Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 Cleric Archetype Spellcasting 3 2 - - - - - - - -
2 2 Channel Divinity, Cleric Archetype Feature 3 3 - - - - - - - -
3 2 - 3 4 2 - - - - - - -
4 2 Ability Score Improvement 4 4 3 - - - - - - -
5 3 Destroy Undead 4 4 3 2 - - - - - -
6 3 Channel Divinity, Cleric Archetype Feature 4 4 3 3 - - - - - -
7 3 - 4 4 3 3 1 - - - - -
8 3 Destroy Undead, Cleric Archetype Feature, Ability Score Improvement 4 4 3 3 2 - - - - -
9 4 - 4 4 3 3 3 1 - - - -
10 4 Divine Intervention 5 4 3 3 3 2 - - - -
11 4 Destroy Undead 5 4 3 3 3 2 1 - - -
12 4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 5 - 5 4 3 3 3 2 1 1 - -
14 5 Destroy Undead 5 4 3 3 3 2 1 1 - -
15 5 - 5 4 3 3 3 2 1 1 1 -
16 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 6 Destroy Undead, Cleric Archetype Feature 5 4 3 3 3 2 1 1 1 1
18 6 Channel Divinity 5 4 3 3 3 2 1 1 1 1
19 6 Ability Score Improvement 5 4 3 3 3 2 2 1 1 1
20 6 Divine Intervention 5 4 3 3 3 2 2 2 1 1

Hit Points

Hit Dice: 1d8 per your Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d (or 5) + 'your Constitution modifier per Cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: History, Religion, Persuasion, Medicine, and Insight

Cleric Archetype Level: 1

Choose one domain related to your deity. The domains are detailed in the official source material, as well as detailed below. Your domain 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.

Spellcasting Level: 1

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.

Channel Divinity Level: 2

At 2nd level, 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.

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.

Destroy Undead Level: 5

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 Table: Destroy Undead.

Cleric LevelDestroys Undead of CR
5th1/2 or lower
8th1  or lower
11th2 or lower
14th3 or lower
17th4 or lower

Divine Intervention Level: 10

Beginning at 10th level, 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. At 20th level, your call for intervention succeeds automatically, no roll required.

Spell List

  • Cantrips
    • Guidance
    • Light
    • Mending
    • Resistance
    • Sacred Flame
    • Thaumaturgy
  • 1st Level
    • Bane
    • Bless
    • Command
    • Create or Destroy Water
    • Cure Wounds
    • Detect Evil and Good
    • Detect Magic
    • Detect Poison and Disease
    • Guiding Bolt
    • Healing Word
    • Inflict Wounds
    • Protection from Evil and Good
    • Purify Food and Drink
    • Sanctuary
    • Shield of Faith
  • 2nd Level
    • Aid
    • Augury
    • Blindness/Deafness
    • Calm Emotions
    • Continual Flame
    • Enhance Ability
    • Find Traps
    • Gentle Repose
    • Hold Person
    • Lesser Restoration
    • Locate Object
    • Prayer of Healing
    • Protection from Poison
    • Silence
    • Spiritual Weapon
    • Warding Bond
    • Zone of Truth
  • 3rd Level
    • Animate Dead
    • Beacon of Hope
    • Bestow Curse
    • Clairvoyance
    • Create Food and Water
    • Daylight
    • Dispel Magic
    • Glyph of Warding
    • Magic Circle
    • Mass Healing Word
    • Meld into Stone
    • Protection from Energy
    • Remove Curse
    • Revivify
    • Sending
    • Speak with Dead
    • Spirit Guardians
    • Tongues
    • Water Walk
  • 4th Level
    • Banishment
    • Control Water
    • Death Ward
    • Divination
    • Freedom of Movement
    • Locate Creature
    • Stone Shape
  • 5th Level
    • Commune Contagion
    • Dispel Evil and Good
    • Flame Strike
    • Geas
    • Greater Restoration
    • Hallow
    • Insect Plague
    • Legend Lore
    • Mass Cure Wounds
    • Planar Binding
    • Raise Dead
    • Scrying
  • 6th Level
    • Blade Barrier
    • Create Undead
    • Find the Path
    • Forbiddance
    • Harm
    • Heal
    • Heroes’ Feast
    • Planar Ally
    • True Seeing
    • Word of Recall
  • 7th Level
    • Conjure Celestial
    • Divine Word
    • Etherealness
    • Fire Storm
    • Plane Shift
    • Regenerate
    • Resurrection Symbol
  • 8th Level
    • Antimagic Field
    • Control Weather
    • Earthquake
    • Holy Aura
  • 9th Level
    • Astral Projection
    • Gate
    • Mass Heal
    • True Resurrection
Select an archetype above to view it's features

The clerics of the ocean follow powerful gods of the oceans and waters. Umberlee, Habbakuk, Zeboim, Poseidon, or Sobek are a few examples of Ocean gods that these clerics would follow. They believe in the never ending oceans, the sublimity of tides and the beauty of the waters. These clerics feel most at home on a serene beach or a turbulent ship deck.

Domain Spells

Cleric LevelSpells
1stCreate or Destroy Water, Cure Wounds
2ndCalm Emotions, Prayer of Healing
3rdWater Breathing, Wall of Water
4thControl Water, Watery Sphere (EE)
5thMass Cure Wounds, Control Winds

Blessing of the Tides Level: 1

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Strength (Athletics) checks. This blessing lasts for 1 hour or until you use this feature again.

Charm Aquatic Life Level: 2

Starting at 2nd level, you can use your Channel Divinity to charm aquatic and amphibious creatures.

As an action, you present your holy symbol and invoke the name of your deity. Each aquatic or amphibious creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

One with the Waves Level: 6

Beginning at 6th level, your defenses merge with the oceans to carry you through the tides. You gain a swim speed of 50 feet.

In addition to this, your connection with the waters extends to the animals found within the oceans. You gain the ability to cast the Animal Messenger spell targeting only aquatic or amphibious creatures.

Divine Strike Level: 8

At 8th level, 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 cold damage. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Ocean Surge Level: 17

Beginning at 17th level, you are able channel your deity and create a massive whirlpool of water.

As an action, you choose a point within 60 feet of you and cause swirling waters to envelope an area 15 feet in radius from the chosen point. Each hostile creature within the area must succeed a Strength saving throw, taking 3d8 bludgeoning damage and becoming knocked prone on a failed save. All friendly creatures within the area heal 3d8 hit points and if they are prone, they can choose to stand up and end the condition. Creatures with a swim speed automatically succeed on this saving throw.

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