Cleric
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.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Divine Domain, Spellcasting | 0 |
2nd | +2 | Channel Divinity, Divine Domain Feature | 300 |
3rd | +2 | - | 1,000 |
4th | +2 | Ability Score Improvement | 3,000 |
5th | +3 | Destroy Undead and Aberrations (CR 1/2) | 6,000 |
6th | +3 | Diversified Divinity, Divine Domain Feature | 10,000 |
7th | +3 | - | 20,000 |
8th | +3 | Ability Score Improvement, Divine Domain Feature, Destroy Undead and Aberrations (CR 1) | 40,000 |
9th | +4 | - | 60,000 |
10th | +4 | Divine Intervention | 80,000 |
11th | +4 | Destroy Undead and Aberrations (CR 2) | 100,000 |
12th | +4 | Ability Score Improvement | 120,000 |
13th | +5 | - | 140,000 |
14th | +5 | Destroy Undead and Aberrations (CR 3) | 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 (or 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
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.
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 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 dominate the wills of others and empower your allies according to your exact and perfect plan. |
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 to smite your foes with chains of lightning and thunder. |
Travel Domain | 3 | You embody the desire to travel the world to assist your allies in escaping their restrictions. |
Trickery Domain | 4 | You trick your foes and manipulate their actions to 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 to control the battlefield and strike down your foes. |
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, the DC is equal to your Spell Save DC.
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 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, 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 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
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).
Ability Score Improvements
4th, 8th, 12th, 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.
Destroy Undead and Aberrations
5th Level Cleric Feature
When an Undead or Aberration fails its Saving Throw against your Turn Undead and Aberrations Channel Divinity Option, that 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.
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 Melee 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.
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.
Cleric Level | Spells |
---|---|
1st | Arcane Ammunition, Detect Magic, Find Familiar, Magic Missile, Mage Armor |
3rd | Arcane Lock, Arcanist's Magic Aura, Knock |
5th | Counterspell, Dispel Magic, Intellect Fortress, Magnificent Tower |
7th | Arcane Eye, Polymorph, Private Sanctum, Secret Chest |
9th | Creation, 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 to a creature imbued with arcane effects. 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 effects.
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.
Arcane 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Absorb Elements, Alarm, Chromatic Orb, Command, Find Familiar, Floating Disk, Glowing Coin, Identify, Zrib's Searing Coins |
3rd | Arcane Lock, Demand Offering, Draconic Scorcher, Dragon's Voice, Knock, Wristpocket |
5th | Draconic Stride, Elemental Weapon, Fear, Fly, Glyph of Warding, Incite Greed, Instant Audience |
7th | Aversion, Secret Chest, Private Sanctum, Wind Funnel |
9th | Dominate Person, Freedom of the Winds, Legend Lore, Reincarnate (Always Dragonwrought) |
Bonus Proficiency
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 (Fire), White (Cold).
Chanel Divinity: Draconic Authority
2nd Level Dragon Domain Channel Divinity Option
You can use an action to present your Holy Symbol 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 of the items its holding.
Mobile Horde
6th Level Dragon Domain Feature
You can easily carry gold and valuables in an extra-dimensional space. As a Bonus Action you can transfer an object you are holding into your Mobile Horde, a demi-plane, or transfer an object from your Mobile Horde to one of your free hands. Your Mobile Horde can hold a GP value of objects equal to fifty times your Cleric Level.
You can also place Magic Items into your Mobile Horde, their GP value is ignored for the purposes of this, but you can only hold a number equal to your Proficiency Bonus.
Draconic 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.
- 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 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Create or Destroy Water, Goodberry, Purify Food and Drink |
3rd | Heat Metal, Protection From Poison |
5th | Bolstering Brew, Create Food and Water, Stinking Cloud |
7th | Blight, Fabricate, 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 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 Poison, and you have 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.
Feasting 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Divine Favor, Identify, Searing Smite, Shield of Faith |
3rd | Ashen Memory, Gale Weapon, Heat Metal, Magic Weapons, Spiritual Weapon |
5th | Magnificent Tower, Elemental Weapon, Protection From Energy, Tiny Hut, Tiny Servant |
7th | Fabricate, Wall of Fire |
9th | Animate Objects, Creation, Holy Weapon, Legend Lore |
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 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.
Channel Divinity: Artisan’s Blessing
2nd Level Forge Domain Channel Divinity Option
You can create simple items. 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, 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.
Forging 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Bane, Detect Poison, Hex, Inflict Wounds, False Life, Protection From Evil And Good, Ray Of Sickness |
3rd | Gentle Repose, Blood Biography, Ray of Enfeeblement |
5th | Bloatbomb, Feign Death, Petrify Limb, Revivify, Vampiric Touch |
7th | Blight, Death Ward, Heat Wave |
9th | Antilife Shell, Cloudkill, Contagion, Enervation, Insect Plague, Reincarnate, 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.
Graveborne 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.
- 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 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 an enemy 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 enemy’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.
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.
Cleric Level | Spells |
---|---|
1st | Comprehend Languages, Command, Detect Evil And Good, Detect Magic, Detect Poison, Find Familiar, Identify |
3rd | Arcanist's Magic Aura, Ashen Memory, Augury, Blood Biography, Detect Thoughts, Flock of Familiars, Locate Animals Or Plants, Locate Objects, See Invisibility, Unspoken Name, Suggestion, Zone of Truth |
5th | Anticipate Thoughts, Clairvoyance, Glassee, Nondetection, Speak With Dead, Speak With Plants, Tongues |
7th | Arcane Eye, Confusion, Divination, Locate Creature |
9th | Commune, 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 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.
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.
Intelligent 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.
- 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 Force 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.
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.
Cleric Level | Spells |
---|---|
1st | Bless, Cure Wounds, Healing Word, Heroism |
3rd | Aid, Healing Spirit, Lesser Restoration, Prayer of Healing, Spiritual Weapon |
5th | Aura of Vitality, Beacon of Hope, Healing Wave, Life Transference, Mass Healing Word, Revivify, Vampiric Touch |
7th | Aura of Life, Death Ward, Greater Renewal, Guardian of Faith, Life Spring |
9th | Greater Restoration, Mass Cure Wounds, Raise Dead, Rejuvenate, Reincarnate |
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. 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.
Lifewrought 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Color Spray, Burning Hands, Faerie Fire, Flash, Guiding Bolt, Searing Smite |
3rd | Continual Flame, Flaming Sphere, Moonbeam, Pyrotechnics Scorching Ray |
5th | Blinding Smite, Daylight, Discovery Torch Fireball |
7th | Fire Shield Guardian of Faith, Heat Wave, Holy Glare, Sickening Radiance, Wall of Fire |
9th | Dawn, Flame Strike, Immolation, Scrying, Shining Armor, Sun Flower, 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 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.
Blinding 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Absorb Elements, Animal Friend, Beast Bond, Entangle, Find Familiar, Snare, Speak With Animals |
3rd | Animal Messenger, Barkskin, Beanstalk, Beast Sense, Find Steed, Iron Spine, Locate Animals Or Plants, Spider Climb, Spike Growth, Web, Wither And Bloom |
5th | Meld Into Stone, Plant Growth, Wind Wall |
7th | Blight, Dominate Beast, Faithful Hound, Grasping Vine, Guardian of Nature, Nature's Balance, Stockade Sprouts, Stone Shape |
9th | Awaken, Commune With Nature, Contagion, Insect Plague, Tree Stride, Wrath of Nature |
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.
Bonus Proficiency
1st Level Nature Domain Feature
You gain proficiency with Heavy Armor.
Channel Divinity: Charm Animals and Plants
2nd Level Nature Domain Channel Divinity Option
As an Action, you present your Holy Symbol. 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 designate.
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.
Natural 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Alarm, Bane, Charm Person, Command, Compelled Duel, Heroism, Sanctuary, Shield |
3rd | Crown of Madness, Hold Person, Silence, Suggestion, Zone of Truth |
5th | Battlemind Link, Magnificent Tower, Mass Healing Word, Slow, Tiny Hut |
7th | Charm Monster, Compulsion, Locate Creature |
9th | Commune, Dominate Person, Hallow, 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 ally 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 present your Holy Symbol, and 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.
Ordered 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.
- 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 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 Ordered 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.
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.
Cleric Level | Spells |
---|---|
1st | Find Familiar, Halo of Glory, Heroism, Protection From Evil And Good, Sanctuary |
3rd | Aid, Bestow Proficiency, Calm Emotions, Enhance Ability, Enlarge/Reduce, Rope Trick, Warding Bond |
5th | Battlemind Link, Beacon of Hope, Haste, Life Transference, Motivational Speech, Sending, Tactical Acumen, Tiny Hut |
7th | Aura of Purity, Private Sanctum, Resilient Sphere, Speedy Courier |
9th | Greater Restoration, Hallow, Skill Empowerment, 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
As an Action, you can 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.
Peaceful 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Absorb Elements, Fog Cloud, Sudden Spark, Thunderous Smite, Thunderwave, Witch Bolt |
3rd | Gale Weapons, Gust of Wind, Jolt of Pain, Shatter, Skywrite, Warding Wind |
5th | Call Lightning, Fly, Lightning Bolt, Sleet Storm, Thunderstep |
7th | Control Water, Cyclone, Ice Storm, Storm Sphere, Wind Funnel |
9th | Blazing Thunderbolt Strike, Destructive Wave, Fingers of Lightning, Freedom of the Winds, Insect Plague, Sonic Boom |
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 Reaction to deal the maximum result of the dice instead of rolling.
Thunderbolt Strike
6th Level Tempest Domain Feature
When you deal Lightning Damage to a Large or smaller creature, you can also push it up to 10ft away from you.
Tempest 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Entangle, Gift of Alacrity, Goodberry, Jump, Longstrider |
3rd | Aid, Kinetic Jaunt, Locate Animals or Plants, Pass Without Trace, Rope Trick, Spider Climb |
5th | Allegro, Ashen Path, Draconic Stride, Fly, Haste, Quakewalk, Tiny Hut, Water Walk |
7th | Dimension Door, Freedom of Movement, Locate Creature |
9th | Commune With Nature, Teleportation Circle, Pass Wall |
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 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, each creature of your choice 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.
Traveling 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Bane, Cause Fear, Charm Person, Cloak Of Secrets, Darting Duplicate, Disguise Self, Dissonant Whispers, Distort Value, Faerie Fire, Fog Cloud, Glowing Coin, Hex, Hideous Laughter, illusory Script, Silent Image, Silvery Barbs |
3rd | Alter Self, Blur, Crown Of Madness, Enthrall, Gift of Gab, Invisibility, Magic Mischief, Mirror Image, Pass Without Trace, Phantasmal Force, Rope Trick |
5th | Alone, Bestow Curse, Blink, Body Double, Dispel Magic, Dream Reality, Enemies Abound, Hypnotic Pattern, Impossible Angles, Instant Audience, Major Image, Nondetection |
7th | Aversion, Charlatan's Miraculum, Confusion, Dimension Door, Greater Invisibility, Hallucinatory Terrain, Lost Legacy, Polymorph |
9th | Aura of the Unremarkable, Claim Identity, Dream, Dominate Person, Mislead, Modify Memory, Seeming, Taboo |
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 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 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.
Trickster 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Dissonant Whispers, Faerie Fire, Fog Cloud Sleep |
3rd | Darkness, Darkvision, Flock of Familiars, Moonbeam, Shadow Blade, See Invisibility, Starbough's Night Sky |
5th | Aura of Vitality, Barrow Haze, Call The Void, Discovery Torch, Dream Reality, Tiny Hut |
7th | Aura of Life, Greater Invisibility, Shadow of Moil |
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
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.
Steps of Night
6th Level Twilight Domain Feature
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, regaining expended uses when you finish a Long Rest.
Twilit 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.
- 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 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.
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.
Cleric Level | Spells |
---|---|
1st | Arcane Ammunition, Bane, Bless, Blade Ward, Burning Hands, Divine Favor, Gift of Alacrity, Guiding Bolt, Halo Of Glory, Hellish Rebuke, Heroism, Hex, Inflict Wounds, Mage Armor, Magic Missile, Shield, Shield of Faith, Sudden Spark |
3rd | Aid, Barkskin, Flame Blade, Gale Weapons, Heat Metal, Magic Weapon, Shadow Blade, Spiritual Weapon |
5th | Barrow Haze, Battle Trance, Battlemind Link, Counterspell, Crusader's Mantle, Dispel Magic, Elemental Weapon, Spirit Guardians, Tactical Acumen |
7th | Freedom of Movement, Hallucinatory Terrain, Stoneskin, March of Blades |
9th | Flamestrike, 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 use your Channel Divinity to strike with supernatural accuracy. When you or a creature within 30ft of you misses an Attack Roll, you can use your Reaction to grant a +10 bonus to the Attack Roll.
Blessing of War
6th Level War Domain Feature
You can magically imbue the weapons of you and your allies. As an Action, you and up to four other creatures of your choice within 30ft of you deal an additional 1d8 Force damage on Weapon Attack Rolls.
Warring 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.
- 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 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