Cleric: Difference between revisions

2,078 bytes added ,  17:26, 4 January 2023
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| [[Cleric#Draconic Gift|Draconic Gift]] || 1st || Choose a type of Dragon and use its Damage Type for later features
| [[Cleric#Draconic Gift|Draconic Gift]] || 1st || Choose a type of Dragon and use its Damage Type for later features
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| [[Cleric#Channel Divinity: Draconic Authority|Chanel Divinity: Draconic Authority]] || 2nd || You can use your Channel Divinity to Frighten creatures, make them fall Prone, or drop what it's holding.
| [[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
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| [[Cleric#Draconic Familiar|Draconic Familiar]] || 6th || You get a powerful Pseudodragon Familiar
| [[Cleric#Draconic Familiar|Draconic Familiar]] || 6th || You get a powerful Pseudodragon Familiar
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| [[Cleric#Channel Divinity: Create Healing Draft|Channel Divinity: Create Healing Draft]] || 2nd || You can use your Channel Divinity to make healing potions
| [[Cleric#Channel Divinity: Create Healing Draft|Channel Divinity: Create Healing Draft]] || 2nd || You can use your Channel Divinity to make healing potions
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| [[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 Poisoned
| [[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]]
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| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''1st Level Feast Domain Feature''<br>
''1st Level Feast Domain Feature''<br>
You gain Proficiency with Heavy Armor, Martial Weapons, Brewer's Supplies, and Cook's Utensils.
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]].
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==== Table-Turner ====
==== Table-Turner ====
''1st Level Feast Domain Feature''<br>
''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 Poisoned until the end of its next turn. On a successful Save, the creature takes half Damage and isn’t Poisoned.<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.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
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==== Strong Stomach ====
==== Strong Stomach ====
''6th Level Feast Domain Feature''<br>
''6th Level Feast Domain Feature''<br>
Your divinity and magically enhanced constitution have strengthened your natural defenses. You have Advantage on Saving Throws against Poison, and gain Resistance to Acid and Poison Damage.<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>
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 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.
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.
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==== Invigorating Feast ====
==== Invigorating Feast ====
''17th Level Feast Domain Feature''<br>
''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 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.
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.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency in Heavy Armor and Smith's Tools
| [[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]]
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| [[Cleric#Blessing of the Forge|Blessing of the Forge]] || 1st || You can buff someone's Attacks or AC
| [[Cleric#Blessing of the Forge|Blessing of the Forge]] || 1st || You can buff someone's Attacks or AC
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| [[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#Channel Divinity: Artisan's Blessing|Channel Divinity: Artisan's Blessing]] || 2nd || You can use your Channel Divinity to make something made out of metal
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| [[Cleric#Soul of the Forge|Soul of the Forge]] || 6th || You get Resistance to Fire Damage and have extra AC with Heavy Armor
| [[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]]
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| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
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| [[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 Heavy Armor
| [[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]]
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''1st Level Forge Domain Feature''<br>
''1st Level Forge Domain Feature''<br>
You gain Proficiency with Heavy Armor and Smith's Tools.
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]] and [[Adventuring Gear#Artisan's Tools|Smith's Tools]].
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==== Blessing of the Forge ====
==== Blessing of the Forge ====
''1st Level Forge Domain Feature''<br>
''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 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.
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.
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==== Channel Divinity: Artisan's Blessing ====
==== Channel Divinity: Artisan's Blessing ====
''2nd Level Forge Domain Channel Divinity Option''<br>
''2nd Level Forge Domain Channel Divinity Option''<br>
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.<br>
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 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.
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==== Soul of the Forge ====
==== Soul of the Forge ====
''6th Level Forge Domain Feature''<br>
''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 Heavy Armor.
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]].
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==== Saint of Forge and Fire ====
==== Saint of Forge and Fire ====
''17th Level Forge Domain Feature''<br>
''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 Heavy Armor, you have Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical Attacks.
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.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[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 Spare the Dying Cantrip
| [[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
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| [[Cleric#Eyes of the Grave|Eyes of the Grave]] || 1st || You can detect Undead
| [[Cleric#Eyes of the Grave|Eyes of the Grave]] || 1st || You can detect Undead
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''1st Level Grave Domain Feature''<br>
''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>
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 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.
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.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Blessings of Knowledge|Blessings of Knowledge]] || 1st || You learn two Languages and get Expertise in two Skills
| [[Cleric#Blessings of Knowledge|Blessings of Knowledge]] || 1st || You learn two [[Languages]] and get Proficiency and Expertise in two Skills
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| [[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: Knowledge of the Ages|Channel Divinity: Knowledge of the Ages]] || 2nd || You can use your Channel Divinity to gain a Proficiency for a bit
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==== Blessings of Knowledge ====
==== Blessings of Knowledge ====
''1st Level Knowledge Domain Feature''<br>
''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.
You learn two [[Languages]] of your choice. You also gain Proficiency and Expertise in two of the following Skills: Arcana, History, Nature, or Religion.
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==== Channel Divinity: Knowledge of the Ages ====
==== Channel Divinity: Knowledge of the Ages ====
''2nd Level Knowledge Domain Channel Divinity Option''<br>
''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 Tool. For 10 minutes, you have Proficiency with the chosen Skill or Tool.
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]].
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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>
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>
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 Suggestion Spell on the creature without expending a Spell Slot. The target automatically fails its Saving Throw against the Spell.
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.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with Heavy Armor
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]]
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| [[Cleric#Disciple of Life|Disciple of Life]] || 1st || Your healing Spells are improved
| [[Cleric#Disciple of Life|Disciple of Life]] || 1st || Your healing Spells are improved
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==== Bonus Proficiency ====
==== Bonus Proficiency ====
''1st Level Life Domain Feature''<br>
''1st Level Life Domain Feature''<br>
You gain Proficiency with Heavy Armor.
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]].
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==== Warding Flare ====
==== Warding Flare ====
''1st Level Light Domain Feature''<br>
''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 Blinded is unaffected by this 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.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Bonus Proficiency|Bonus Proficiency]] || 1st || You get Proficiency with Heavy Armor
| [[Cleric#Bonus Proficiency|Bonus Proficiency]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]]
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| [[Cleric#Acolyte of Nature|Acolyte of Nature]] || 1st || You get a Druid Cantrip and a Skill Proficiency
| [[Cleric#Acolyte of Nature|Acolyte of Nature]] || 1st || You get a Druid Cantrip and a Skill Proficiency
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| [[Cleric#Channel Divinity: Charm Animals and Plants|Channel Divinity: Charm Animals and Plants]] || 2nd || You can use your Channel Divinity to charm nearby Beasts and Plants
| [[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
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| [[Cleric#Dampen Elements|Dampen Elements]] || 6th || You can resist elemental Damage
| [[Cleric#Dampen Elements|Dampen Elements]] || 6th || You can resist elemental Damage
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| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
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| [[Cleric#Master of Nature|Master of Nature]] || 17th || You can command creature Charmed by your Channel Divinity: Charm Animals and Plants feature
| [[Cleric#Master of Nature|Master of Nature]] || 17th || You can command creature [[Conditions#Charmed|Charmed]] by your Channel Divinity: Charm Animals and Plants feature
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==== Bonus Proficiency ====
==== Bonus Proficiency ====
''1st Level Nature Domain Feature''<br>
''1st Level Nature Domain Feature''<br>
You gain Proficiency with Heavy Armor.
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]].
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==== Acolyte of Nature ====
==== Acolyte of Nature ====
''1st Level Nature Domain Feature''<br>
''1st Level Nature Domain Feature''<br>
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.
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.
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==== Channel Divinity: Charm Animals and Plants ====
==== Channel Divinity: Charm Animals and Plants ====
''2nd Level Nature Domain Channel Divinity Option''<br>
''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 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.
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.
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==== Master of Nature ====
==== Master of Nature ====
''17th Level Nature Domain Feature''<br>
''17th Level Nature Domain Feature''<br>
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.
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.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with Heavy Armor, Intimidation, and Persuasion
| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]], Intimidation, and Persuasion
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| [[Cleric#Voice of Authority|Voice of Authority]] || 1st || When you cast Spells on allies, they can make free Attacks
| [[Cleric#Voice of Authority|Voice of Authority]] || 1st || When you cast Spells on allies, they can make free Attacks
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| [[Cleric#Channel Divinity: Order's Demand|Channel Divinity: Order’s Demand]] || 2nd || You can use your Channel Divinity to Charm creatures and make them drop what they're holding
| [[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
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| [[Cleric#Embodiment of Law|Embodiment of Law]] || 6th || You can cast Enchantment Spells quicker
| [[Cleric#Embodiment of Law|Embodiment of Law]] || 6th || You can cast [[Enchantment]] Spells quicker
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| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
| [[Cleric#Divine Strikes|Divine Strikes]] || 8th || You can buff your Cantrips or have your Attacks deal extra Damage
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''1st Level Order Domain Feature''<br>
''1st Level Order Domain Feature''<br>
You gain Proficiency with Heavy Armor. You also gain Proficiency in Intimidation and Persuasion.
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]]. You also gain Proficiency in Intimidation and Persuasion.
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==== Channel Divinity: Order’s Demand ====
==== Channel Divinity: Order’s Demand ====
''2nd Level Order Domain Channel Divinity Option''<br>
''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 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.
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.
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''6th Level Order Domain Feature''<br>
''6th Level Order Domain Feature''<br>
You have become remarkably adept at channeling magical energy to compel others.<br>
You have become remarkably adept at channeling magical energy to compel others.<br>
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.
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.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with Martial Weapons and Heavy Armor
| [[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]]
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| [[Cleric#Wrath of the Storm|Wrath of the Storm]] || 1st || You can deal Damage to creatures that hit you
| [[Cleric#Wrath of the Storm|Wrath of the Storm]] || 1st || You can deal Damage to creatures that hit you
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''1st Level Tempest Domain Feature''<br>
''1st Level Tempest Domain Feature''<br>
You gain Proficiency with Martial Weapons and Heavy Armor.
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].
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''1st Level Travel Domain Feature''<br>
''1st Level Travel Domain Feature''<br>
Your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.<br>
Your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.<br>
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.<br>
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.
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.
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==== Channel Divinity: Pathfinder ====
==== Channel Divinity: Pathfinder ====
''2nd Level Travel Domain Channel Divinity Option''<br>
''2nd Level Travel Domain Channel Divinity Option''<br>
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.<br>
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.
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.
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==== Blessed Guide ====
==== Blessed Guide ====
''17th Level Travel Domain Feature''<br>
''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 Slowed Condition and can use their Reaction when they make a Dexterity Saving Throw to gain Advantage on the roll.<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.
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.
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== Trickery Domain ==
== 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.
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.
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==== Channel Divinity: Twilight Sanctuary ====
==== Channel Divinity: Twilight Sanctuary ====
''2nd Level Twilight Domain Channel Divinity Option''<br>
''2nd Level Twilight Domain Channel Divinity Option''<br>
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 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 grant it Temporary Hit Points equal to 1d6 + your Level in this class.
*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.
*You end one effect on it causing it to be [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]].
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| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
| [[Cleric#Domain Spells|Domain Spells]] || 1st || You gain free bonus Spells
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| [[Cleric#Bonus Proficiencies|Bonus Proficiencies]] || 1st || You get Proficiency with Martial Weapons and Heavy Armor
| [[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]]
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| [[Cleric#War Priest|War Priest]] || 1st || You can make extra Attacks
| [[Cleric#War Priest|War Priest]] || 1st || You can make extra Attacks
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''1st Level War Domain Feature''<br>
''1st Level War Domain Feature''<br>
You gain Proficiency with Martial Weapons and Heavy Armor.
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].
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