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== Cleric ==
= Cleric =
Clerics also get their magic from the Bahumat, guiding them on how to heal and protect others, or bring destruction to those who would destroy good things.
Arms and eyes upraised toward the sun and a prayer on his lips, a Gnoll begins to glow with an inner light that spills out to heal his battle-worn companions.<br>
Chanting a song of glory, a Dragonwrought swings his axe in wide swaths to cut through the ranks of foes arrayed against him, shouting praise to the gods with every foe’s fall.<br>
Calling down a curse upon the forces of undeath, a centaur lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.<br>
Clerics are intermediaries between the mortal world and the Three. No ordinary priest, a cleric is imbued with divine magic.<br>
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.<br>
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.<br>
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.<br>
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.<br>
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.<br>
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.


{| class="wikitable"
{| class="wikitable"
Line 7: Line 16:
! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || Divine Domain, Spellcasting || 0
| 1st || +2 || [[Cleric#Divine Domain|Divine Domain]], [[Cleric#Spellcasting|Spellcasting]] || 0
|-
|-
| 2nd || +2 || Channel Divinity, Divine Domain Feature || 300
| 2nd || +2 || [[Cleric#Channel Divinity|Channel Divinity]], [[Cleric#Channel Divinity Options|Channel Divinity Options]], [[Cleric#Divine Domain|Divine Domain Feature]] || 300
|-
|-
| 3rd || +2 || - || 1,000
| 3rd || +2 || - || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || Destroy Undead and Aberrations (CR 1/2) || 6,000
| 5th || +3 || [[Cleric#Smite Undead and Aberrations|Smite Undead and Aberrations]] || 6,000
|-
|-
| 6th || +3 || Increased Channel Divinity, Divine Domain Feature || 10,000
| 6th || +3 || [[Cleric#Diversified Divinity|Diversified Divinity]], [[Cleric#Divine Domain|Divine Domain Feature]] || 10,000
|-
|-
| 7th || +3 || - || 20,000
| 7th || +3 || - || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement, Blessed Strikes, Destroy Undead and Aberrations (CR 1) || 40,000
| 8th || +3 || [[Cleric#Ability Score Improvements|Ability Score Improvement]], [[Cleric#Divine Domain|Divine Domain Feature]] || 40,000
|-
|-
| 9th || +4 || - || 60,000
| 9th || +4 || - || 60,000
|-
|-
| 10th || +4 || Divine Intervention || 80,000
| 10th || +4 || [[Cleric#Divine Intervention|Divine Intervention]] || 80,000
|-
|-
| 11th || +4 || Destroy Undead and Aberrations (CR 2) || 100,000
| 11th || +4 || - || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 120,000
| 12th || +4 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
|-
| 13th || +5 ||  - || 140,000
| 13th || +5 ||  - || 140,000
|-
|-
| 14th || +5 || Destroy Undead and Aberrations (CR 3) || 160,000
| 14th || +5 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 160,000
|-
|-
| 15th || +5 || - || 180,000
| 15th || +5 || - || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 200,000
| 16th || +5 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
|-
| 17th || +6 || Divine Domain Feature, Destroy Undead and Aberrations (Cr 4) || 225,000
| 17th || +6 || [[Cleric#Divine Domain|Divine Domain Feature]], [[Cleric #Destroy Undead and Aberrations|Destroy Undead and Aberrations (CR 4)]] || 225,000
|-
|-
| 18th || +6 || Frequent Channel Divinity || 250,000
| 18th || +6 || [[Cleric#Frequent Channel Divinity|Frequent Channel Divinity]] || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 300,000
| 19th || +6 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
|-
| 20th || +6 || Improved Divine Intervention || 350,000
| 20th || +6 || [[Cleric#Improved Divine Intervention|Improved Divine Intervention]] || 350,000
|}
|}


'''Class Information.'''
=== Class Information ===
:'''Hit Dice.''' 1d8 per cleric level
'''Hit Dice.''' 1d8 per Cleric Level<br>
:'''1st Level Hitpoints.''' 8 + your Constitution modifier
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per cleric level after 1st
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Cleric Level after 1st<br>
:'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
:'''Weapon Proficiencies.''' Simple weapons
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
:'''Tool Proficiencies.''' One set of Artisan’s Tools
'''Tool Proficiencies.''' One set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]]<br>
:'''Saving Throw Proficiencies.''' Wisdom and Charisma
'''Saving Throw Proficiencies.''' Wisdom and Charisma.<br>
:'''Skill Proficiencies.''' Choose two from History, Insight, Medicine, Persuasion, and Religion
'''Skill Proficiencies.''' Choose two from History, Insight, Medicine, Persuasion, and Religion<br>
:'''Equipment.''' A Mace or Warhammer (if Proficient), Leather or Scale Mail or Chain Mail (if Proficient), any Simple Weapon, a Shield, and a Holy Symbol
'''Equipment.''' A [[Armor and Weapons#Simple Melee Weapons|Mace]] or [[Armor and Weapons#Martial Melee Weapons|Warhammer (if Proficient)]], [[Armor and Weapons#Light Armor|Leather]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail (if Proficient)]], any [[Armor and Weapons#Simple Melee Weapons|Simple Weapon]], a [[Armor and Weapons#Shields|Round Shield]], and a [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]]
<br><br>


'''Spellcasting.''' You gain the ability to cast spells at 1st level.
{| class="wikitable"
:'''Spellcasting Ability.''' Wisdom
|+ Cleric Features Summarized
:'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Wisdom Modifier
|-
:'''Spell Attack Bonus.''' Proficiency Bonus + Your Wisdom Modifier
! Feature !! Level !! Quick Explanation
:'''Ritual Casting.''' You can cast any prepared spell as a ritual if it has the ritual tag.
|-
:'''Spellcasting Focus.''' A Holy Symbol
| [[Cleric#Divine Domain|Divine Domain]] || 1st || You choose your subclass, and gain features at 1st, 2nd, 6th, 8th, and 17th Level
:'''Spell Learning Method.''' Whenever you finish a long rest, you prepare a number of spells equal to your cleric level + your Wisdom modifier from the cleric spell list. You can cast these spells using your spell slots until the end of your next long rest.
|-
| [[Cleric#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Wisdom and Preparing Spells
|-
| [[Cleric#Channel Divinity|Channel Divinity]] || 2nd || You gain a few divine abilities that you can use
|-
| [[Cleric#Channel Divinity Options|Channel Divinity Options]] || 2nd || You can use your Channel Divinity to make Aberrations and Undead run away or to regain Spell Slots
|-
| [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 14th, 16th, and 19th Level
|-
| [[Cleric#Smite Undead and Aberrations|Smite Undead and Aberrations]] || 5th || When you use a Turn Undead and Aberrations you deal Radiant Damage to all the targets
|-
| [[Cleric#Diversified Divinity|Diversified Divinity]] || 6th || You can Attack or cast a Cantrip when you use your Channel Divinity
|-
| [[Cleric#Divine Intervention|Divine Intervention]] || 10th || You can make a god maybe help you
|-
| [[Cleric#Frequent Channel Divinity|Frequent Channel Divinity]] || 18th || You can use Channel Divinity twice as much
|-
| [[Cleric#Improved Divine Intervention|Improved Divine Intervention]] || 20th || You always make a god help you when you use Divine Intervention
|}
<br>
 
==== Spellcasting ====
''1st Level Cleric Feature''<br>
'''Spellcasting Ability.''' Wisdom<br>
'''Spell Save DC.''' 8 + your Wisdom Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br>
'''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]]<br>
'''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your Cleric Level + your Wisdom Modifier from the [[Cleric Spells|Cleric Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest.


{| class="wikitable"
{| class="wikitable"
|+ Spells known and spell slots per level
|+ [[Cleric Spells|Cleric Spell List]]
|-
|-
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
|-
|-
| 1st || 2 || 2 || - || - || - || - || - || - || - || -
| 1st || 3 || 2 || - || - || - || - || - || - || - || -
|-
|-
| 2nd || 2 || 3 || - || - || - || - || - || - || - || -
| 2nd || 3 || 3 || - || - || - || - || - || - || - || -
|-
|-
| 3rd || 2 || 4 || 2 || - || - || - || - || - || - || -
| 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -
|-
|-
| 4th || 3 || 4 || 3 || - || - || - || - || - || - || -
| 4th || 4 || 4 || 3 || - || - || - || - || - || - || -
|-
|-
| 5th || 3 || 4 || 3 || 2 || - || - || - || - || - || -
| 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -
|-
|-
| 6th || 3 || 4 || 3 || 3 || - || - || - || - || - || -
| 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -
|-
|-
| 7th || 3 || 4 || 3 || 3 || 1 || - || - || - || - || -
| 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -
|-
|-
| 8th || 3 || 4 || 3 || 3 || 2 || - || - || - || - || -
| 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -
|-
|-
| 9th || 3 || 4 || 3 || 3 || 3 || 1 || - || - || - || -
| 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -
|-
|-
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -
| 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -
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| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|}
|}
<br>
==== Divine Domain ====
''1st, 2nd, 6th, 8th and 17th Level Cleric Feature''<br>
You choose one of the Divine Domains in the table below that relates to your skill set and way you serve the Three.
{| class="wikitable"
|+ Divine Domains
|-
! Divine Domain !! Complexity (1-5) !! Description
|-
| [[Cleric#Arcana Domain|Arcana Domain]] || 2 || You break and burn the spells affecting creatures while also embodying the might of an archmage.
|-
| [[Cleric#Dragon Domain|Dragon Domain]] || 3 || You embody the power and stewardship of dragons to protect your belongings and the belongings of others.
|-
| [[Cleric#Feast Domain|Feast Domain]] || 2 || You use your power over sustenance to feed those around you and poison your foes.
|-
| [[Cleric#Forge Domain|Forge Domain]] || 2 || You embody the forge to empower the weapons of your allies and strike your foes with blazing fire.
|-
| [[Cleric#Grave Domain|Grave Domain]] || 2 || You channel the power of the grave to keep the living alive and the dead in the ground.
|-
| [[Cleric#Knowledge Domain|Knowledge Domain]] || 2 || You use your magic to uncover the secrets of the past and find the weaknesses of your foes.
|-
| [[Cleric#Life Domain|Life Domain]] || 1 || You use your healing magic to make sure your allies can never die.
|-
| [[Cleric#Light Domain|Light Domain]] || 2 || You use the light and searing fire to ward your allies from death and send your foes to a fiery grave.
|-
| [[Cleric#Nature Domain|Nature Domain]] || 2 || You dominate beasts and plants and force the elements to bend to your will.
|-
| [[Cleric#Order Domain|Order Domain]] || 3 || You use your enchantment spells to dominate the wills of others and empower your allies.
|-
| [[Cleric#Peace Domain|Peace Domain]] || 3 || You become a ward of peace that provides safety to your allies and improves them as they grow nearer to each other.
|-
| [[Cleric#Tempest Domain|Tempest Domain]] || 1 || You become the wrath of the storm while wielding weapons to smite your foes with lightning and thunder.
|-
| [[Cleric#Travel Domain|Travel Domain]] || 3 || You become a swift guide for your allies, releasing them from that which would restrain them while navigating unfailingly for them.
|-
| [[Cleric#Trickery Domain|Trickery Domain]] || 4 || You trick your foes and manipulate their actions with duplicates of yourself and other illusions to make them fall right into your many traps.
|-
| [[Cleric#Twilight Domain|Twilight Domain]] || 3 || You embody the twilight to create and step through shrouds of darkness and protect your allies.
|-
| [[Cleric#War Domain|War Domain]] || 2 || You become an avatar of war and lead your allies into battle as you control the battle from the front.
|}
<br>
==== Channel Divinity ====
''2nd Level Cleric Feature''<br>
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain Channel Divinity Options if you choose to Multiclass into Paladin. If a Channel Divinity Option requires the target to make a Saving Throw against your Spell Save DC.
<br><br>
==== Channel Divinity Options ====
''2nd Level Cleric Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you can use your Channel Divinity to present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Conditions#Incapacitated|Incapacitated]]. While [[Conditions#Dazed|Dazed]] in this way, the 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 30ft of you that would be closer than its current space.<br>
*'''Channel Divinity Option: Harness Divine Power.''' As a Bonus Action, you can use your Channel Divinity to touch your Holy Symbol, utter a prayer, and regain one expended Spell Slot, the Level of which can be no higher than half your Proficiency Bonus (rounded up).
<br>


'''Divine Domain.''' At 1st level, choose one domain related to your skill set and the way you serve Bahumat. Your choice 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 and 17th levels.
==== Ability Score Improvements ====
''4th, 8th, 12th, 14th, 16th, and 19th Level Cleric Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>


'''Channel Divinity.''' At 2nd level, you gain the ability to harness the power of Bahumat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain some options if you choose to multiclass into Paladin. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.
==== Smite Undead and Aberrations ====
:'''Channel Divinity Option: Turn Undead and Aberrations.''' As an action, you present your holy symbol and speak a prayer censuring the undead and the other-worldly. Each Undead and Aberration 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.
''5th Level Cleric Feature''<br>
:'''Channel Divinity Option: Harness Divine Power.''' As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
When you use your Turn Undead and Aberrations Channel Divinity Option, you can roll number of d8s equal to your Proficiency Bonus. All creatures that failed the Saving Throw against the effect take Radiant Damage equal to the result of the d8s, and all creatures that succeeded the Save take half as much Damage.
<br><br>


'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feat]] instead of taking this increase to ability scores.
==== Diversified Divinity ====
''6th Level Cleric Feature''<br>
When you use a Channel Divinity Option as an Action, you can cast a Cantrip with a Casting Time of one Action, or make a single Weapon Attack as a Bonus Action.
<br><br>
 
==== Divine Intervention ====
''10th Level Cleric Feature''<br>
You can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.<br>
Imploring one of the Three's aid requires you to use your Action. Describe the assistance you seek, and roll a d100. If you roll a number equal to or lower than your Cleric Level, one of the Three intervenes. The DM chooses the nature of the intervention. If there is an intervention, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.
<br><br>
 
==== Frequent Channel Divinity ====
''18th Level Cleric Feature''<br>
You can use your Channel Divinity a number of times equal to twice your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
 
==== Improved Divine Intervention ====
''20th Level Cleric Feature''<br>
When you use Divine Intervention feature, it succeeds automatically and you do not need to roll.
<br><br>
 
= Divine Domains =
== Arcana Domain ==
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Clerics of the Arcana domain know the secrets and potential of magic intimately. For some of these Clerics, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other Clerics of Arcana see magic as pure power, to be used as its wielder sees fit.
<br><br>
 
{| class="wikitable"
|+ Arcana Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Arcana Initiate|Arcana Initiate]] || 1st || You get Arcana Proficiency and two [[Wizard Spells#Cantrips|Wizard Cantrips]]
|-
| [[Cleric#Channel Divinity: Spellfire|Channel Divinity: Spellfire]] || 2nd || You can use your Channel Divinity to psychically [[Conditions#Burning|Burn]] creatures effected by Spells
|-
| [[Cleric#Spellbreaker|Spellbreaker]] || 6th || You can end Spells on creatures you heal
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Arcane Mastery|Arcane Mastery]] || 17th || You get high Level Wizard Spells
|}
<br>


'''Destroy Undead and Aberrations.''' Starting at 5th level, when an Undead or Aberration fails its saving throw against your Turn Undead and Aberration feature, the creature is instantly destroyed if its challenge rating is 1/2 or lower. When you reach 8th level in this class, the creature is instantly destroyed if its challenge rating is 1 or lower, 2 or lower at 11th level or lower, 3 or lower at 14th level, and 4 or lower at 17th level.
==== Domain Spells ====
''1st Level Arcana Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Detect Magic|Detect Magic]], [[Level 1#Magic Missile|Magic Missile]]
|-
| 3rd || [[Level 2#Arcanist's Magic Aura|Arcanist's Magic Aura]], [[Level 2#Vortex Warp|Vortex Warp]]
|-
| 5th || [[Level 3#Dispel Magic|Dispel Magic]], [[Level 3#Protection From Energy|Protection From Energy]]
|-
| 7th || [[Level 4#Polymorph|Polymorph]], [[Level 4#Secret Chest|Secret Chest]]
|-
| 9th || [[Level 5#Passwall|Passwall]], [[Level 5#Teleportation Circle|Teleportation Circle]]
|}
<br>


'''Increased Channel Divinity.''' At 6th level when you use a Channel Divinity Option as an Action, you can cast a cantrip with a casting time of one action, or make a melee weapon attack as a bonus action.
==== Arcane Initiate ====
''1st Level Arcana Domain Feature''<br>
You gain Proficiency in Arcana, and you gain two [[Wizard Spells#Cantrips|Cantrips]] of your choice from the [[Wizard Spells|Wizard Spell List]]. For you, these Cantrips count as Cleric Cantrips.
<br><br>


'''Blessed Strikes.''' At 8th level your divine presence empowers your strikes. Choose one of the following features.
==== Channel Divinity: Spellfire ====
:'''Potent Spellcasting.''' You add your Wisdom modifier to the damage you deal with any cleric cantrip.
''2nd Level Arcana Domain Channel Divinity Option''<br>
:'''Divine Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 acid, cold, fire, lightning, poison or thunder damage (your choice when you gain this feature) to the target. When you reach 14th level, the extra damage increases to 2d8.
You present your Holy Symbol as an Action to a creature imbued with arcane effects and use your Channel Divinity. For every Spell currently affecting the target, it gains one stack of [[Conditions#Burning|Burning (Force)]] that can only be recovered from over time or removed via [[Level 3#Dispel Magic|Dispel Magic]] and similar magic.
<br><br>


'''Divine Intervention.''' Beginning at 10th level, you can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.
==== Spell Breaker ====
Imploring one of the Three’s aid requires you to use your action. Describe the assistance you seek, and roll a d100. If you roll a number equal to or lower than your cleric level, one of the Three intervenes. The DM chooses the nature of the intervention. If there is an intervention, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
''6th Level Arcana Domain Feature''<br>
When you restore Hit Points to a creature with a Spell of 1st Level or higher, you can also end one Spell of your choice on that creature. The Level of the Spell you end must be equal to or lower than the Level of the Spell Slot you use to cast the healing Spell.
<br><br>


'''Frequent Channel Divinity.''' At 18th level you can use your Channel Divinity a number of times equal to two times your Proficiency Bonus.
==== Divine Strikes ====
''8th Level Arcana Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Arcane Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Force Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


'''Improved Divine Intervention.''' Beginning at 20th level, when you use Divine Intervention it succeeds automatically and you do not need to roll.
==== Arcane Mastery ====
''17th Level Arcana Domain Feature''<br>
You choose four Spells from the [[Wizard Spells|Wizard Spell List]], one from each of the following Levels: [[Wizard Spells#Level 6|6th]], [[Wizard Spells#Level 7|7th]], [[Wizard Spells#Level 8|8th]], and [[Wizard Spells#Level 9|9th]]. You add them to your list of Domain Spells. Like your other Domain Spells, they are always prepared and count as Cleric Spells for you.<br>
Additionally, as an Action, you can replace any of your Domain Spells with a Spell from the [[Wizard Spells|Wizard Spell List]] of the same Level.
<br><br><br>


== Divine Domains ==
== Dragon Domain ==
Not all Dragons can do things alone. Much like kings and high ranking officials have barons or stewards to manage some of their business, many Dragons, especially Draconic Barons or other Ancient or Greatwyrm dragons, have Dragon Domain Clerics to manage and steward some of their property, horde, or errands.
<br><br>


=== Domain of the Arcane ===
{| class="wikitable"
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
|+ Dragon Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency in [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Cleric#Dragon's Eye|Dragon's Eye]] || 1st || You get Perception Proficiency and can take the Search Action as a Bonus Action
|-
| [[Cleric#Draconic Gift|Draconic Gift]] || 1st || Choose a type of Dragon and use its Damage Type for later features
|-
| [[Cleric#Channel Divinity: Draconic Authority|Chanel Divinity: Draconic Authority]] || 2nd || You can use your Channel Divinity to [[Conditions#Frightened|Frighten]] or [[Conditions#Charmed|Charm]] creatures, make them fall [[Conditions#Prone|Prone]], or drop what it's holding
|-
| [[Cleric#Draconic Familiar|Draconic Familiar]] || 6th || You get a powerful Pseudodragon Familiar
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Heart of the Dragon|Heart of the Dragon]] || 17th || You get a Wyvern steed
|}
<br>


'''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.
==== Domain Spells ====
''1st Level Dragon Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
{| class="wikitable"
|+ Domain Spells
|+ Domain Spells
Line 147: Line 349:
! Cleric Level !! Spells
! Cleric Level !! Spells
|-
|-
| 1st || Detect Magic, Magic Missile
| 1st || [[Level 1#Alarm|Alarm]], [[Level 1#Command|Command]]
|-
|-
| 3rd || Magic Weapon, Nystil's Magic Aura
| 3rd || [[Level 2#Arcane Lock|Arcane Lock]], [[Level 2#Demand Offering|Demand Offering]]
|-
|-
| 5th || Dispel Magic, Magic Circle
| 5th || [[Level 3#Elemental Weapon|Elemental Weapon]], [[Level 3#Fear|Fear]]
|-
|-
| 7th || Arcane Eye, Leomund's Secret Chest
| 7th || [[Level 4#Secret Chest|Secret Chest]], [[Level 4#Private Sanctum|Private Sanctum]]
|-
|-
| 9th || Planar Binding, Teleportation Circle
| 9th || [[Level 5#Hallow|Hallow]], [[Level 5#Reincarnate|Reincarnate (Always Dragonwrought)]]
|}
|}
<br>
==== Bonus Proficiencies ====
''1st Level Dragon Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>
==== Dragon's Eye ====
''1st Level Dragon Domain Feature''<br>
The cunning sight of a dragon has been passed onto you, You gain Proficiency in Perception. Additionally, you can take the Search Action as a Bonus Action.
<br><br>


'''Arcane Initiate.''' When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
==== Draconic Gift ====
''1st Level Dragon Domain Feature''<br>
Choose a Dragon type and an associated Damage Type. The Damage Type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Cold), White (Cold).
<br><br>


'''Channel Divinity: Arcane Abjuration.''' Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
==== Chanel Divinity: Draconic Authority ====
As an action, you present your holy symbol, and one elemental, fey, or highling of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
''2nd Level Dragon Domain Channel Divinity Option''<br>
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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.
You can use an Action to present your Holy Symbol and use your Channel Divinity to invoke the authority of dragons. All creatures of your choice within 15ft of you must make a Charisma Saving Throw. On a failed Save, you choose one of the following for each creature:
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is equal to or lower then the challenge rating for your Destroy Undead and Aberrations feature.
*The creature becomes [[Conditions#Frightened|Frightened]] of you and all Dragons friendly to you until the end of your next turn.
*The creature falls [[Conditions#Prone|Prone]].
*The creature must use its Reaction to drop one item of your choice that its holding.
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'''Spell Breaker.''' Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
==== Draconic Familiar ====
''6th Level Dragon Domain Feature''<br>
You learn the [[Level 1#Find Find Familiar|Find Familiar]] Spell, you Know the Spell, always have it Prepared, it counts as a Cleric Spell for you, it doesn't count against your number of Prepared Spells, doesn't require Material Components, and you can only cast it as a Ritual.<br>
When you cast the [[Level 1#Find Find Familiar|Find Familiar]] Spell in this way, you can only summon a Pseudodragon. Additionally, when that Pseudodragon finishes a Long Rest, it gains the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell that lasts until the start of its next Long Rest or it Attacks. The Spell Save DC of the Spell equals your Spell Save DC.
<br><br>


'''Arcane Mastery.''' At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
==== Divine Strikes ====
''8th Level Dragon Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Draconic Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Damage of the Type you chose in your Draconic Gift feature. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


=== Domain of the Dragon ===
==== Heart of the Dragon ====
'''Bonus Proficiency.''' At 1st level, you gain proficiency with martial weapons and
''17th Level Dragon Domain Feature''<br>
heavy armor.
The Three have granted you a loyal draconic steed as a gift for your service. As an Action, you can summon a Draconic Steed of the type you chose in your Draconic Gift feature, as per the Level 4#Find Greater Steed|Find Greater Steed]] Spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to the Damage Type you chose in your Draconic Gift feature, and it lacks the Multiattack and Stinger Actions. Once you've summoned your Draconic Steed, you can't do so again until you finish a Long Rest.
<br><br><br>


'''Dragon's Eye.''' Also at 1st level, the cunning sight of your god has been passed onto you, You gain proficiency in the Perception skill. Your proficiency bonus is doubled for any ability check that uses this skill.
== Feast Domain ==
Many Clerics take it upon themselves to help those in need, rather than adventuring for fortune or glory. Many of these clerics are of the Feast Domain, with the gifts of feeding the hungry who cannot feed themselves. Those who do go adventuring are often caring for their fellow party members, mostly by providing them food.
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{| class="wikitable"
|+ Feast Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency in [[Armor and Weapons#Heavy Armor|Heavy Armor]], [[Armor and Weapons#Martial Weapons|Martial Weapons]], [[Adventuring Gear#Artisan's Tools|Brewer's Supplies]], and [[Adventuring Gear#Artisan's Tools|Cook's Utensils]]
|-
| [[Cleric#Table-Turner|Table-Turner]] || 1st || You can [[Conditions#Poisoned|Poison]] and deal Damage to creatures that hit you
|-
| [[Cleric#Channel Divinity: Create Healing Draft|Channel Divinity: Create Healing Draft]] || 2nd || You can use your Channel Divinity to make healing potions
|-
| [[Cleric#Strong Stomach|Strong Stomach]] || 6th || You get Resistance to Acid and Poison Damage, are better at resisting [[Conditions#Poisoned|Poison]], improve the [[Level 3#Create Food and Water|Create Food and Water]] Spell, and can choose to not be drunk or [[Conditions#Poisoned|Poisoned]]
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Invigorating Feast|Invigorating Feast]] || 17th || You can bless a feast to buff all those who eat it
|}
<br>


'''Draconic Gift.''' Choose a Dragon type and an associated damage type. The damage type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold)
==== Domain Spells ====
''1st Level Feast Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Purify Food and Drink|Purify Food and Drink]]
|-
| 3rd || [[Level 2#Heat Metal|Heat Metal]], [[Level 2#Protection From Poison|Protection From Poison]]
|-
| 5th || [[Level 3#Create Food and Water|Create Food and Water]], [[Level 3#Stinking Cloud|Stinking Cloud]]
|-
| 7th || [[Level 4#Blight|Blight]], [[Level 4#Stinking Cloud|Stinking Cloud]]
|-
| 9th || [[Level 5#Cloudkill|Cloudkill]], [[Level 5#Contagion|Contagion]]
|}
<br>


'''Chanel Divinity: Heart of the Dragon.''' At 2nd level, as an action, you can present your holy symbol and channel the draconic might of the Three into a destructive
==== Bonus Proficiencies ====
exhalation of energy. Your Draconic Gift damage of the exhalation, and it is in a 15ft cone.
''1st Level Feast Domain Feature''<br>
When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]], [[Armor and Weapons#Martial Weapons|Martial Weapons]], [[Adventuring Gear#Artisan's Tools|Brewer's Supplies]], and [[Adventuring Gear#Artisan's Tools|Cook's Utensils]].
<br><br>


'''Winged Form.''' At 6th level, as an action you can manifest draconic wings, gaining a flying speed equal to your walking speed. These wings last for 10 minutes. You can manifest these wings once per long rest.
==== Table-Turner ====
''1st Level Feast Domain Feature''<br>
You can cause an attacker's own body to turn against itself. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause that creature to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature takes 1d12 Poison Damage and is [[Conditions#Poisoned|Poisoned]] until the end of its next turn. On a successful Save, the creature takes half Damage and isn’t [[Conditions#Poisoned|Poisoned]].<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
<br><br>


'''Heart of the Dragon.''' At 17th level, the Three have granted you a loyal draconic steed as a gift for your service. As an action, you can summon a dragon of your type, as per the Find Steed spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to your dragon's damage type, and it lacks the Multiattack and Stinger actions. Once you've summoned your dragon, you can't do so again until you finish a long rest.
==== Channel Divinity: Create Healing Draft ====
''2nd Level Feast Domain Channel Divinity Option''<br>
You can use your Channel Divinity as an Action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a Bonus Action to drink this potion regains a number of Hit Points equal to 2d6 + your Cleric Level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a Long Rest.
<br><br>


=== Domain of the Feast ===
==== Strong Stomach ====
Bonus Proficiencies. When you choose this domain at 1st level, you gain proficiency with heavy armor, martial weapons, brewer’s supplies, and cook’s utensils.
''6th Level Feast Domain Feature''<br>
Your divinity and magically enhanced constitution have strengthened your natural defenses. You have Advantage on Saving Throws against the [[Conditions#Poisoned|Poison]] Condiiton, and gain Resistance to Acid and Poison Damage.<br>
In addition, whenever you cast the [[Level 3#Create Food and Water|Create Food and Water]] Spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the Spell with some type of delicious alcohol. You choose what the food and alcohol look and taste like.<br>
Finally, if you're Drunk or [[Conditions#Poisoned|Poisoned]], you can use an Action to magically suppress the effect for 1 minute. Once you do so, you can't use it again until you finish a Long Rest.
<br><br>


Table-Turner. At 1st level, you can cause an attacker’s own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn’t poisoned.
==== Divine Strikes ====
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
''8th Level Feast Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Feasting Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Acid or Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


Channel Divinity: Create Healing Draft. Starting at 2nd level, you can use your Channel Divinity as an action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a short or long rest.
==== Invigorating Feast ====
''17th Level Feast Domain Feature''<br>
You can say a special prayer before eating a meal to enchant it and other food of your choice within 30ft of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 Temporary Hit Points, is Immune to being [[Conditions#Charmed|Charmed]], and can't be put to sleep by magic. These benefits last for 8 hours and don't set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can't use it again until you finish a Long Rest.
<br><br><br>


Strong Stomach. Starting at 6th level, your divinity and magically enhanced constitution have strengthened your natural defenses. You have advantage on saving throws against poison, and you have resistance to acid and poison damage.
== Forge Domain ==
In addition, whenever you cast the create food and water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like.
The Clerics of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty dwarf artisan whose diamond-tipped arrows of mithral have felled countless monsters. The clerics of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of this domain search for objects lost to the forces of darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These clerics take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.
Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
<br><br>


Invigorating Feast. At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a long rest.
{| class="wikitable"
|+ Forge Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency in [[Armor and Weapons#Heavy Armor|Heavy Armor]] and [[Adventuring Gear#Artisan's Tools|Smith's Tools]]
|-
| [[Cleric#Blessing of the Forge|Blessing of the Forge]] || 1st || You can buff someone's Attacks or AC
|-
| [[Cleric#Channel Divinity: Artisan's Blessing|Channel Divinity: Artisan's Blessing]] || 2nd || You can use your Channel Divinity to make something made out of metal
|-
| [[Cleric#Soul of the Forge|Soul of the Forge]] || 6th || You get Resistance to Fire Damage and have extra AC with [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Saint of Forge and Fire|Saint of Forge and Fire]] || 17th || You have Immunity to Fire Damage and Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage while wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|}
<br>


=== Domain of the Forge ===
==== Domain Spells ====
The Clerics of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.
''1st Level Forge Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Identify|Identify]], [[Level 1#Searing Smite|Searing Smite]]
|-
| 3rd || [[Level 2#Heat Metal|Heat Metal]], [[Level 2#Magic Weapons|Magic Weapons]]
|-
| 5th || [[Level 3#Elemental Weapon|Elemental Weapon]], [[Level 3#Protection From Energy|Protection From Energy]]
|-
| 7th || [[Level 4#Fabricate|Fabricate]], [[Level 4#Wall of Fire|Wall of Fire]]
|-
| 9th || [[Level 5#Animate Objects|Animate Objects]], [[Level 5#Creation|Creation]]
|}
<br>


=== Domain of the Grave ===
==== Bonus Proficiencies ====
Bonus Proficiencies. When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
''1st Level Forge Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]] and [[Adventuring Gear#Artisan's Tools|Smith's Tools]].
<br><br>


Blessing of the Forge. At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.
==== Blessing of the Forge ====
''1st Level Forge Domain Feature''<br>
You gain the ability to imbue magic into a weapon or armor. At the end of a Long Rest, you can touch one object that is a suit of [[Armor and Weapons#Armor|Armor]] or a [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]]. Until the end of your next Long Rest or until you die, if the object is non-magical, it becomes a magic item, the object also gains a +1 bonus to AC if it's [[Armor and Weapons#Armor|Armor]] or a +1 bonus to Attack and Damage Rolls if it's a [[Armor and Weapons#Weapons|Weapon]]. Once you use this feature, you can't use it again until you finish a Long Rest.
<br><br>


Channel Divinity. Artisan’s Blessing. Starting at 2nd level, you can use your Channel Divinity to create simple items.
==== Channel Divinity: Artisan's Blessing ====
You conduct an hour-long ritual that crafts a non-magical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
''2nd Level Forge Domain Channel Divinity Option''<br>
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
You can create simple items. You can use your Channel Divinity to conduct an hour-long ritual that crafts a non-magical item that must include some metal: a [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]], a suit of [[Armor and Weapons#Armor|Armor]], a [[Adventuring Gear#Tools|Set of Tools]], or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5ft of you.<br>
The object you create can be something that is worth no more than 100GP. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.<br>
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.
<br><br>
==== Soul of the Forge ====
''6th Level Forge Domain Feature''<br>
Your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>
==== Divine Strikes ====
''8th Level Forge Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Forging Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Fire Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>
==== Saint of Forge and Fire ====
''17th Level Forge Domain Feature''<br>
Your blessed affinity with fire and metal becomes more powerful. You gain Immunity to Fire damage, and while you are wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]], you have Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical Attacks.
<br><br><br>
== Grave Domain ==
Clerics of the grave watch over the line between life and death. To these clerics, death and the afterlife are a foundational part of the world. To desecrate the peace of the dead is an abomination. Clerics of the grave seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
<br><br>
{| class="wikitable"
|+ Grave Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Circle of Mortality|Circle of Mortality]] || 1st || You're amazing at healing creatures at 0 Hit Points, and get a buffed version of the [[Cantrips#Spare the Dying|Spare the Dying]] Cantrip
|-
| [[Cleric#Eyes of the Grave|Eyes of the Grave]] || 1st || You can detect Undead
|-
| [[Cleric#Channel Divinity: Path to the Grave|Channel Divinity: Path to the Grave]] || 2nd || You can use your Channel Divinity to deal double Damage on your next Attack
|-
| [[Cleric#Sentinel at Death's Door|Sentinel at Death's Door]] || 6th || You can cancel Crits
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Keeper of Lost Souls|Keeper of Lost Souls]] || 17th || When a creature dies you can heal another creature
|}
<br>


Soul of the Forge. Starting at 6th level, your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing Heavy Armor.
==== Domain Spells ====
''1st Level Grave Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Bane|Bane]], [[Level 1#False Life|False Life]]
|-
| 3rd || [[Level 2#Gentle Repose|Gentle Repose]], [[Level 2#Ray of Enfeeblement|Ray of Enfeeblement]]
|-
| 5th || [[Level 3#Feign Death|Feign Death]], [[Level 3#Vampiric Touch|Vampiric Touch]]
|-
| 7th || [[Level 4#Blight|Blight]], [[Level 4#Death Ward|Death Ward]]
|-
| 9th || [[Level 5#Antilife Shell|Antilife Shell]], [[Level 5#Raise Dead|Raise Dead]]
|}
<br>
 
==== Circle of Mortality ====
''1st Level Grave Domain Feature''<br>
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Hit Points with a Spell to a creature at 0 Hit Points, you instead use the maximum result for each die.<br>
In addition, you learn the [[Cantrips#Spare the Dying|Spare the Dying]] Cantrip, which doesn't count against the number of Cleric Cantrips you Know. For you, it has a range of 30ft, and you can cast it as a Bonus Action.
<br><br>
 
==== Eyes of the Grave ====
''1st Level Grave Domain Feature''<br>
You gain the ability to occasionally sense the presence of the Undead, whose existence is an insult to the natural cycle of life. As an Action, you can open your awareness to magically detect Undead. Until the end of your next turn, you know the location of any Undead within 60ft of you that aren't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
<br><br>
 
==== Channel Divinity: Path to the Grave ====
''2nd Level Grave Domain Channel Divinity Option''<br>
You can use your Channel Divinity to mark another creature's life force for termination. As an Action, you choose one creature you can see within 30ft of you, cursing it until the end of your next turn. The next time you or a creature of your choice hits the cursed creature with an Attack, the creature has Vulnerability to all of that Attack's Damage, and then the curse ends.
<br><br>
 
==== Sentinel at Death's Door ====
''6th Level Grave Domain Feature''<br>
You gain the ability to impede death's progress. As a Reaction when you or a creature you can see within 30ft of you suffers a Critical Hit, you can turn that hit into a normal hit. Any effects triggered by the Critical Hit are canceled.<br>
You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.
<br><br>
 
==== Divine Strikes ====
''8th Level Grave Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Graveborne Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Necrotic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


Saint of Forge and Fire. At 17th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage, and while you are wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
==== Keeper of Lost Souls ====
''17th Level Grave Domain Feature''<br>
You can seize a trace of vitality from a parting soul and use it to heal the living. When a creature you can see dies within 60ft of you, you or a creature of your choice that is within 60ft of you regains Hit Points equal to the dead creature's number of Hit Dice. You can use this feature only if you aren’t Incapacitated. Once you use it, you can’t do so again until the start of your next turn.
<br><br><br>


=== Domain of the Learned ===
== Knowledge Domain ==
Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some clerics hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the world. Followers of this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.
Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some clerics hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the world. Followers of this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.
<br><br>
{| class="wikitable"
|+ Knowledge Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Blessings of Knowledge|Blessings of Knowledge]] || 1st || You learn two [[Languages]] and get Proficiency and Expertise in two Skills
|-
| [[Cleric#Channel Divinity: Knowledge of the Ages|Channel Divinity: Knowledge of the Ages]] || 2nd || You can use your Channel Divinity to gain a Proficiency for a bit
|-
| [[Cleric#Channel Divinity: Read Thoughts|Channel Divinity: Read Thoughts]] || 6th || You can use your Channel Divinity to read a creatures thoughts and automatically cast the Suggestion Spell on it
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Visions of the Past|Visions of the Past]] || 17th || You can see the history of an object or area
|}
<br>
==== Domain Spells ====
''1st Level Knowledge Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Command|Command]], [[Level 1#Identify|Identify]]
|-
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Suggestion|Suggestion]]
|-
| 5th || [[Level 3#Clairvoyance|Clairvoyance]], [[Level 3#Nondetection|Nondetection]]
|-
| 7th || [[Level 4#Confusion|Confusion]], [[Level 4#Divination|Divination]]
|-
| 9th || [[Level 5#Legend Lore|Legend Lore]], [[Level 5#Scrying|Scrying]]
|}
<br>
==== Blessings of Knowledge ====
''1st Level Knowledge Domain Feature''<br>
You learn two [[Languages]] of your choice. You also gain Proficiency and Expertise in two of the following Skills: Arcana, History, Nature, or Religion.
<br><br>
==== Channel Divinity: Knowledge of the Ages ====
''2nd Level Knowledge Domain Channel Divinity Option''<br>
You can tap into a divine well of knowledge. As an Action you can use your Channel Divinity to choose one Skill or [[Adventuring Gear#Tools|Tool]]. For 10 minutes, you have Proficiency with the chosen Skill or [[Adventuring Gear#Tools|Tool]].
<br><br>
==== Channel Divinity: Read Thoughts ====
''6h Level Knowledge Domain Channel Divinity Option''<br>
You can read a creature's thoughts. You can then use your access to the creature's mind to command it.<br>
You can use your Channel Divinity as an Action, choose one creature that you can see within 60ft of you. That creature must make a Wisdom Saving Throw against your Spell Save DC. If the creature succeeds on the Save, you can't use this feature on it again until you finish a Long Rest.<br>
If the creature fails the Save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60ft of you. This effect lasts for 1 minute.<br>
During that time, you can use your Action to end this effect and cast the [[Level 2#Suggestion|Suggestion]] Spell on the creature without expending a Spell Slot. The target automatically fails its Saving Throw against the Spell.
<br><br>
==== Divine Strikes ====
''8th Level Knowledge Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Intelligent Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Psychic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>
==== Visions of the Past ====
''17th Level Knowledge Domain Feature''<br>
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom Score and must maintain concentration during that time, as if you were casting a Spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br>
'''Object Reading.''' Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.<br>
'''Area Reading.''' As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50ft Cube), going back a number of days equal to your Wisdom Score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
<br><br><br>
== Life Domain ==
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The clerics of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
<br><br>
{| class="wikitable"
|+ Life Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Cleric#Disciple of Life|Disciple of Life]] || 1st || Your healing Spells are improved
|-
| [[Cleric#Channel Divinity: Preserve Life|Channel Divinity: Preserve Life]] || 2nd || You can use your Channel Divinity to heal allies to half health
|-
| [[Cleric#Blessed Healer|Blessed Healer]] || 6th || When you heal another creature, you heal yourself too
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Supreme Healing|Supreme Healing]] || 17th || You use the max result of dice for healing Spells
|}
<br>


Blessings of Knowledge. At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. You have expertise in these two skills.
==== Domain Spells ====
''1st Level Life Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Bless|Bless]], [[Level 1#Cure Wounds|Cure Wounds]]
|-
| 3rd || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Spiritual Weapon|Spiritual Weapon]]
|-
| 5th || [[Level 3#Beacon of Hope|Beacon of Hope]], [[Level 3#Revivify|Revivify]]
|-
| 7th || [[Level 4#Death Ward|Death Ward]], [[Level 4#Guardian of Faith|Guardian of Faith]]
|-
| 9th || [[Level 5#Mass Cure Wounds|Mass Cure Wounds]], [[Level 5#Raise Dead|Raise Dead]]
|}
<br>
 
==== Bonus Proficiency ====
''1st Level Life Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>
 
==== Disciple of Life ====
''1st Level Life Domain Feature''<br>
Your healing Spells are more effective. Whenever you cast a Spell of 1st Level or higher that restores Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the Spell’s Level.
<br><br>


Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
==== Channel Divinity: Preserve Life ====
''2nd Level Life Domain Channel Divinity Option''<br>
You can heal the badly injured. You can use your Channel Divinity as an Action, you present your Holy Symbol and evoke healing energy that restores up to a number of Hit Points equal to five times your Cleric Level. Choose any creatures within 30ft 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.
<br><br>


Read Thoughts. At 6th level, you can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
==== Blessed Healer ====
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw using your Spell Save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
''6th Level Life Domain Feature''<br>
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
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.
During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
<br><br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.


Visions of the Past. Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Divine Strikes ====
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
''8th Level Life Domain Feature''<br>
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Lifewrought Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


=== Domain of the Light ===
==== Supreme Healing ====
''17th Level Life Domain Feature''<br>
When you would normally roll one or more dice to restore Hit Points with a Spell, you instead use the maximum result possible for each die.
<br><br><br>
 
== Light Domain ==
Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of light are enlightened souls infused with radiance and the power of the Bahumat’s discerning vision, charged with chasing away lies and burning away darkness.
Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of light are enlightened souls infused with radiance and the power of the Bahumat’s discerning vision, charged with chasing away lies and burning away darkness.
<br><br>


Bonus Cantrip. When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
{| class="wikitable"
|+ Light Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Cantrip|Bonus Cantrip]] || 1st || You get the [[Cantrips#Light|Light]] Cantrip
|-
| [[Cleric#Warding Flare|Warding Flare]] || 1st || You can give Disadvantage to Attacks against you
|-
| [[Cleric#Channel Divinity: Radiance of the Dawn|Channel Divinity: Radiance of the Dawn]] || 2nd || You can use your Channel Divinity to remove darkness and deal Damage to enemies
|-
| [[Cleric#Improved Warding Flare|Improved Warding Flare]] || 6th || You can give Disadvantage to Attacks against allies
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Corona of Light|Corona of Light]] || 17th || You can produce Bright Light and harry enemies in that light
|}
<br>


Warding Flare. Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
==== Domain Spells ====
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
''1st Level Light Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Faerie Fire|Faerie Fire]]
|-
| 3rd || [[Level 2#Flaming Sphere|Flaming Sphere]], [[Level 2#Scorching Ray|Scorching Ray]]
|-
| 5th || [[Level 3#Daylight|Daylight]], [[Level 3#Fireball|Fireball]]
|-
| 7th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Wall of Fire|Wall of Fire]]
|-
| 9th || [[Level 5#Immolation|Immolation]], [[Level 5#Wall of Light|Wall of Light]]
|}
<br>


Channel Divinity: Radiance of the Dawn. Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
==== Bonus Cantrip ====
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
''1st Level Light Domain Feature''<br>
You gain the [[Cantrips#Light|Light]] Cantrip. This Cantrip doesn't count against your number of Cleric Cantrips Known.
<br><br>


Improved Flare. Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
==== Warding Flare ====
''1st Level Light Domain Feature''<br>
You can interpose divine light between yourself and an attacking enemy. When you are Attacked by a creature within 30ft of you that you can see, you can use your Reaction to impose Disadvantage on the Attack Roll, causing light to flare in the Attacker's eyes. An Attacker that can't be [[Conditions#Blinded|Blinded]] is unaffected by this feature.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
<br><br>


Corona of Light. Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or Radiant Damage.
==== Channel Divinity: Radiance of the Dawn ====
''2nd Level Light Domain Channel Divinity Option''<br>
As an Action, you present your Holy Symbol and use your Channel Divinity, to cause any magical Darkness within 30ft of you is dispelled. Additionally, each creature of your choice within 30ft of you must make a Constitution Saving Throw, on a failed Save a creature takes Radiant Damage equal to 2d10 + your Cleric Level, and half as much Damage on a successful Save. A creature that has Total Cover from you is unaffected.
<br><br>


=== Domain of the Living ===
==== Improved Flare ====
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The clerics of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
''6th Level Light Domain Feature''<br>
You can also use your Warding Flare feature when a creature that you can see within 30ft of you Attacks a creature other than you.
<br><br>


Bonus Proficiency. When you choose this domain at 1st level, you gain proficiency with heavy armor.
==== Divine Strikes ====
''8th Level Light Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Blinding Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


Disciple of Life. Also starting 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.
==== Corona of Light ====
''17th Level Light Domain Feature''<br>
You can use your Action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another Action. You emit Bright Light in a 60ft Radius and Dim Light an additional 60ft. Creatures of your choice in the Bright Light have Disadvantage on Saving Throws against any Spell that deals Fire or Radiant Damage.
<br><br><br>


Channel Divinity: Preserve Life. Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
== Nature Domain ==
As an action, you 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 30 feet 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.
Clerics of nature are as varied as the natural world itself, from inscrutable deep forests to friendly Clerics associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger Bahumat.
<br><br>


Blessed Healer. Beginning at 6th 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.
{| class="wikitable"
|+ Nature Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiency|Bonus Proficiency]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Cleric#Acolyte of Nature|Acolyte of Nature]] || 1st || You get a Druid Cantrip and a Skill Proficiency
|-
| [[Cleric#Channel Divinity: Charm Animals and Plants|Channel Divinity: Charm Animals and Plants]] || 2nd || You can use your Channel Divinity to [[Conditions#Charmed|Charm]] nearby Beasts and Plants
|-
| [[Cleric#Dampen Elements|Dampen Elements]] || 6th || You can resist elemental Damage
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Master of Nature|Master of Nature]] || 17th || You can command creature [[Conditions#Charmed|Charmed]] by your Channel Divinity: Charm Animals and Plants feature
|}
<br>


Supreme Healing. Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
==== Domain Spells ====
''1st Level Nature Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Speak With Animals|Speak With Animals]]
|-
| 3rd || [[Level 2#Barkskin|Barkskin]], [[Level 2#Spike Growth|Spike Growth]]
|-
| 5th || [[Level 3#Plant Growth|Plant Growth]], [[Level 3#Wind Wall|Wind Wall]]
|-
| 7th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Grasping Vine|Grasping Vine]]
|-
| 9th || [[Level 5#Insect Plague|Insect Plague]], [[Level 5#Tree Stride|Tree Stride]]
|}
<br>


=== Domain of the Natural ===
==== Bonus Proficiency ====
Clerics of nature are as varied as the natural world itself, from inscrutable deep forests to friendly Clerics associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger Bahumat.
''1st Level Nature Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>


Acolyte of Nature. At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
==== Acolyte of Nature ====
''1st Level Nature Domain Feature''<br>
You learn one [[Druid Spells#Cantrips|Druid Cantrip]] of your choice. This Cantrip counts as a Cleric Cantrip for you, and doesn’t count against your number Cantrips Known. You also gain Proficiency in one of the following Skills of your choice: Animal Handling, Nature, or Survival.
<br><br>


Bonus Proficiency. Also at 1st level, you gain proficiency with heavy armor.
==== Channel Divinity: Charm Animals and Plants ====
''2nd Level Nature Domain Channel Divinity Option''<br>
As an Action, you present your Holy Symbol and use your Channel Divinity to force each Beast or Plant that can see you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] by you for 1 minute or until it takes Damage. While [[Conditions#Charmed|Charmed]] in this way, it is friendly to you and other creatures you choose.
<br><br>


Channel Divinity: Charm Animals and Plants. Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
==== Dampen Elements ====
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant 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.
''6th Level Nature Domain Feature''<br>
When you or a creature within 30ft of you takes Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your Reaction to grant Resistance to the creature against that instance of the Damage.
<br><br>


Dampen Elements. Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
==== Divine Strikes ====
''8th Level Nature Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Natural Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


Master of Nature. At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
==== Master of Nature ====
''17th Level Nature Domain Feature''<br>
You gain the ability to command animals and plant creatures. While creatures are [[Conditions#Charmed|Charmed]] by your Charm Animals and Plants feature, you can use a Bonus Action to verbally command what each of those creatures will do on its next turn.
<br><br><br>


=== Domain of the Ordered ===
== Order Domain ==
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three<br>
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
<br><br>
{| class="wikitable"
|+ Order Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]], Intimidation, and Persuasion
|-
| [[Cleric#Voice of Authority|Voice of Authority]] || 1st || When you cast Spells on allies, they can make free Attacks
|-
| [[Cleric#Channel Divinity: Order's Demand|Channel Divinity: Order's Demand]] || 2nd || You can use your Channel Divinity to [[Conditions#Charmed|Charm]] creatures and make them drop what they're holding
|-
| [[Cleric#Embodiment of Law|Embodiment of Law]] || 6th || You can cast [[Enchantment]] Spells quicker
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Order's Wrath|Order's Wrath]] || 17th || A creature you Damage with Divine Strikes take more Damage next time its hit
|}
<br>


Bonus Proficiencies. At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
==== Domain Spells ====
''1st Level Order Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Command|Command]], [[Level 1#Heroism|Heroism]]
|-
| 3rd || [[Level 2#Hold Person|Hold Person]], [[Level 2#Zone of Truth|Zone of Truth]]
|-
| 5th || [[Level 3#Mass Healing Word|Mass Healing Word]], [[Level 3#Slow|Slow]]
|-
| 7th || [[Level 4#Compulsion|Compulsion]], [[Level 4#Locate Creature|Locate Creature]]
|-
| 9th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Hold Monster|Hold Monster]]
|}
<br>
 
==== Bonus Proficiencies ====
''1st Level Order Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]]. You also gain Proficiency in Intimidation and Persuasion.
<br><br>


Voice of Authority. At 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
==== Voice of Authority ====
If the spell targets more than one ally, you choose the ally who can make the attack.
''1st Level Order Domain Feature''<br>
You can invoke the power of law to embolden an ally to attack. If you cast a Spell of 1st Level or higher, and target a friendly creature with the Spell, that creature can use their Reaction immediately after the Spell is cast to make a single Weapon Attack against a creature of your choice that you can see.<br>
If the Spell targets more than one creature, you choose the creature that can make the Attack.
<br><br>


Channel Divinity: Order’s Demand. You can use your Channel Divinity to exert an intimidating presence over others.
==== Channel Divinity: Order’s Demand ====
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
''2nd Level Order Domain Channel Divinity Option''<br>
As an Action, you can use your Channel Divinity and present your Holy Symbol, to force each creature of your choice that can see or hear you within 30ft of you to make a a Wisdom Saving Throw, on a failed Save a creature is [[Conditions#Charmed|Charmed]] by you until the end of your next turn or until the [[Conditions#Charmed|Charmed]] creature takes any Damage. You can also cause any of the [[Conditions#Charmed|Charmed]] creatures to drop what they are holding when they fail the Save.
<br><br>


Embodiment of the Law. At 6th level, you have become remarkably adept at channeling magical energy to compel others.
==== Embodiment of the Law ====
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
''6th Level Order Domain Feature''<br>
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
You have become remarkably adept at channeling magical energy to compel others.<br>
If you cast an [[Enchantment|Enchantment Spell]] of 1st Level or higher, you can change the Casting Time of that Spell to 1 Bonus Action for this casting, provided the Spell’s Casting Time is normally 1 Action.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.
<br><br>


Order's Wrath. At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
==== Divine Strikes ====
''8th Level Order Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Ordered Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Psychic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


=== Domain of the Peaceful ===
==== Order's Wrath ====
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.
''17th Level Order Domain Feature''<br>
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal Damage with your Divine Strikes feature to a creature on your turn, you can curse that creature until the start of your next turn. The next time a creature friendly to you hits the cursed creature with an Attack, the target also takes 2d8 Psychic Damage, and the curse ends. You can curse a creature in this way only once per turn.
<br><br><br>
 
== Peace Domain ==
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.<br>
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.
<br><br>


Implement of Peace. At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
{| class="wikitable"
|+ Peace Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells.
|-
| [[Cleric#Implement of Peace|Implement of Peace]] || 1st || You get a Skill Proficiency
|-
| [[Cleric#Emboldening Bond|Emboldening Bond]] || 1st || You can form a bond between your allies to improve their Attack Rolls, Ability Checks, and Saving Throws
|-
| [[Cleric#Channel Divinity: Balm of Peace|Channel Divinity: Balm of Peace]] || 2nd || You can use your Channel Divinity to move and heal your allies
|-
| [[Cleric#Protective Bond|Protective Bond]] || 6th || Creatures in your bond from Emboldening Bond can take Damage for others
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Expansive Bond|Expansive Bond]] || 17th || Your bond from Emboldening Bond has more Range, and using Protective Bond gives Resistance to the Damage
|}
<br>


Emboldening Bond. At 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again.
==== Domain Spells ====
While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
''1st Level Peace Domain Feature''<br>
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Heroism|Heroism]], [[Level 1#Sanctuary|Sanctuary]]
|-
| 3rd || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Warding Bond|Warding Bond]]
|-
| 5th || [[Level 3#Beacon of Hope|Beacon of Hope]], [[Level 3#Sending|Sending]]
|-
| 7th || [[Level 4#Aura of Purity|Aura of Purity]], [[Level 4#Resilient Sphere|Resilient Sphere]]
|-
| 9th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Telepathic Bond|Telepathic Bond]]
|}
<br>


Channel Divinity: Balm of Peace. At 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
==== Implement of Peace ====
''1st Level Peace Domain Feature''<br>
You gain Proficiency in either Insight, Performance, or Persuasion (your choice).
<br><br>


Protective Bond. At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
==== Emboldening Bond ====
''1st Level Peace Domain Feature''<br>
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30ft of you equal to your Proficiency Bonus. You create a magical bond among them for 10 minutes or until you use this feature again.<br>
While any bonded creature is within 30ft of another, the creature can roll a d4 and add the number rolled to an Attack Roll, Ability Check, or Saving Throw it makes. Each creature can add this d4 no more than once per turn.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


Expansive Bond. At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.
==== Channel Divinity: Balm of Peace ====
''2nd Level Peace Domain Channel Divinity Feature''<br>
You can use your Channel Divinity as an Action to move up to your Speed, without provoking Opportunity Attacks, and when you move within 5ft of any other creature during this Action, you can restore a number of Hit Points to that creature equal to 2d6 + your Wisdom Modifier. A creature can receive this healing only once whenever you take this Action.
<br><br>


=== Domain of the Tempest ===
==== Protective Bond ====
Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics inspire fear in the common folk, either to keep those folk on the path of righteousness.
''6th Level Peace Domain Feature''<br>
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take Damage, a second bonded creature within 30ft of the first can use its Reaction to teleport to an unoccupied space within 5ft of the first creature. The second creature then takes all the Damage instead.
<br><br>


Bonus Proficiencies. At 1st level, you gain proficiency with martial weapons and heavy armor.
==== Divine Strikes ====
''8th Level Peace Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Peaceful Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


Wrath of the Storm
==== Expansive Bond ====
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
''17th Level Peace Domain Feature''<br>
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60ft of each other. Moreover, when a creature uses your Protective Bond feature to take someone else’s Damage, that creature has Resistance to the Damage.
<br><br><br>


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
== Tempest Domain ==
Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics often inspire fear in the common folk to keep them on the path of righteousness.
<br><br>


Channel Divinity: Destructive Wrath. Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
{| class="wikitable"
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
|+ Tempest Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Cleric#Wrath of the Storm|Wrath of the Storm]] || 1st || You can deal Damage to creatures that hit you
|-
| [[Cleric#Channel Divinity: Destructive Wrath|Channel Divinity: Destructive Wrath]] || 2nd || You can use your Channel Divinity to deal maximum Lightning or Thunder Damage
|-
| [[Cleric#Thunderbolt Strike|Thunderbolt Strike]] || 6th || When you deal Damage you can push creatures away
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Stormborn|Stormborn]] || 17th || You can fly
|}
<br>


Thunderbolt Strike. At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
==== Domain Spells ====
''1st Level Tempest Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Fog Cloud|Fog Cloud]], [[Level 1#Thunderwave|Thunderwave]]
|-
| 3rd || [[Level 2#Shatter|Shatter]], [[Level 1#Warding Wind|Warding Wind]]
|-
| 5th || [[Level 3#Call Lightning|Call Lightning]], [[Level 1#Sleet Storm|Sleet Storm]]
|-
| 7th || [[Level 4#Control Water|Control Water]], [[Level 1#Ice Storm|Ice Storm]]
|-
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 1#Destructive Wave|Destructive Wave]]
|}
<br>
 
==== Bonus Proficiencies ====
''1st Level Tempest Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>


Stormborn. At 17th level, you have a flying speed equal to double your walking speed.
==== Wrath of the Storm ====
''1st Level Tempest Domain Feature''<br>
You can thunderously rebuke attackers. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause the creature to make a Dexterity Saving Throw. The creature takes 2d8 Lightning or Thunder Damage (your choice) on a failed Save, and half as much damage on a successful Save. You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.
<br><br>


=== Domain of the Traveler ===
==== Channel Divinity: Destructive Wrath ====
''2nd Level Tempest Domain Channel Divinity Option''<br>
When you roll Lightning or Thunder Damage, you can use your Channel Divinity to use the maximum result of the dice for the Damage instead of rolling.
<br><br>
 
==== Thunderbolt Strike ====
''6th Level Tempest Domain Feature''<br>
When you deal Lightning or Thunder Damage to a Large or smaller creature, you can also push it up to 10ft away from you.
<br><br>
 
==== Divine Strikes ====
''8th Level Tempest Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Tempest Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Lightning or Thunder Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>
 
==== Stormborn ====
''17th Level Tempest Domain Feature''<br>
You have a Flying Speed equal to twice your Walking Speed.
<br><br><br>
 
== Travel Domain ==
Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost.
Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost.
<br><br>
{| class="wikitable"
|+ Travel Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Traveler's Step|Traveler's Step]] || 1st || You're faster
|-
| [[Cleric#Unfettered Wanderer|Unfettered Wanderer]] || 1st || You can free your allies from effects that would restrict their movement
|-
| [[Cleric#Channel Divinity: Pathfinder|Channel Divinity: Pathfinder]] || 2nd || You can use your Channel Divinity to cast the Find the Path Spell for free to a location you've committed to memory
|-
| [[Cleric#Channel Divinity: Divine Stride|Channel Divinity: Divine Stride]] || 6th || You can use your Channel Divinity to double the Speed and improve the movement of nearby allies
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Blessed Guide|Blessed Guide]] || 17th || You can improve your companions' movement and Dexterity Saving Throws
|}
<br>
==== Domain Spells ====
''1st Level Travel Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Entangle|Entangle]], [[Level 1#Longstrider|Longstrider]]
|-
| 3rd || [[Level 2#Locate Animals or Plants|Locate Animals or Plants]], [[Level 2#Pass Without Trace|Pass Without Trace]]
|-
| 5th || [[Level 3#Haste|Haste]], [[Level 3#Tiny Hut|Tiny Hut]]
|-
| 7th || [[Level 4#Dimension Door|Dimension Door]], [[Level 4#Locate Creature|Locate Creature]]
|-
| 9th || [[Level 5#Commune With Nature|Commune With Nature]], [[Level 5#Passwall|Passwall]]
|}
<br>


Traveler’s Step. At 1st level, your walking speed increases by 5 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
==== Traveler's Step ====
''1st Level Travel Domain Feature''<br>
Your Speed increases by 5ft.
<br><br>


Unfettered Wanderer. From 1st level, your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.
==== Unfettered Wanderer ====
As a bonus action, you can choose one creature within 30 feet of you. Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.
''1st Level Travel Domain Feature''<br>
Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.
Your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.<br>
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it.
As a Bonus Action, you can choose one creature within 30ft of you. Any movement Speed reduction affecting it is ended, and the creature is Immune to the [[Conditions#Slowed|Slowed]] Condition until the start of your next turn. In addition, the creature gains Advantage on all Ability Checks and Saving Throws made to avoid or end the [[Conditions#Grappled|Grappled]], [[Conditions#Slowed|Slowed]], and [[Conditions#Restrained|Restrained]] Conditions on itself until the start of your next turn.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest or travel 5 miles from the point where you last used it.
<br><br>


Channel Divinity: Pathfinder. Starting at 2nd level, you can use your Channel Divinity to gain a supernaturally-enhanced sense of direction that never fails you.
==== Channel Divinity: Pathfinder ====
When you are at a location, you can use your Channel Divinity and spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your action to cast find the path targeting that location without requiring a spell slot or material components.
''2nd Level Travel Domain Channel Divinity Option''<br>
You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have this many locations fixed in your mind, you must choose one to forget in order to gain the new one.
When you are at a location, you can spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your Channel Divinity as an Action to cast the [[Level 6#Find the Path|Find the Path]] Spell targeting that location without expending a Spell Slot or Material Components.<br>
You can have a number of locations fixed in your mind in this way equal to your Wisdom Modifier. If you attempt to fix a location in your mind after you already have your maximum locations fixed in your mind, you must choose one to forget in order to gain the new one.
<br><br>


Divine Stride. Starting at 6th level, you can grant a burst of speed to yourself and your traveling companions. As an action, each creature of your choice within 30 feet of you doubles its walking speed and any other movement speed it has until the start of your next turn. The chosen creatures also gain advantage on any ability check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Channel Divinity: Divine Stride ====
''6th Level Travel Domain Channel Divinity Option''<br>
You can grant a burst of speed to yourself and your traveling companions. As an Action, you can use your Channel Divinity to choose any number of creatures within 30ft of you doubles its Speed until the start of your next turn. The chosen creatures also has Advantage on any Ability Check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.
<br><br>


Blessed Guide. At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll.
==== Divine Strikes ====
When you and another friendly creature finish a long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest.
''8th Level Travel Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Traveling Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


=== Domain of the Trickster ===
==== Blessed Guide ====
Clerics of Trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. They’re thieves, scoundrels, gamblers, rebels, and liberators. These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
''17th Level Travel Domain Feature''<br>
You become a master both of guiding others and of protecting them from the dangers travel can pose. All creatures of your choice within 15ft are Immune to the [[Conditions#Slowed|Slowed]] Condition and can use their Reaction when they make a Dexterity Saving Throw to gain Advantage on the roll.<br>
When you and another friendly creature finish a Long Rest together, that creature can be up to 30ft away from you and still gain these benefits until it finishes its next Long Rest.
<br><br><br>


Blessing of the Trickster. 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 Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
== Trickery Domain ==
Clerics of Trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. They're thieves, scoundrels, gamblers, rebels, and liberators. These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
<br><br>


Channel Divinity: Invoke Duplicity. Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
{| class="wikitable"
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
|+ Trickery Features
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Blessing of the Trickster|Blessing of the Trickster]] || 1st || You improve an allies Stealth Checks
|-
| [[Cleric#Channel Divinity: Invoke Duplicity|Channel Divinity: Invoke Duplicity]] || 2nd || You can use your Channel Divinity to create a copy of yourself
|-
| [[Cleric#Channel Divinity: Cloak of Shadows|Channel Divinity: Cloak of Shadows]] || 6th || You can use your Channel Divinity to become Invisible
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Improved Duplicity|Improved Duplicity]] || 17th || You create four copies of yourself with Invoke Duplicity
|}
<br>


Cloak of Shadows. Starting at 6th level, an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
==== Domain Spells ====
''1st Level Trickery Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Charm Person|Charm Person]], [[Level 1#Disguise Self|Disguise Self]]
|-
| 3rd || [[Level 2#Mirror Image|Mirror Image]], [[Level 2#Pass Without Trace|Pass Without Trace]]
|-
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Enemies Abound|Enemies Abound]]
|-
| 7th || [[Level 4#Dimension Door|Dimension Door]], [[Level 4#Polymorph|Polymorph]]
|-
| 9th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Modify Memory|Modify Memory]]
|}
<br>


Improved Duplicity. At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
==== Blessing of the Trickster ====
''1st Level Trickery Domain Feature''<br>
You can use your Action to touch a willing creature other than yourself to give it Advantage on Dexterity (Stealth) Checks. This blessing lasts for 1 hour or until you use this feature again.
<br><br>


=== Domain of the Twilit ===
==== Channel Divinity: Invoke Duplicity ====
''2nd Level Trickery Domain Channel Divinity Option''<br>
You can create an illusory duplicate of yourself. As an Action, you can use your Channel Divinity to create a perfect illusion of yourself that lasts for 1 minute, or until you lose your Concentration on this effect. The illusion appears in an unoccupied space that you can see within 30ft of you. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you can see, but it must remain within 120ft of you.<br>
For the duration, you can cast Spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5ft of a creature that can see the illusion, you have Advantage on Attack Rolls against that creature, given how distracting the illusion is to the target.
<br><br>
 
==== Channel Divinity: Cloak of Shadows ====
''6th Level Trickery Domain Channel Divinity Option''<br>
As a Bonus Action, you can use your Channel Divinity to become Invisible until the end of your next turn. You become visible if you Attack or cast a Spell.
<br><br>
 
==== Divine Strikes ====
''8th Level Trickery Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Trickster Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>
 
==== Improved Duplicity ====
''17th Level Trickery Domain Feature''<br>
You can create up to four duplicates of yourself, instead of one, when you use your Invoke Duplicity Channel Divinity Option. As a Bonus Action on your turn, you can move any number of them up to 30ft, to a maximum Range of 120ft.
<br><br><br>
 
== Twilight Domain ==
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics of Twilight bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics of Twilight bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
<br><br>


Bonus Proficiencies. At 1st level, you gain proficiency with martial weapons and heavy armor.
{| class="wikitable"
|+ Twilight Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Eyes of Night|Eyes of Night]] || 1st || You get a ton of Darkvision and can give some of it to allies
|-
| [[Cleric#Vigilant Blessing|Vigilant Blessing]] || 1st || You give an ally a better Initiative Roll
|-
| [[Cleric#Channel Divinity: Twilight Sanctuary|Channel Divinity: Twilight Sanctuary]] || 2nd || You can use your Channel Divinity to create an area around you that buffs your allies
|-
| [[Cleric#Channel Divinity: Steps of Night|Channel Divinity: Steps of Night]] || 6th || You can use your Channel Divinity to fly in Dim Light or Darkness
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Twilight Shroud|Twilight Shroud]] || 17th || You give creatures 1/2 Cover from your Twilight Sanctuary Channel Divinity
|}
<br>


Eyes of Night. You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
==== Domain Spells ====
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
''1st Level Twilight Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]
|-
| 3rd || [[Level 2#Moonbeam|Moonbeam]], [[Level 2#See Invisibility|See Invisibility]]
|-
| 5th || [[Level 3#Aura of Vitality|Aura of Vitality]], [[Level 3#Tiny Hut|Tiny Hut]]
|-
| 7th || [[Level 4#Aura of Life|Aura of Life]], [[Level 4#Greater Invisibility|Greater Invisibility]]
|-
| 9th || [[Level 5#Circle of Power|Circle of Power]], [[Level 5#Mislead|Mislead]]
|}
<br>
 
==== Eyes of Night ====
''1st Level Twilight Domain Feature''<br>
You can see through the deepest gloom. You have Darkvision out to a range of 300ft.<br>
As an Action, you can magically share the Darkvision of this feature with willing creatures you can see within 10ft of you, up to a number of creatures equal to your Wisdom Modifier. The shared Darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to share it again.
<br><br>


Vigilant Blessing. At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
==== Vigilant Blessing ====
''1st Level Twilight Domain Feature''<br>
The night has taught you to be vigilant. As an Action, you give one creature you touch Advantage on the next Initiative Roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
<br><br>


Channel Divinity: Twilight Sanctuary. At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
==== Channel Divinity: Twilight Sanctuary ====
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
''2nd Level Twilight Domain Channel Divinity Option''<br>
You grant it temporary hit points equal to 1d6 plus your cleric level.
You can use your Channel Divinity as an Action, you present your Holy Symbol, and a sphere of twilight emanates from you. You create a 30ft Moving Emanation, that is filled with Dim Light. The Emanation lasts for 1 minute or until you are [[Conditions#Incapacitated|Incapacitated]] or die. Whenever you or another creature ends its turn in the Emanation, you can grant that creature one of these benefits of your choice:
You end one effect on it causing it to be charmed or frightened.
*You grant it Temporary Hit Points equal to 1d6 + your Level in this class.
*You end one effect on it causing it to be [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]].
<br>


Steps of Night. At 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
==== Channel Divinity: Steps of Night ====
''6th Level Twilight Domain Channel Divinity Option''<br>
You can draw on the mystical power of night to rise into the air. You can use your Channel Divinity as a Bonus Action when you are in Dim Light or Darkness to magically give yourself a Flying Speed equal to your Walking Speed for 1 minute.
<br><br>


Twilight Shroud. At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
==== Divine Strikes ====
''8th Level Twilight Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Twilit Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


=== Domain of the Warring ===
==== Twilight Shroud ====
''17th Level Twilight Domain Feature''<br>
The twilight that you summon offers a protective embrace: you and all creatures of your choice have 1/2 Cover while in the Emanation created by your Twilight Sanctuary Channel Divinity Feature.
<br><br><br>
 
== War Domain ==
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. The clerics of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. The clerics of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
<br><br>
{| class="wikitable"
|+ War Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
|-
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Cleric#War Priest|War Priest]] || 1st || You can make extra Attacks
|-
| [[Cleric#Channel Divinity: Guided Strike|Channel Divinity: Guided Strike]] || 2nd || You can use your Channel Divinity to improve an Attack Roll by a lot
|-
| [[Cleric#Channel Divinity: Blessing of War|Channel Divinity: Blessing of War]] || 6th || You can use your Channel Divinity to give you and your allies extra Damage
|-
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
|-
| [[Cleric#Avatar of Battle|Avatar of Battle]] || 17th || You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage
|}
<br>
==== Domain Spells ====
''1st Level War Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Domain Spells
|-
! Cleric Level !! Spells
|-
| 1st || [[Level 1#Divine Favor|Divine Favor]], [[Level 1#Halo of Glory|Halo of Glory]]
|-
| 3rd || [[Level 2#Magic Weapon|Magic Weapon]], [[Level 2#Spiritual Weapon|Spiritual Weapon]]
|-
| 5th || [[Level 3#Crusader's Mantle|Crusader's Mantle]], [[Level 3#Spirit Guardians|Spirit Guardians]]
|-
| 7th || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#March of Blades|March of Blades]]
|-
| 9th || [[Level 5#Heavenly Pillar|Heavenly Pillar]], [[Level 5#Hold Monster|Hold Monster]]
|}
<br>
==== Bonus Proficiencies ====
''1st Level War Domain Feature''<br>
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>
==== War Priest ====
''1st Level War Domain Feature''<br>
You delivers bolts of inspiration to you while you are engaged in battle. When you take the Attack action, you can make a single Weapon Attack as a Bonus Action.<br>
You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.
<br><br>
==== Channel Divinity: Guided Strike ====
''2nd Level War Domain Channel Divinity Option''<br>
You can strike with supernatural accuracy. When you or a creature within 30ft of you misses on an Attack Roll, you can use your Channel Divinity to grant yourself a +10 bonus to the Attack Roll.
<br><br>


Bonus Proficiencies. At 1st level, you gain proficiency with martial weapons and heavy armor.
==== Channel Divinity: Blessing of War ====
''6th Level War Domain Channel Divinity Option''<br>
You can magically imbue the weapons of you and your allies. As an Action, you can use your Channel Divinity for you and up to four other creatures of your choice within 30ft of you deal an additional 1d8 Force damage on Weapon Attack Rolls. This effect lasts for 1 minute or until you use this feature again.
<br><br>


War Priest. From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
==== Divine Strikes ====
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
''8th Level War Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Warring Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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 Force Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.
<br>


Channel Divinity: Guided Strike. Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
==== Avatar of Battle ====
''17th Level War Domain Feature''<br>
You gain Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical Attacks.
<br><br><br>


Tiamat’s Blessing. At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your reaction. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
= Characters =


Avatar of Battle. At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
[[Lazarus Akela]], the Aasimar Life Domain Cleric

Latest revision as of 14:34, 7 January 2023

Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, a Gnoll begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a Dragonwrought swings his axe in wide swaths to cut through the ranks of foes arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a centaur lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the Three. No ordinary priest, a cleric is imbued with divine magic.
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Divine Domain, Spellcasting 0
2nd +2 Channel Divinity, Channel Divinity Options, Divine Domain Feature 300
3rd +2 - 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Smite Undead and Aberrations 6,000
6th +3 Diversified Divinity, Divine Domain Feature 10,000
7th +3 - 20,000
8th +3 Ability Score Improvement, Divine Domain Feature 40,000
9th +4 - 60,000
10th +4 Divine Intervention 80,000
11th +4 - 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Ability Score Improvement 160,000
15th +5 - 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Divine Domain Feature, Destroy Undead and Aberrations (CR 4) 225,000
18th +6 Frequent Channel Divinity 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Improved Divine Intervention 350,000

Class Information

Hit Dice. 1d8 per Cleric Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (increase to 5) + your Constitution Modifier per Cleric Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. One set of Artisan's Tools
Saving Throw Proficiencies. Wisdom and Charisma.
Skill Proficiencies. Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment. A Mace or Warhammer (if Proficient), Leather or Scale Mail or Chain Mail (if Proficient), any Simple Weapon, a Round Shield, and a Holy Symbol

Cleric Features Summarized
Feature Level Quick Explanation
Divine Domain 1st You choose your subclass, and gain features at 1st, 2nd, 6th, 8th, and 17th Level
Spellcasting 1st You gain Spellcasting that uses Wisdom and Preparing Spells
Channel Divinity 2nd You gain a few divine abilities that you can use
Channel Divinity Options 2nd You can use your Channel Divinity to make Aberrations and Undead run away or to regain Spell Slots
Ability Score Improvement 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 14th, 16th, and 19th Level
Smite Undead and Aberrations 5th When you use a Turn Undead and Aberrations you deal Radiant Damage to all the targets
Diversified Divinity 6th You can Attack or cast a Cantrip when you use your Channel Divinity
Divine Intervention 10th You can make a god maybe help you
Frequent Channel Divinity 18th You can use Channel Divinity twice as much
Improved Divine Intervention 20th You always make a god help you when you use Divine Intervention


Spellcasting

1st Level Cleric Feature
Spellcasting Ability. Wisdom
Spell Save DC. 8 + your Wisdom Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Wisdom Modifier + your Proficiency Bonus
Ritual Casting. You can cast any Prepared Spell as a Ritual if it has the Ritual tag.
Spellcasting Focus. A Holy Symbol
Spell Learning Method. Whenever you finish a Long Rest, you prepare a number of Spells equal to your Cleric Level + your Wisdom Modifier from the Cleric Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.

Cleric Spell List
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 - - - - - - - -
2nd 3 3 - - - - - - - -
3rd 3 4 2 - - - - - - -
4th 4 4 3 - - - - - - -
5th 4 4 3 2 - - - - - -
6th 4 4 3 3 - - - - - -
7th 4 4 3 3 1 - - - - -
8th 4 4 3 3 2 - - - - -
9th 4 4 3 3 3 1 - - - -
10th 5 4 3 3 3 2 - - - -
11th 5 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 3 2 1 1 1 -
16th 5 3 3 3 2 1 1 1 1 -
17th 5 3 3 3 2 1 1 1 1 1
18th 5 3 3 3 2 1 1 1 1 1
19th 5 3 3 3 2 1 1 1 1 1
20th 5 3 3 3 2 1 1 1 1 1


Divine Domain

1st, 2nd, 6th, 8th and 17th Level Cleric Feature
You choose one of the Divine Domains in the table below that relates to your skill set and way you serve the Three.

Divine Domains
Divine Domain Complexity (1-5) Description
Arcana Domain 2 You break and burn the spells affecting creatures while also embodying the might of an archmage.
Dragon Domain 3 You embody the power and stewardship of dragons to protect your belongings and the belongings of others.
Feast Domain 2 You use your power over sustenance to feed those around you and poison your foes.
Forge Domain 2 You embody the forge to empower the weapons of your allies and strike your foes with blazing fire.
Grave Domain 2 You channel the power of the grave to keep the living alive and the dead in the ground.
Knowledge Domain 2 You use your magic to uncover the secrets of the past and find the weaknesses of your foes.
Life Domain 1 You use your healing magic to make sure your allies can never die.
Light Domain 2 You use the light and searing fire to ward your allies from death and send your foes to a fiery grave.
Nature Domain 2 You dominate beasts and plants and force the elements to bend to your will.
Order Domain 3 You use your enchantment spells to dominate the wills of others and empower your allies.
Peace Domain 3 You become a ward of peace that provides safety to your allies and improves them as they grow nearer to each other.
Tempest Domain 1 You become the wrath of the storm while wielding weapons to smite your foes with lightning and thunder.
Travel Domain 3 You become a swift guide for your allies, releasing them from that which would restrain them while navigating unfailingly for them.
Trickery Domain 4 You trick your foes and manipulate their actions with duplicates of yourself and other illusions to make them fall right into your many traps.
Twilight Domain 3 You embody the twilight to create and step through shrouds of darkness and protect your allies.
War Domain 2 You become an avatar of war and lead your allies into battle as you control the battle from the front.


Channel Divinity

2nd Level Cleric Feature
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain Channel Divinity Options if you choose to Multiclass into Paladin. If a Channel Divinity Option requires the target to make a Saving Throw against your Spell Save DC.

Channel Divinity Options

2nd Level Cleric Channel Divinity Options
You gain the following two Channel Divinity Options:

  • Channel Divinity Option: Turn Undead and Aberrations. As an Action, you can use your Channel Divinity to present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is Dazed for 1 minute, until it takes any Damage, or if you are Incapacitated. While Dazed in this way, the 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 30ft of you that would be closer than its current space.
  • Channel Divinity Option: Harness Divine Power. As a Bonus Action, you can use your Channel Divinity to touch your Holy Symbol, utter a prayer, and regain one expended Spell Slot, the Level of which can be no higher than half your Proficiency Bonus (rounded up).


Ability Score Improvements

4th, 8th, 12th, 14th, 16th, and 19th Level Cleric Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Smite Undead and Aberrations

5th Level Cleric Feature
When you use your Turn Undead and Aberrations Channel Divinity Option, you can roll number of d8s equal to your Proficiency Bonus. All creatures that failed the Saving Throw against the effect take Radiant Damage equal to the result of the d8s, and all creatures that succeeded the Save take half as much Damage.

Diversified Divinity

6th Level Cleric Feature
When you use a Channel Divinity Option as an Action, you can cast a Cantrip with a Casting Time of one Action, or make a single Weapon Attack as a Bonus Action.

Divine Intervention

10th Level Cleric Feature
You can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.
Imploring one of the Three's aid requires you to use your Action. Describe the assistance you seek, and roll a d100. If you roll a number equal to or lower than your Cleric Level, one of the Three intervenes. The DM chooses the nature of the intervention. If there is an intervention, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

Frequent Channel Divinity

18th Level Cleric Feature
You can use your Channel Divinity a number of times equal to twice your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Improved Divine Intervention

20th Level Cleric Feature
When you use Divine Intervention feature, it succeeds automatically and you do not need to roll.

Divine Domains

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Clerics of the Arcana domain know the secrets and potential of magic intimately. For some of these Clerics, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other Clerics of Arcana see magic as pure power, to be used as its wielder sees fit.

Arcana Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Arcana Initiate 1st You get Arcana Proficiency and two Wizard Cantrips
Channel Divinity: Spellfire 2nd You can use your Channel Divinity to psychically Burn creatures effected by Spells
Spellbreaker 6th You can end Spells on creatures you heal
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Arcane Mastery 17th You get high Level Wizard Spells


Domain Spells

1st Level Arcana Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Arcanist's Magic Aura, Vortex Warp
5th Dispel Magic, Protection From Energy
7th Polymorph, Secret Chest
9th Passwall, Teleportation Circle


Arcane Initiate

1st Level Arcana Domain Feature
You gain Proficiency in Arcana, and you gain two Cantrips of your choice from the Wizard Spell List. For you, these Cantrips count as Cleric Cantrips.

Channel Divinity: Spellfire

2nd Level Arcana Domain Channel Divinity Option
You present your Holy Symbol as an Action to a creature imbued with arcane effects and use your Channel Divinity. For every Spell currently affecting the target, it gains one stack of Burning (Force) that can only be recovered from over time or removed via Dispel Magic and similar magic.

Spell Breaker

6th Level Arcana Domain Feature
When you restore Hit Points to a creature with a Spell of 1st Level or higher, you can also end one Spell of your choice on that creature. The Level of the Spell you end must be equal to or lower than the Level of the Spell Slot you use to cast the healing Spell.

Divine Strikes

8th Level Arcana Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Arcane Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Force Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Arcane Mastery

17th Level Arcana Domain Feature
You choose four Spells from the Wizard Spell List, one from each of the following Levels: 6th, 7th, 8th, and 9th. You add them to your list of Domain Spells. Like your other Domain Spells, they are always prepared and count as Cleric Spells for you.
Additionally, as an Action, you can replace any of your Domain Spells with a Spell from the Wizard Spell List of the same Level.


Dragon Domain

Not all Dragons can do things alone. Much like kings and high ranking officials have barons or stewards to manage some of their business, many Dragons, especially Draconic Barons or other Ancient or Greatwyrm dragons, have Dragon Domain Clerics to manage and steward some of their property, horde, or errands.

Dragon Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency in Martial Weapons and Heavy Armor
Dragon's Eye 1st You get Perception Proficiency and can take the Search Action as a Bonus Action
Draconic Gift 1st Choose a type of Dragon and use its Damage Type for later features
Chanel Divinity: Draconic Authority 2nd You can use your Channel Divinity to Frighten or Charm creatures, make them fall Prone, or drop what it's holding
Draconic Familiar 6th You get a powerful Pseudodragon Familiar
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Heart of the Dragon 17th You get a Wyvern steed


Domain Spells

1st Level Dragon Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Alarm, Command
3rd Arcane Lock, Demand Offering
5th Elemental Weapon, Fear
7th Secret Chest, Private Sanctum
9th Hallow, Reincarnate (Always Dragonwrought)


Bonus Proficiencies

1st Level Dragon Domain Feature
You gain Proficiency with Martial Weapons and Heavy Armor.

Dragon's Eye

1st Level Dragon Domain Feature
The cunning sight of a dragon has been passed onto you, You gain Proficiency in Perception. Additionally, you can take the Search Action as a Bonus Action.

Draconic Gift

1st Level Dragon Domain Feature
Choose a Dragon type and an associated Damage Type. The Damage Type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Cold), White (Cold).

Chanel Divinity: Draconic Authority

2nd Level Dragon Domain Channel Divinity Option
You can use an Action to present your Holy Symbol and use your Channel Divinity to invoke the authority of dragons. All creatures of your choice within 15ft of you must make a Charisma Saving Throw. On a failed Save, you choose one of the following for each creature:

  • The creature becomes Frightened of you and all Dragons friendly to you until the end of your next turn.
  • The creature falls Prone.
  • The creature must use its Reaction to drop one item of your choice that its holding.


Draconic Familiar

6th Level Dragon Domain Feature
You learn the Find Familiar Spell, you Know the Spell, always have it Prepared, it counts as a Cleric Spell for you, it doesn't count against your number of Prepared Spells, doesn't require Material Components, and you can only cast it as a Ritual.
When you cast the Find Familiar Spell in this way, you can only summon a Pseudodragon. Additionally, when that Pseudodragon finishes a Long Rest, it gains the benefits of the Sanctuary Spell that lasts until the start of its next Long Rest or it Attacks. The Spell Save DC of the Spell equals your Spell Save DC.

Divine Strikes

8th Level Dragon Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Draconic Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Damage of the Type you chose in your Draconic Gift feature. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Heart of the Dragon

17th Level Dragon Domain Feature
The Three have granted you a loyal draconic steed as a gift for your service. As an Action, you can summon a Draconic Steed of the type you chose in your Draconic Gift feature, as per the Level 4#Find Greater Steed|Find Greater Steed]] Spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to the Damage Type you chose in your Draconic Gift feature, and it lacks the Multiattack and Stinger Actions. Once you've summoned your Draconic Steed, you can't do so again until you finish a Long Rest.


Feast Domain

Many Clerics take it upon themselves to help those in need, rather than adventuring for fortune or glory. Many of these clerics are of the Feast Domain, with the gifts of feeding the hungry who cannot feed themselves. Those who do go adventuring are often caring for their fellow party members, mostly by providing them food.

Feast Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency in Heavy Armor, Martial Weapons, Brewer's Supplies, and Cook's Utensils
Table-Turner 1st You can Poison and deal Damage to creatures that hit you
Channel Divinity: Create Healing Draft 2nd You can use your Channel Divinity to make healing potions
Strong Stomach 6th You get Resistance to Acid and Poison Damage, are better at resisting Poison, improve the Create Food and Water Spell, and can choose to not be drunk or Poisoned
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Invigorating Feast 17th You can bless a feast to buff all those who eat it


Domain Spells

1st Level Feast Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Create or Destroy Water, Purify Food and Drink
3rd Heat Metal, Protection From Poison
5th Create Food and Water, Stinking Cloud
7th Blight, Stinking Cloud
9th Cloudkill, Contagion


Bonus Proficiencies

1st Level Feast Domain Feature
You gain Proficiency with Heavy Armor, Martial Weapons, Brewer's Supplies, and Cook's Utensils.

Table-Turner

1st Level Feast Domain Feature
You can cause an attacker's own body to turn against itself. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause that creature to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature takes 1d12 Poison Damage and is Poisoned until the end of its next turn. On a successful Save, the creature takes half Damage and isn’t Poisoned.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.

Channel Divinity: Create Healing Draft

2nd Level Feast Domain Channel Divinity Option
You can use your Channel Divinity as an Action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a Bonus Action to drink this potion regains a number of Hit Points equal to 2d6 + your Cleric Level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a Long Rest.

Strong Stomach

6th Level Feast Domain Feature
Your divinity and magically enhanced constitution have strengthened your natural defenses. You have Advantage on Saving Throws against the Poison Condiiton, and gain Resistance to Acid and Poison Damage.
In addition, whenever you cast the Create Food and Water Spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the Spell with some type of delicious alcohol. You choose what the food and alcohol look and taste like.
Finally, if you're Drunk or Poisoned, you can use an Action to magically suppress the effect for 1 minute. Once you do so, you can't use it again until you finish a Long Rest.

Divine Strikes

8th Level Feast Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Feasting Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Acid or Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Invigorating Feast

17th Level Feast Domain Feature
You can say a special prayer before eating a meal to enchant it and other food of your choice within 30ft of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 Temporary Hit Points, is Immune to being Charmed, and can't be put to sleep by magic. These benefits last for 8 hours and don't set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can't use it again until you finish a Long Rest.


Forge Domain

The Clerics of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty dwarf artisan whose diamond-tipped arrows of mithral have felled countless monsters. The clerics of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of this domain search for objects lost to the forces of darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These clerics take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

Forge Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency in Heavy Armor and Smith's Tools
Blessing of the Forge 1st You can buff someone's Attacks or AC
Channel Divinity: Artisan's Blessing 2nd You can use your Channel Divinity to make something made out of metal
Soul of the Forge 6th You get Resistance to Fire Damage and have extra AC with Heavy Armor
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Saint of Forge and Fire 17th You have Immunity to Fire Damage and Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage while wearing Heavy Armor


Domain Spells

1st Level Forge Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapons
5th Elemental Weapon, Protection From Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation


Bonus Proficiencies

1st Level Forge Domain Feature
You gain Proficiency with Heavy Armor and Smith's Tools.

Blessing of the Forge

1st Level Forge Domain Feature
You gain the ability to imbue magic into a weapon or armor. At the end of a Long Rest, you can touch one object that is a suit of Armor or a Simple or Martial Weapon. Until the end of your next Long Rest or until you die, if the object is non-magical, it becomes a magic item, the object also gains a +1 bonus to AC if it's Armor or a +1 bonus to Attack and Damage Rolls if it's a Weapon. Once you use this feature, you can't use it again until you finish a Long Rest.

Channel Divinity: Artisan's Blessing

2nd Level Forge Domain Channel Divinity Option
You can create simple items. You can use your Channel Divinity to conduct an hour-long ritual that crafts a non-magical item that must include some metal: a Simple or Martial Weapon, a suit of Armor, a Set of Tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5ft of you.
The object you create can be something that is worth no more than 100GP. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

6th Level Forge Domain Feature
Your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing Heavy Armor.

Divine Strikes

8th Level Forge Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Forging Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Fire Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Saint of Forge and Fire

17th Level Forge Domain Feature
Your blessed affinity with fire and metal becomes more powerful. You gain Immunity to Fire damage, and while you are wearing Heavy Armor, you have Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical Attacks.


Grave Domain

Clerics of the grave watch over the line between life and death. To these clerics, death and the afterlife are a foundational part of the world. To desecrate the peace of the dead is an abomination. Clerics of the grave seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Grave Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Circle of Mortality 1st You're amazing at healing creatures at 0 Hit Points, and get a buffed version of the Spare the Dying Cantrip
Eyes of the Grave 1st You can detect Undead
Channel Divinity: Path to the Grave 2nd You can use your Channel Divinity to deal double Damage on your next Attack
Sentinel at Death's Door 6th You can cancel Crits
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Keeper of Lost Souls 17th When a creature dies you can heal another creature


Domain Spells

1st Level Grave Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Feign Death, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Raise Dead


Circle of Mortality

1st Level Grave Domain Feature
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Hit Points with a Spell to a creature at 0 Hit Points, you instead use the maximum result for each die.
In addition, you learn the Spare the Dying Cantrip, which doesn't count against the number of Cleric Cantrips you Know. For you, it has a range of 30ft, and you can cast it as a Bonus Action.

Eyes of the Grave

1st Level Grave Domain Feature
You gain the ability to occasionally sense the presence of the Undead, whose existence is an insult to the natural cycle of life. As an Action, you can open your awareness to magically detect Undead. Until the end of your next turn, you know the location of any Undead within 60ft of you that aren't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.

Channel Divinity: Path to the Grave

2nd Level Grave Domain Channel Divinity Option
You can use your Channel Divinity to mark another creature's life force for termination. As an Action, you choose one creature you can see within 30ft of you, cursing it until the end of your next turn. The next time you or a creature of your choice hits the cursed creature with an Attack, the creature has Vulnerability to all of that Attack's Damage, and then the curse ends.

Sentinel at Death's Door

6th Level Grave Domain Feature
You gain the ability to impede death's progress. As a Reaction when you or a creature you can see within 30ft of you suffers a Critical Hit, you can turn that hit into a normal hit. Any effects triggered by the Critical Hit are canceled.
You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.

Divine Strikes

8th Level Grave Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Graveborne Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Necrotic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Keeper of Lost Souls

17th Level Grave Domain Feature
You can seize a trace of vitality from a parting soul and use it to heal the living. When a creature you can see dies within 60ft of you, you or a creature of your choice that is within 60ft of you regains Hit Points equal to the dead creature's number of Hit Dice. You can use this feature only if you aren’t Incapacitated. Once you use it, you can’t do so again until the start of your next turn.


Knowledge Domain

Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some clerics hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the world. Followers of this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.

Knowledge Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Blessings of Knowledge 1st You learn two Languages and get Proficiency and Expertise in two Skills
Channel Divinity: Knowledge of the Ages 2nd You can use your Channel Divinity to gain a Proficiency for a bit
Channel Divinity: Read Thoughts 6th You can use your Channel Divinity to read a creatures thoughts and automatically cast the Suggestion Spell on it
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Visions of the Past 17th You can see the history of an object or area


Domain Spells

1st Level Knowledge Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Command, Identify
3rd Augury, Suggestion
5th Clairvoyance, Nondetection
7th Confusion, Divination
9th Legend Lore, Scrying


Blessings of Knowledge

1st Level Knowledge Domain Feature
You learn two Languages of your choice. You also gain Proficiency and Expertise in two of the following Skills: Arcana, History, Nature, or Religion.

Channel Divinity: Knowledge of the Ages

2nd Level Knowledge Domain Channel Divinity Option
You can tap into a divine well of knowledge. As an Action you can use your Channel Divinity to choose one Skill or Tool. For 10 minutes, you have Proficiency with the chosen Skill or Tool.

Channel Divinity: Read Thoughts

6h Level Knowledge Domain Channel Divinity Option
You can read a creature's thoughts. You can then use your access to the creature's mind to command it.
You can use your Channel Divinity as an Action, choose one creature that you can see within 60ft of you. That creature must make a Wisdom Saving Throw against your Spell Save DC. If the creature succeeds on the Save, you can't use this feature on it again until you finish a Long Rest.
If the creature fails the Save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60ft of you. This effect lasts for 1 minute.
During that time, you can use your Action to end this effect and cast the Suggestion Spell on the creature without expending a Spell Slot. The target automatically fails its Saving Throw against the Spell.

Divine Strikes

8th Level Knowledge Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Intelligent Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Psychic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Visions of the Past

17th Level Knowledge Domain Feature
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom Score and must maintain concentration during that time, as if you were casting a Spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50ft Cube), going back a number of days equal to your Wisdom Score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.


Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The clerics of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.

Life Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency with Heavy Armor
Disciple of Life 1st Your healing Spells are improved
Channel Divinity: Preserve Life 2nd You can use your Channel Divinity to heal allies to half health
Blessed Healer 6th When you heal another creature, you heal yourself too
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Supreme Healing 17th You use the max result of dice for healing Spells


Domain Spells

1st Level Life Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead


Bonus Proficiency

1st Level Life Domain Feature
You gain Proficiency with Heavy Armor.

Disciple of Life

1st Level Life Domain Feature
Your healing Spells are more effective. Whenever you cast a Spell of 1st Level or higher that restores Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the Spell’s Level.

Channel Divinity: Preserve Life

2nd Level Life Domain Channel Divinity Option
You can heal the badly injured. You can use your Channel Divinity as an Action, you present your Holy Symbol and evoke healing energy that restores up to a number of Hit Points equal to five times your Cleric Level. Choose any creatures within 30ft 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.

Blessed Healer

6th Level Life Domain Feature
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.

Divine Strikes

8th Level Life Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Lifewrought Strike. You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Supreme Healing

17th Level Life Domain Feature
When you would normally roll one or more dice to restore Hit Points with a Spell, you instead use the maximum result possible for each die.


Light Domain

Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of light are enlightened souls infused with radiance and the power of the Bahumat’s discerning vision, charged with chasing away lies and burning away darkness.

Light Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Cantrip 1st You get the Light Cantrip
Warding Flare 1st You can give Disadvantage to Attacks against you
Channel Divinity: Radiance of the Dawn 2nd You can use your Channel Divinity to remove darkness and deal Damage to enemies
Improved Warding Flare 6th You can give Disadvantage to Attacks against allies
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Corona of Light 17th You can produce Bright Light and harry enemies in that light


Domain Spells

1st Level Light Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Immolation, Wall of Light


Bonus Cantrip

1st Level Light Domain Feature
You gain the Light Cantrip. This Cantrip doesn't count against your number of Cleric Cantrips Known.

Warding Flare

1st Level Light Domain Feature
You can interpose divine light between yourself and an attacking enemy. When you are Attacked by a creature within 30ft of you that you can see, you can use your Reaction to impose Disadvantage on the Attack Roll, causing light to flare in the Attacker's eyes. An Attacker that can't be Blinded is unaffected by this feature.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.

Channel Divinity: Radiance of the Dawn

2nd Level Light Domain Channel Divinity Option
As an Action, you present your Holy Symbol and use your Channel Divinity, to cause any magical Darkness within 30ft of you is dispelled. Additionally, each creature of your choice within 30ft of you must make a Constitution Saving Throw, on a failed Save a creature takes Radiant Damage equal to 2d10 + your Cleric Level, and half as much Damage on a successful Save. A creature that has Total Cover from you is unaffected.

Improved Flare

6th Level Light Domain Feature
You can also use your Warding Flare feature when a creature that you can see within 30ft of you Attacks a creature other than you.

Divine Strikes

8th Level Light Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Blinding Strike. You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Corona of Light

17th Level Light Domain Feature
You can use your Action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another Action. You emit Bright Light in a 60ft Radius and Dim Light an additional 60ft. Creatures of your choice in the Bright Light have Disadvantage on Saving Throws against any Spell that deals Fire or Radiant Damage.


Nature Domain

Clerics of nature are as varied as the natural world itself, from inscrutable deep forests to friendly Clerics associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger Bahumat.

Nature Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiency 1st You get Proficiency with Heavy Armor
Acolyte of Nature 1st You get a Druid Cantrip and a Skill Proficiency
Channel Divinity: Charm Animals and Plants 2nd You can use your Channel Divinity to Charm nearby Beasts and Plants
Dampen Elements 6th You can resist elemental Damage
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Master of Nature 17th You can command creature Charmed by your Channel Divinity: Charm Animals and Plants feature


Domain Spells

1st Level Nature Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Animal Friendship, Speak With Animals
3rd Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th Insect Plague, Tree Stride


Bonus Proficiency

1st Level Nature Domain Feature
You gain Proficiency with Heavy Armor.

Acolyte of Nature

1st Level Nature Domain Feature
You learn one Druid Cantrip of your choice. This Cantrip counts as a Cleric Cantrip for you, and doesn’t count against your number Cantrips Known. You also gain Proficiency in one of the following Skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Charm Animals and Plants

2nd Level Nature Domain Channel Divinity Option
As an Action, you present your Holy Symbol and use your Channel Divinity to force each Beast or Plant that can see you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is Charmed by you for 1 minute or until it takes Damage. While Charmed in this way, it is friendly to you and other creatures you choose.

Dampen Elements

6th Level Nature Domain Feature
When you or a creature within 30ft of you takes Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your Reaction to grant Resistance to the creature against that instance of the Damage.

Divine Strikes

8th Level Nature Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Natural Strike. You gain the ability to infuse your weapon strikes with the holy might. 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, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.


Master of Nature

17th Level Nature Domain Feature
You gain the ability to command animals and plant creatures. While creatures are Charmed by your Charm Animals and Plants feature, you can use a Bonus Action to verbally command what each of those creatures will do on its next turn.


Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Order Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency with Heavy Armor, Intimidation, and Persuasion
Voice of Authority 1st When you cast Spells on allies, they can make free Attacks
Channel Divinity: Order's Demand 2nd You can use your Channel Divinity to Charm creatures and make them drop what they're holding
Embodiment of Law 6th You can cast Enchantment Spells quicker
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Order's Wrath 17th A creature you Damage with Divine Strikes take more Damage next time its hit


Domain Spells

1st Level Order Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Command, Heroism
3rd Hold Person, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Dominate Person, Hold Monster


Bonus Proficiencies

1st Level Order Domain Feature
You gain Proficiency with Heavy Armor. You also gain Proficiency in Intimidation and Persuasion.

Voice of Authority

1st Level Order Domain Feature
You can invoke the power of law to embolden an ally to attack. If you cast a Spell of 1st Level or higher, and target a friendly creature with the Spell, that creature can use their Reaction immediately after the Spell is cast to make a single Weapon Attack against a creature of your choice that you can see.
If the Spell targets more than one creature, you choose the creature that can make the Attack.

Channel Divinity: Order’s Demand

2nd Level Order Domain Channel Divinity Option
As an Action, you can use your Channel Divinity and present your Holy Symbol, to force each creature of your choice that can see or hear you within 30ft of you to make a a Wisdom Saving Throw, on a failed Save a creature is Charmed by you until the end of your next turn or until the Charmed creature takes any Damage. You can also cause any of the Charmed creatures to drop what they are holding when they fail the Save.

Embodiment of the Law

6th Level Order Domain Feature
You have become remarkably adept at channeling magical energy to compel others.
If you cast an Enchantment Spell of 1st Level or higher, you can change the Casting Time of that Spell to 1 Bonus Action for this casting, provided the Spell’s Casting Time is normally 1 Action. You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.

Divine Strikes

8th Level Order Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Ordered Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Psychic Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Order's Wrath

17th Level Order Domain Feature
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal Damage with your Divine Strikes feature to a creature on your turn, you can curse that creature until the start of your next turn. The next time a creature friendly to you hits the cursed creature with an Attack, the target also takes 2d8 Psychic Damage, and the curse ends. You can curse a creature in this way only once per turn.


Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.

Peace Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells.
Implement of Peace 1st You get a Skill Proficiency
Emboldening Bond 1st You can form a bond between your allies to improve their Attack Rolls, Ability Checks, and Saving Throws
Channel Divinity: Balm of Peace 2nd You can use your Channel Divinity to move and heal your allies
Protective Bond 6th Creatures in your bond from Emboldening Bond can take Damage for others
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Expansive Bond 17th Your bond from Emboldening Bond has more Range, and using Protective Bond gives Resistance to the Damage


Domain Spells

1st Level Peace Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Heroism, Sanctuary
3rd Calm Emotions, Warding Bond
5th Beacon of Hope, Sending
7th Aura of Purity, Resilient Sphere
9th Greater Restoration, Telepathic Bond


Implement of Peace

1st Level Peace Domain Feature
You gain Proficiency in either Insight, Performance, or Persuasion (your choice).

Emboldening Bond

1st Level Peace Domain Feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30ft of you equal to your Proficiency Bonus. You create a magical bond among them for 10 minutes or until you use this feature again.
While any bonded creature is within 30ft of another, the creature can roll a d4 and add the number rolled to an Attack Roll, Ability Check, or Saving Throw it makes. Each creature can add this d4 no more than once per turn.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Channel Divinity: Balm of Peace

2nd Level Peace Domain Channel Divinity Feature
You can use your Channel Divinity as an Action to move up to your Speed, without provoking Opportunity Attacks, and when you move within 5ft of any other creature during this Action, you can restore a number of Hit Points to that creature equal to 2d6 + your Wisdom Modifier. A creature can receive this healing only once whenever you take this Action.

Protective Bond

6th Level Peace Domain Feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take Damage, a second bonded creature within 30ft of the first can use its Reaction to teleport to an unoccupied space within 5ft of the first creature. The second creature then takes all the Damage instead.

Divine Strikes

8th Level Peace Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Peaceful Strike. You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Expansive Bond

17th Level Peace Domain Feature
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60ft of each other. Moreover, when a creature uses your Protective Bond feature to take someone else’s Damage, that creature has Resistance to the Damage.


Tempest Domain

Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics often inspire fear in the common folk to keep them on the path of righteousness.

Tempest Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency with Martial Weapons and Heavy Armor
Wrath of the Storm 1st You can deal Damage to creatures that hit you
Channel Divinity: Destructive Wrath 2nd You can use your Channel Divinity to deal maximum Lightning or Thunder Damage
Thunderbolt Strike 6th When you deal Damage you can push creatures away
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Stormborn 17th You can fly


Domain Spells

1st Level Tempest Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Fog Cloud, Thunderwave
3rd Shatter, Warding Wind
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Blazing Thunderbolt Strike, Destructive Wave


Bonus Proficiencies

1st Level Tempest Domain Feature
You gain Proficiency with Martial Weapons and Heavy Armor.

Wrath of the Storm

1st Level Tempest Domain Feature
You can thunderously rebuke attackers. When a creature within 5ft of you that you can see hits you with an Attack, you can use your Reaction to cause the creature to make a Dexterity Saving Throw. The creature takes 2d8 Lightning or Thunder Damage (your choice) on a failed Save, and half as much damage on a successful Save. You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.

Channel Divinity: Destructive Wrath

2nd Level Tempest Domain Channel Divinity Option
When you roll Lightning or Thunder Damage, you can use your Channel Divinity to use the maximum result of the dice for the Damage instead of rolling.

Thunderbolt Strike

6th Level Tempest Domain Feature
When you deal Lightning or Thunder Damage to a Large or smaller creature, you can also push it up to 10ft away from you.

Divine Strikes

8th Level Tempest Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Tempest Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Lightning or Thunder Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.


Stormborn

17th Level Tempest Domain Feature
You have a Flying Speed equal to twice your Walking Speed.


Travel Domain

Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost.

Travel Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Traveler's Step 1st You're faster
Unfettered Wanderer 1st You can free your allies from effects that would restrict their movement
Channel Divinity: Pathfinder 2nd You can use your Channel Divinity to cast the Find the Path Spell for free to a location you've committed to memory
Channel Divinity: Divine Stride 6th You can use your Channel Divinity to double the Speed and improve the movement of nearby allies
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Blessed Guide 17th You can improve your companions' movement and Dexterity Saving Throws


Domain Spells

1st Level Travel Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Entangle, Longstrider
3rd Locate Animals or Plants, Pass Without Trace
5th Haste, Tiny Hut
7th Dimension Door, Locate Creature
9th Commune With Nature, Passwall


Traveler's Step

1st Level Travel Domain Feature
Your Speed increases by 5ft.

Unfettered Wanderer

1st Level Travel Domain Feature
Your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.
As a Bonus Action, you can choose one creature within 30ft of you. Any movement Speed reduction affecting it is ended, and the creature is Immune to the Slowed Condition until the start of your next turn. In addition, the creature gains Advantage on all Ability Checks and Saving Throws made to avoid or end the Grappled, Slowed, and Restrained Conditions on itself until the start of your next turn.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest or travel 5 miles from the point where you last used it.

Channel Divinity: Pathfinder

2nd Level Travel Domain Channel Divinity Option
When you are at a location, you can spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your Channel Divinity as an Action to cast the Find the Path Spell targeting that location without expending a Spell Slot or Material Components.
You can have a number of locations fixed in your mind in this way equal to your Wisdom Modifier. If you attempt to fix a location in your mind after you already have your maximum locations fixed in your mind, you must choose one to forget in order to gain the new one.

Channel Divinity: Divine Stride

6th Level Travel Domain Channel Divinity Option
You can grant a burst of speed to yourself and your traveling companions. As an Action, you can use your Channel Divinity to choose any number of creatures within 30ft of you doubles its Speed until the start of your next turn. The chosen creatures also has Advantage on any Ability Check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.

Divine Strikes

8th Level Travel Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Traveling Strike. You gain the ability to infuse your weapon strikes with the holy might. 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, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.


Blessed Guide

17th Level Travel Domain Feature
You become a master both of guiding others and of protecting them from the dangers travel can pose. All creatures of your choice within 15ft are Immune to the Slowed Condition and can use their Reaction when they make a Dexterity Saving Throw to gain Advantage on the roll.
When you and another friendly creature finish a Long Rest together, that creature can be up to 30ft away from you and still gain these benefits until it finishes its next Long Rest.


Trickery Domain

Clerics of Trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. They're thieves, scoundrels, gamblers, rebels, and liberators. These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Blessing of the Trickster 1st You improve an allies Stealth Checks
Channel Divinity: Invoke Duplicity 2nd You can use your Channel Divinity to create a copy of yourself
Channel Divinity: Cloak of Shadows 6th You can use your Channel Divinity to become Invisible
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Improved Duplicity 17th You create four copies of yourself with Invoke Duplicity


Domain Spells

1st Level Trickery Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass Without Trace
5th Blink, Enemies Abound
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory


Blessing of the Trickster

1st Level Trickery Domain Feature
You can use your Action to touch a willing creature other than yourself to give it Advantage on Dexterity (Stealth) Checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

2nd Level Trickery Domain Channel Divinity Option
You can create an illusory duplicate of yourself. As an Action, you can use your Channel Divinity to create a perfect illusion of yourself that lasts for 1 minute, or until you lose your Concentration on this effect. The illusion appears in an unoccupied space that you can see within 30ft of you. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you can see, but it must remain within 120ft of you.
For the duration, you can cast Spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5ft of a creature that can see the illusion, you have Advantage on Attack Rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

6th Level Trickery Domain Channel Divinity Option
As a Bonus Action, you can use your Channel Divinity to become Invisible until the end of your next turn. You become visible if you Attack or cast a Spell.

Divine Strikes

8th Level Trickery Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Trickster Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Poison Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Improved Duplicity

17th Level Trickery Domain Feature
You can create up to four duplicates of yourself, instead of one, when you use your Invoke Duplicity Channel Divinity Option. As a Bonus Action on your turn, you can move any number of them up to 30ft, to a maximum Range of 120ft.


Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics of Twilight bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Eyes of Night 1st You get a ton of Darkvision and can give some of it to allies
Vigilant Blessing 1st You give an ally a better Initiative Roll
Channel Divinity: Twilight Sanctuary 2nd You can use your Channel Divinity to create an area around you that buffs your allies
Channel Divinity: Steps of Night 6th You can use your Channel Divinity to fly in Dim Light or Darkness
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Twilight Shroud 17th You give creatures 1/2 Cover from your Twilight Sanctuary Channel Divinity


Domain Spells

1st Level Twilight Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura of Vitality, Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead


Eyes of Night

1st Level Twilight Domain Feature
You can see through the deepest gloom. You have Darkvision out to a range of 300ft.
As an Action, you can magically share the Darkvision of this feature with willing creatures you can see within 10ft of you, up to a number of creatures equal to your Wisdom Modifier. The shared Darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to share it again.

Vigilant Blessing

1st Level Twilight Domain Feature
The night has taught you to be vigilant. As an Action, you give one creature you touch Advantage on the next Initiative Roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

2nd Level Twilight Domain Channel Divinity Option
You can use your Channel Divinity as an Action, you present your Holy Symbol, and a sphere of twilight emanates from you. You create a 30ft Moving Emanation, that is filled with Dim Light. The Emanation lasts for 1 minute or until you are Incapacitated or die. Whenever you or another creature ends its turn in the Emanation, you can grant that creature one of these benefits of your choice:

  • You grant it Temporary Hit Points equal to 1d6 + your Level in this class.
  • You end one effect on it causing it to be Charmed or Frightened.


Channel Divinity: Steps of Night

6th Level Twilight Domain Channel Divinity Option
You can draw on the mystical power of night to rise into the air. You can use your Channel Divinity as a Bonus Action when you are in Dim Light or Darkness to magically give yourself a Flying Speed equal to your Walking Speed for 1 minute.

Divine Strikes

8th Level Twilight Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Twilit Strike. You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Twilight Shroud

17th Level Twilight Domain Feature
The twilight that you summon offers a protective embrace: you and all creatures of your choice have 1/2 Cover while in the Emanation created by your Twilight Sanctuary Channel Divinity Feature.


War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. The clerics of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

War Features
Feature Level Quick Explanation
Domain Spells 1st You gain free bonus Spells
Bonus Proficiencies 1st You get Proficiency with Martial Weapons and Heavy Armor
War Priest 1st You can make extra Attacks
Channel Divinity: Guided Strike 2nd You can use your Channel Divinity to improve an Attack Roll by a lot
Channel Divinity: Blessing of War 6th You can use your Channel Divinity to give you and your allies extra Damage
Divine Strikes 8th You can buff your Cantrips or have your Attacks deal extra Damage
Avatar of Battle 17th You get Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage


Domain Spells

1st Level War Domain Feature
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.

Domain Spells
Cleric Level Spells
1st Divine Favor, Halo of Glory
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, March of Blades
9th Heavenly Pillar, Hold Monster


Bonus Proficiencies

1st Level War Domain Feature
You gain Proficiency with Martial Weapons and Heavy Armor.

War Priest

1st Level War Domain Feature
You delivers bolts of inspiration to you while you are engaged in battle. When you take the Attack action, you can make a single Weapon Attack as a Bonus Action.
You can use this feature a number of times equal to your Wisdom Modifier regaining expended uses when you finish a Long Rest.

Channel Divinity: Guided Strike

2nd Level War Domain Channel Divinity Option
You can strike with supernatural accuracy. When you or a creature within 30ft of you misses on an Attack Roll, you can use your Channel Divinity to grant yourself a +10 bonus to the Attack Roll.

Channel Divinity: Blessing of War

6th Level War Domain Channel Divinity Option
You can magically imbue the weapons of you and your allies. As an Action, you can use your Channel Divinity for you and up to four other creatures of your choice within 30ft of you deal an additional 1d8 Force damage on Weapon Attack Rolls. This effect lasts for 1 minute or until you use this feature again.

Divine Strikes

8th Level War Domain Feature
Your divine presence empowers your strikes. Choose one of the following features:

  • Potent Spellcasting. You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.
  • Warring Strike. You gain the ability to infuse your weapon strikes with the holy might. 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 Force Damage. When you reach 14th Level in this class, the extra Damage increases to 2d8.


Avatar of Battle

17th Level War Domain Feature
You gain Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical Attacks.


Characters

Lazarus Akela, the Aasimar Life Domain Cleric