When you or your target makes a d20 roll, you can expend 10 mana points to cause the d20 roll to either succeed or fail.
You gain 2 stamina points per cleric level, and proficiency with martial weapons, medium armor, and shields.
You gain resistance to your choice of necrotic or radiant damage, or immunity if you already have resistance to the chosen damage type.
When you take the Spellcast action and expend mana points with a level 2 cleric spell or higher, you regain 1 expended mana point.
When you take the Spellcast action with a cleric spell that has an area of effect, the area becomes consecrated for 1 hour for each spell level.
When you take the Meditate action, you regain mana points equal to your Wisdom modifier, instead of 1.
When you cause a fiend with a level equal to your cleric level or lower to make a save, it has disadvantage on the save.
When you make an Intelligence check with an untrained skill, you can add your Wisdom modifier to the check.
While you have your holy symbol equipped in your hand, you can take an action to cause any fiend and undead with a level equal to your cleric level or lower that has line of sight of you or your holy symbol to make a Wisdom save against your Wisdom DC. On a failed save, a target is turned until the start of your next turn, you or your holy symbol is no longer within line of sight, or you become incapacitated.
When you target a fiend with your Exorcism feature and it fails the save, the target gains the effects of the magic circle (reversed) spell.
A wounded target that rolls a number equal to your cleric level or lower on the save against your Exorcism feature is reduced to 0 hit points and is destroyed.
When you take the Spellcast action with a cleric spell, the spell's range is doubled.
When a creature takes the Spellcast action with a cleric spell, you can take the Spellcast action with counterspell as a reaction and expend 5 mana points to target that spell. If you have the cleric spell prepared, you have advantage on the check made as part of the spell.
When you take the Spellcast action with a cleric cantrip, you deal additional damage equal to your Wisdom modifier.
When you take the Spellcast action with a cleric spell against a half covered creature, you gain a +2 bonus to the attack.
Prerequisite: Cleric 17
When you take the Spellcast action with a cleric spell against a three-quarters covered creature, you gain a +5 bonus to the attack.
When you take the Spellcast action with a cleric spell, the critical hit threshold for the attack decreases by 1.
When you take the Spellcast action outside your turn and deal radiant or necrotic damage with a spell against a target within reach, you deal an additional 1d4 radiant or necrotic damage.
When a fiend or undead creature within line of sight deals necrotic damage to you, you can take an action and expend mana points to deal radiant damage against the creature, dealing 1d4 radiant damage for each 4 mana points that expended.
You can take an action to lose any number of hit points and regain a number of mana points equal to the number of hit points lost.
You can take the Spellcast action with a cleric spell even if you are bound or silenced.
Your maximum hit points increases by 1, and again whenever you gain a cleric level.
You can target aberrations and monstrosities with your Exorcism feature.
You can take the Attune action with your holy symbol, regardless if it requires attunement or not. When you are reduced to 0 hit points while attuned to your holy symbol, you can end the attunement and regain 1 hit point, instead.
Your training in the Arcana, History, Nature, Persuasion, and Religion skills increases by one.
You are immune to the possessed condition.
You gain mastery in one of the following skills of your choice: Herbalism, Honor, Insight, Medicine, Persuasion, Religion.
When you cause a creature to become turned, you can expend 3 mana points to deal your choice of 1d8 necrotic or 1d8 radiant damage against the target, plus an extra 1d8 for each additional 3 mana points you expend.
When you take the Strike action with a melee weapon you are proficient with, you can use Wisdom for the attack and damage rolls.
You have advantage on Constitution (Concentration) checks with cleric spells.
When you take the Spellcast action with a divine spell that deals necrotic or radiant damage, you can treat resistance to necrotic or radiant damage as no resistance, or you can treat immunity to necrotic or radiant damage as resistances instead.