Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips: Guidance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots. The Theocratist Spellcasting 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.

For example, if you know the 1st-level spell Guiding Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Guiding Bolt using either slot.

Spells Known of 1st-Level and Higher. Choose a Cleric Domain. You know three 1st-level cleric spells of your choice, two of which you must choose from the chosen Domain's spell list.

The Spells Known column of the Theocratist Spellcasting table shows when you learn more cleric spells of 1st level or higher. You can learn spells tied to your chosen domain's list whenever you learn a new spell, but you need to know at least one of your domain spells of a given level in order to learn spells of that level from the rest of the Cleric list.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the your domain spell list, or the cleric spell list, if you know a domain spell of the same level as the spell you're trying to learn.

Spellcasting Ability. Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier