to fit well into the world of the Bible as it exists in this module.
A prophet's work is never done. If you successfully complete your sacred mission, a messenger from God appears to you in a dream, congratulates you, and then assigns you a new sacred mission. Often, this new mission may relate to developments your success has caused. Other times, it is completely unrelated, on the opposite side of the world.
Table- Sacred Mission
| d8 | Sacred Mission |
|---|---|
| 1 | Women are being used as objects in the city of Thebes. Find the cause of this immorality and convince the people to repent. |
| 2 | A leader named Sergius Paulus on the island of Cyprus needs advice. Help him make the best decisions for the people there. |
| 3 | Seven teenagers in the city of Tarsus are in danger. Find them and escort them safely out of the city before time runs out. |
| 4 | The Ark of the Covenant is in danger. Find it and then seek out someone worthy to protect it. |
| 5 | A false prophet has been walking the streets of Nineveh. Put a stop to these lies and offer him one last chance to leave town. |
| 6 | The city of Ekbatana is corrupt. Call the leadership to repent, and if they do not, destroy the city once and for all. |
| 7 | The Queen of Sheba mourns the loss of her friend and advisor. Rescue him if he is alive, or else anoint a worthy replacement. |
| 8 | The people of Galilee have lost hope. Travel to the region and perform at least one miracle in each town. When you do so, announce to the people that the coming of the Messiah is at hand. |
Level 3: Domain Spells
Starting at Cleric level 3, you always have the spells listed for your Cleric level and lower prepared. They are Cleric spells for you and do not count against the number you can prepare with Spellcasting.
| Level | Spells |
|---|---|
| 3rd | Do Unto Others, Every Knee Shall Bend |
| 3rd | Blindness/Deafness, Zone of Truth |
| 5th | Clairvoyance, Remove Curse |
| 7th | Aura of Purity, Pillar of Fire |
| 9th | Covenant, Dream |
Level 3: Bonus Proficiencies
At 3rd level you gain proficiency in Religion and Persuasion. You also learn two additional languages of your choice.
Level 3: Spiritual Tongue
Starting at 3rd level when you accept God's call to become a prophet, you gain a spiritual gift that allows you to be understood no matter where your journey takes you. As an action, you can speak in a Spiritual Tongue. While speaking in this way, any creature within 30 feet that can understand a language can understand what you say. This includes creatures with impairments to their hearing, such as creatures that attempt to plug their ears, creatures that are deaf, or creatures inside the area of a Silence spell.
Your Spiritual Tongue lasts for 1 minute, or until you choose to end it. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after finishing a Long Rest.
Level 3: Channel Divinity: Prophesy
Starting at 3rd level, you can use your Channel Divinity to receive prophetic visions of grave importance. You spend 1 minute in prayer or meditation, asking for God's guidance. At the end of the ritual you receive a vision determined by the GM or chosen randomly using the "Visions and Dreams" table on page 136. By default, the vision will usually provide extra insight or detail that pertains to your sacred mission. However, you may instead request that the vision give advice for overcoming an obstacle, such as how to escape from a prison cell or where to find an important document. Visions are always truthful, but often their meanings are veiled in cryptic symbolism.
When the vision ends, you may ask one clarifying question about the vision, to which the GM offers a truthful reply. The question must relate to the vision that was just received. The GM's answer to this question is limited to one word.
When you reach 6th level, the GM's answer to your clarifying question expands to 10 words.
Level 6: Purity of Thoughts
Starting at 6th level, your commitment to your sacred mission grants you special abilities:
- You gain resistance to Psychic damage.
- You have advantage on Saving Throws against being Charmed or Frightened.
Level 6: Channel Divinity: Pronounce Judgment
At 6th level, you can use your Channel Divinity to pronounce judgment on a creature that has refused to turn away from the path of wickedness. As an action, choose one creature that you can see within 60 feet of you. That creature suffers one of the following effects, chosen by you as you pronounce judgment upon it:
- For the next minute, the target has disadvantage on all saving throws.
- For the next minute, all weapon attack rolls against the target are made with advantage.
- For the next minute, all weapon attacks that deal damage to the target deal extra Radiant damage equal to your proficiency bonus.
Base Class Reminder: Potent Spellcasting (Level 7)
At Cleric level 7, choose the Potent Spellcasting option of your Blessed Strikes class feature to retain this benefit. It adds your Wisdom modifier to damage dealt by a Cleric cantrip, as described in that feature, and improves through Improved Blessed Strikes at level 14. This subclass does not grant an additional copy of Potent Spellcasting.
Level 17: Truth Sense
At 17th level, you are automatically aware of any lie that you hear spoken (but not of one written down).
Level 17: Incorruptible Soul
At 17th level, your unwavering faith is rewarded:
- You gain immunity to Psychic damage.
- You cannot be Charmed or Frightened, and magic cannot put you to sleep.
- If you fail your third Death Saving throw, a chariot made of pure fire appears and carries your body into the heavenly realm before you can die. Any creatures of your choice that can see the chariot when it appears must succeed on a DC 23 Constitution saving throw or be blinded until the end of their next turn.