Clerics are the intermediaries between the material plane and the divine. A conduit for the will of celestial (and sometimes infernal) powers that cannot directly act upon this realm. A divine agent with an armored body and an iron will, gritted as a resolute stand against the horde of the unholy (or holy). Their timely influence can shift the fate of friends and foes alike, and may interfere with the gates of the afterlife itself.
Strength is not important for clerics, but it can be helpful for melee damage and saving throws.
Dexterity is not important for clerics, but it can be helpful for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws.
Constitution is not important for clerics, but it can be helpful extra HP, for concentration checks and for saving throws.
Intelligence is not important for clerics, but it can be helpful for saving throws and for commonly associated skill checks (such as religion).
Wisdom is vital for clerics, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as medicine).
Charisma is not important for clerics, but it can be helpful for saving throws and for commonly associated skill checks (such as persuasion or deception).
The power of your spells comes from your devotion to your deity. You can perform the Cast A Spell Action. Spellcasting Focus required (see below). The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Cleric spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.
You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd-level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.
Spell save DC = 8 + Proficiency Bonus + Wisdom modifier
Spell Attack modifier = Proficiency Bonus + Wisdom modifier
Spellcasting Ability Score modifier = Wisdom modifier
You must use a holy symbol as a spellcasting focus for your Cleric spells.
Disciple of Life
At 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. This is a resource that may be used to Turn Undead or Preserve Life. You must then finish a short or long rest to use your Channel Divinity again. Beginning at 6th level, you can use your Channel Divinity twice. When you finish a short or long rest, you regain your expended uses.
As a Standard Action, you expend 1 Channel Divinity, and you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 20m of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute (10 rounds) or until it takes any damage.
A turned creature can only spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 10m of you. It also can't take Reactions. If its movement is somehow impaired, it can use its Standard Action to try to escape from an effect that prevents it from moving. If there's nowhere to move, it cannot act.
At 3rd level, you can use your Channel Divinity to heal the badly injured. As a Standard Action, you expend 1 Channel Divinity, and present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 20m of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its HP is 15 or less. At 8th level, the threshold for a failed undead to be instantly destroyed is now if its HP is 25 or less.
At 7th level, the healing spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
At 9th 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 radiant damage to the target.
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 Standard Action. Describe the assistance you seek, and roll 1d100. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.