Cleric is a class in Baldur’s Gate 3. Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.
- Hit points at level 1
- 8
- Hit points per level
- 5
- Spellcasting ability
- Wisdom
- Subclasses
- 8
Cleric progression
Class levels 1–12 · Select a feature to read its game description.
-
1Level
Domain Spells
Granted feature
You gain spells from your domain. They are Always Prepared.
Command
Granted spells
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Create or Destroy Water
Granted spells
Call forth rain or destroy a water-based surface.
Inflict Wounds
Granted spells
Putrefy a creature with the necrotic energy filling your hands.
Cure Wounds
Granted spells
Heal a creature you can touch.
Protection from Evil and Good
Granted spells
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sanctuary
Granted spells
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Shield of Faith
Granted spells
Protect a creature from attacks: increase its
Armour Class by 2.
Bane
Granted spells
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Guiding Bolt
Granted spells
The next
Attack Roll against this target has
Advantage.
Bless
Granted spells
Bless up to 3 creatures. They gain a +[1] bonus to
Attack Rolls and
Saving Throws.
Healing Word
Granted spells
Heal a creature you can see.Choose a subclass 8 branchesLevel 1 spell slots × 2 Current spell slots -
2Level
Turn Undead
Granted
Pray to
Turn all undead that can see you.Level 1 spell slots × 3 Current spell slots -
3Level
Enhance Ability
Granted spells
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Protection from Poison
Granted spells
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Warding Bond
Granted spells
Create a mystic bond between you and an allied creature. Until your next rest, it gains a +1 bonus to
Armour Class and
Saving Throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you dismiss it, drop to 0
hit points, cast it again, or if you and the target become separated by more than [1].
Blindness
Granted spells
Blind a creature.
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Spiritual Weapon
Granted spells
Summon a floating, spectral weapon that attacks your enemies alongside you.
Hold Person
Granted spells
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
Aid
Granted spells
Heal your allies and increase their hit point maximum by 5.
Prayer of Healing
Granted spells
Heal all allies you can see.
Silence
Granted spells
This creature can't speak or cast spells that have a verbal component.
Calm Emotions
Granted spells
Humanoids can't be
Charmed,
Frightened, or become enraged.
Lesser Restoration
Granted spells
Cure a creature from disease, poison, paralysis or blindness.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
4LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
-
5Level
Destroy Undead
Granted feature
When you successfully
Turn an undead creature, it also takes 4d6 Radiant damage.
Glyph of Warding
Granted spells
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Mass Healing Word
Granted spells
Heal your nearby allies.
Animate Dead
Granted spells
Animate a pile of bones or a corpse to serve you.
Speak with Dead
Granted spells
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
Revivify
Granted spells
Revive a companion. They return to life with 1 hit point.
Protection from Energy
Granted spells
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Spirit Guardians
Granted spells
Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their
movement speed is halved.
Bestow Curse
Granted spells
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Granted spells
Touch a creature or object to remove all Curses and Hexes affecting it.
Feign Death
Granted spells
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Daylight
Granted spells
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Beacon of Hope
Granted spells
Your allies will regain the maximum
hit points possible when healed. They also gain
Advantage on Wisdom
Saving Throws and Death Saving Throws.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots -
6LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
-
7Level
Guardian of Faith
Granted spells
When an entity enters your attack range, you can strike them.
Freedom of Movement
Granted spells
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained.
Death Ward
Granted spells
Protect a creature from death. The next time damage would reduce it to 0
hit points, it remains conscious with 1 hit point left.
Banishment
Granted spells
Temporarily
Banish your target to another plane of existence.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots -
8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
-
9Level
Contagion
Granted spells
Poison a target and possibly afflict them with a disease of your choice.
Insect Plague
Granted spells
Locusts attack everyone within range, make the area
Difficult Terrain, and impose
Disadvantage on Perception
Checks.
Mass Cure Wounds
Granted spells
Unleash a soothing hum of energy that heals you and nearby allies.
Greater Restoration
Granted spells
Touch a creature and negate any
Charm,
Petrification,
Stun, or curse afflicting it.
Dispel Evil And Good
Granted spells
Aberrations, celestials, elementals, fey, fiends, and undead have
Disadvantage on
Attack Rolls against you.
Planar Binding
Granted spells
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Flame Strike
Granted spells
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots -
10Level
Divine Intervention
Granted feature
You can cast
Divine Intervention to invoke your God's aid. Once used, this can never be used again.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots -
11Level
Blade Barrier
Granted spells
Summon a wall of razor-sharp blades that turns the area into
Difficult Terrain and damages anyone foolish enough to come close.
Create Undead
Granted spells
Raise a corpse as a heinous mummy that fights by your side.
Heroes' Feast
Granted spells
You and everyone around can't be poisoned, diseased, or frightened. Your
HP increases, and you make Wisdom
Saves with
Advantage.
Planar Ally
Granted spells
Beseech one of these otherworldly entities for aid.
Heal
Granted spells
Heal a target's wounds and remove
Blindness and any diseases.
Harm
Granted spells
Reduce a target's maximum
hit points, but never below 1.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots -
12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
Life Domain subclass progression
-
1Level
Disciple of Life
Granted feature
Your devotion empowers your healing spells. When casting a healing spell, the target regains additional
hit points equal to 2 + the spell's level.
Cure Wounds
Granted spells
Heal a creature you can touch.
Bless
Granted spells
Bless up to 3 creatures. They gain a +[1] bonus to
Attack Rolls and
Saving Throws. -
2Level
Preserve Life
Granted
Evoke a healing energy that restores your allies -
3Level
Aid
Granted spells
Heal your allies and increase their hit point maximum by 5.
Lesser Restoration
Granted spells
Cure a creature from disease, poison, paralysis or blindness. -
5Level
Revivify
Granted spells
Revive a companion. They return to life with 1 hit point.
Beacon of Hope
Granted spells
Your allies will regain the maximum
hit points possible when healed. They also gain
Advantage on Wisdom
Saving Throws and Death Saving Throws. -
6Level
Blessed Healer
Granted feature
Healing others heals you as well.
When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2 + the spell's level. -
7Level
Guardian of Faith
Granted spells
When an entity enters your attack range, you can strike them.
Death Ward
Granted spells
Protect a creature from death. The next time damage would reduce it to 0
hit points, it remains conscious with 1 hit point left. -
8Level
Divine Strike: Radiant
Granted
Strike a foe with your weapon as it becomes wreathed in gleaming radiance. -
9Level
Mass Cure Wounds
Granted spells
Unleash a soothing hum of energy that heals you and nearby allies.
Greater Restoration
Granted spells
Touch a creature and negate any
Charm,
Petrification,
Stun, or curse afflicting it.
Light Domain subclass progression
-
1Level
Warding Flare
Granted feature
Shield yourself with divine light. Use your reaction to impose
Disadvantage on an attacker, possibly causing their attack to miss.
Light
Granted spells
Infuse an object with an aura of light.
Burning Hands
Granted spells
Each flammable target is hit with 3d6 Fire damage.
Faerie Fire
Granted spells
All targets within the light turn visible, and
Attack Rolls against them have
Advantage. -
2Level
Radiance of the Dawn
Granted
The sun's divine power dispels any magical darkness. -
3Level
Scorching Ray
Granted spells
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Flaming Sphere
Granted spells
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. -
5Level
Daylight
Granted spells
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Granted spells
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. -
6Level
Improved Warding Flare
Granted feature
When an enemy attacks an ally, you can use your reaction to impose
Disadvantage on the
Attack Roll, possibly causing their attack to miss. -
7Level
Guardian of Faith
Granted spells
When an entity enters your attack range, you can strike them.
Wall of Fire
Granted spells
Create a blazing wall of fire, burning anyone who dares stand too close. -
8Level
Potent Spellcasting
Granted feature
Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips. -
9Level
Destructive Wave
Granted spells
Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them
Prone.
Flame Strike
Granted spells
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Trickery Domain subclass progression
-
1Level
Disguise Self
Granted
Magically change all aspects of your appearance.
Charm Person
Granted
Charm a humanoid to prevent it from attacking you. You gain
Advantage on Charisma
Checks in dialogue.
Blessing of the Trickster
Granted
Grant another creature
Advantage on Stealth
Checks. -
2Level
Invoke Duplicity
Granted
Distract your enemies with an illusion. Within 3m of the illusion,
Attack Rolls have
Advantage for you and your allies. -
3Level
Mirror Image
Granted spells
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Pass Without Trace
Granted spells
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth
Checks. -
5Level
Fear
Granted spells
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Bestow Curse
Granted spells
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions. -
6Level
Channel Divinity: Cloak of Shadows
Granted
Wrap yourself in shadows to become
Invisible if you are obscured. -
7Level
Dimension Door
Granted spells
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Polymorph
Granted spells
Transform a creature into a harmless sheep. -
8Level
Divine Strike: Poison
Granted
Once per turn deal 1d8 Poison damage in addition to your weapon's [2] when you make a melee attack. -
9Level
Seeming
Granted spells
Disguise up to 4 members of your adventuring party.
Dominate Person
Granted spells
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Knowledge Domain subclass progression
-
1Level
Command
Granted spells
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Sleep
Granted spells
Put creatures into a magical slumber. Select targets up to a combined 24. -
2Level
Knowledge of the Ages
Granted
Gain
Proficiency in all Skills of a chosen Ability. -
3Level
Hold Person
Granted spells
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
Calm Emotions
Granted spells
Humanoids can't be
Charmed,
Frightened, or become enraged. -
5Level
Slow
Granted spells
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
Speak with Dead
Granted spells
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. -
6Level
Read Thoughts
Granted spells
Focus your mind to read the thoughts of certain creatures while talking to them.
Speak with Animals
Granted spells
Gain the ability to comprehend and communicate with beasts. -
7Level
Otiluke's Resilient Sphere
Granted spells
Enclose a target in a sphere of shimmering force, blocking all incoming damage and spell effects.
Confusion
Granted spells
Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. -
8Level
Potent Spellcasting
Granted feature
Your god grants you even more intense power. You can add your Wisdom Modifier to the damage you deal with Cleric cantrips. -
9Level
Telekinesis
Granted spells
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
Dominate Person
Granted spells
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Nature Domain subclass progression
-
1Level
Acolyte of Nature
Granted feature
You learn a druid
cantrip, and become
Proficient in Animal Handling, Nature, or Survival.
Animal Friendship
Granted spells
Convince a beast not to attack you.
Speak with Animals
Granted spells
Gain the ability to comprehend and communicate with beasts. -
2Level
Charm Animals and Plants
Granted
Channel fey magic to
Charm nearby beasts and plants. -
3Level
Spike Growth
Granted spells
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
Barkskin
Granted spells
Protect a creature from attacks: increase its
Armour Class up to 16. -
5Level
Plant Growth
Granted spells
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
Sleet Storm
Granted spells
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface. -
6Level
Dampen Elements
Granted feature
When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to halve the attack's damage. -
7Level
Dominate Beast
Granted spells
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Grasping Vine
Granted spells
Summon a giant vine capable of dragging creatures toward itself. -
8Level
Divine Strike: Elemental Fury
Granted
Once per turn deal 1d8 Cold damage, 1d8 Fire damage or 1d8 Lightning damage in addition to your weapon's [2] when you make a melee attack. -
9Level
Insect Plague
Granted spells
Locusts attack everyone within range, make the area
Difficult Terrain, and impose
Disadvantage on Perception
Checks.
Wall of Stone
Granted spells
Raise a wall of non-magical, solid stone.
Tempest Domain subclass progression
-
1Level
Wrath of the Storm
Granted feature
As a
reaction strike back at an attacking creature, dealing 2d8 Lightning damage or 2d8 Thunder damage. The target takes half damage on a successful
Saving Throw.
Fog Cloud
Granted spells
The cloud
Blinds and
Heavily Obscures creatures within it. .
Thunderwave
Granted spells
Release a wave of thunderous force that pushes away all creatures and objects. -
2Level
Destructive Wrath
Granted feature
When you roll Thunder or Lightning damage, you can use your
Channel Divinity to deal maximum damage instead. -
3Level
Gust of Wind
Granted spells
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Shatter
Granted spells
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw. -
5Level
Call Lightning
Granted spells
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a
spell slot.
Sleet Storm
Granted spells
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface. -
6Level
Thunderbolt Strike
Granted feature
When you deal Lightning or Thunder damage to a creature that is Large or smaller, you can also push it up to 3m. -
7Level
Ice Storm
Granted spells
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Freedom of Movement
Granted spells
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained. -
8Level
Divine Strike: Thunder
Granted
Once per turn deal 1d8 Thunder damage in addition to your weapon's [2] when you make a melee attack. -
9Level
Insect Plague
Granted spells
Locusts attack everyone within range, make the area
Difficult Terrain, and impose
Disadvantage on Perception
Checks.
Destructive Wave
Granted spells
Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them
Prone.
War Domain subclass progression
-
1Level
War Priest
Granted feature
When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a bonus action.
Divine Favour
Granted spells
Your weapon attacks deal an additional 1d4 Radiant damage.
Shield of Faith
Granted spells
Protect a creature from attacks: increase its
Armour Class by 2. -
2Level
Guided Strike
Granted
You gain a +10 bonus to your
Attack Roll. -
3Level
Magic Weapon
Granted spells
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Spiritual Weapon
Granted spells
Summon a floating, spectral weapon that attacks your enemies alongside you. -
5Level
Crusader's Mantle
Granted spells
Radiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.
Spirit Guardians
Granted spells
Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their
movement speed is halved. -
6Level
Channel Divinity: War God's Blessing
Granted feature
Endow a nearby ally with the glory of your god to grant them a +10 bonus to their
Attack Roll. -
7Level
Stoneskin
Granted spells
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Freedom of Movement
Granted spells
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained. -
8Level
Divine Strike: Weapon
Granted
Once per turn deal 1d8 damage in addition to your melee weapon damage. -
9Level
Hold Monster
Granted spells
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits.
Flame Strike
Granted spells
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Death Domain subclass progression
-
1Level
Reaper
Granted feature
Your Necromancy
cantrips that only target 1 creature can target an additional creature.
False Life
Granted spells
Gain 12.
Ray of Sickness
Granted spells
Possibly
Poisons the target. -
2Level
Channel Divinity: Touch of Death
Granted feature
When you hit a creature with a melee attack, you can use your
Channel Divinity to deal extra Necrotic damage. -
3Level
Blindness
Granted spells
Blind a creature.
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Ray of Enfeeblement
Granted spells
Weaken a foe: they deal half damage with weapon attacks using
Strength. -
5Level
Animate Dead
Granted spells
Animate a pile of bones or a corpse to serve you.
Vampiric Touch
Granted spells
Touch an enemy to siphon their life force and regain half as many
hit points. -
6Level
Inescapable Destruction
Granted feature
Spells you cast ignore Resistance to Necrotic damage. -
7Level
Blight
Granted spells
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Death Ward
Granted spells
Protect a creature from death. The next time damage would reduce it to 0
hit points, it remains conscious with 1 hit point left. -
8Level
Divine Strike: Necrotic
Granted
Once per turn deal 1d8 Necrotic damage in addition to your weapon's [2] when you make a melee attack. -
9Level
Contagion
Granted spells
Poison a target and possibly afflict them with a disease of your choice.
Cloudkill
Granted spells
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.
History
Insight
Medicine
Persuation
Religion
Blade Ward
Toll the Dead
Produce Flame
Light
Sacred Flame
Guidance
Ability Checks.
Resistance
Saving Throws.
Bursting Sinew
Thaumaturgy
Advantage on Intimidation and Performance
Checks.
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Garl Glittergold
No description was found in the game data.
Laduguer
No description was found in the game data.
Lathander
No description was found in the game data.
Lolth
No description was found in the game data.
Moradin
No description was found in the game data.
Mystra
No description was found in the game data.
Mielikki
No description was found in the game data.
Vlaakith
No description was found in the game data.
Shar
No description was found in the game data.
Selûne
No description was found in the game data.
Eilistraee
No description was found in the game data.
Oghma
No description was found in the game data.
Yondalla
No description was found in the game data.
Ilmater
No description was found in the game data.
Kelemvor
No description was found in the game data.
Corellon Larethian
No description was found in the game data.
Tymora
No description was found in the game data.
Talos
No description was found in the game data.
Tempus
No description was found in the game data.
Tyr
No description was found in the game data.
Helm
No description was found in the game data.
Tough
Lightly Armoured
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
Performer
Charisma increases by 1, to a maximum of 20.
Mobile
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
Great Weapon Master
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
Magic Initiate: Druid
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
Sharpshooter
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
Attack Rolls do not have
Disadvantage.Your
Skilled
Proficiency in 3 Skills of your choice.
Tavern Brawler
Attack Rolls an additional time.
Dual Wielder
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Ritual Caster
Polearm Master
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
Proficiency in that Ability's
Saving Throws.
War Caster
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Arcana
History
Nature
Religion
Animal Handling
Nature
Survival
Thorn Whip
Poison Spray
Shillelagh
Produce Flame
Guidance
Ability Checks.
Resistance
Saving Throws.
Toll the Dead
Bone Chill
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.