Cleric

Clerics also get their magic from the Bahumat, guiding them on how to heal and protect others, or bring destruction to those who would destroy good things.

Class Table
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 Increased Channel Divinity, Divine Domain Feature 10,000
7th +3 - 20,000
8th +3 Ability Score Improvement, Blessed Strikes, 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 Shield, and a Holy Symbol

Spellcasting. You gain the ability to cast spells at 1st level.

Spellcasting Ability. Wisdom
Spell Save DC. 8 + Your Proficiency Bonus + Your Wisdom Modifier
Spell Attack Bonus. Proficiency Bonus + Your Wisdom Modifier
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.
Spells known and spell slots per level
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 2 - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 3 4 3 3 2 - - - - -
9th 3 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. At 1st level, choose one domain related to your skill set and the way you serve Bahumat. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th and 17th levels.

Channel Divinity. At 2nd level, you gain the ability to harness the power of Bahumat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain some options if you choose to multiclass into Paladin. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.

Channel Divinity Option: Turn Undead and Aberrations. As an action, you present your holy symbol and speak a prayer censuring the undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

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. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a Feat instead of taking this increase to ability scores.

Destroy Undead and Aberrations. Starting at 5th level, when an Undead or Aberration fails its saving throw against your Turn Undead and Aberration feature, the creature is instantly destroyed if its challenge rating is 1/2 or lower. When you reach 8th level in this class, the creature is instantly destroyed if its challenge rating is 1 or lower, 2 or lower at 11th level or lower, 3 or lower at 14th level, and 4 or lower at 17th level.

Increased Channel Divinity. At 6th level when you use a Channel Divinity Option as an Action, you can cast a cantrip with a casting time of one action, or make a melee weapon attack as a bonus action.

Blessed Strikes. At 8th level 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, cold, fire, lightning, poison or thunder damage (your choice when you gain this feature) to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Intervention. Beginning at 10th level, 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. At 18th level you can use your Channel Divinity a number of times equal to two times your Proficiency Bonus.

Improved Divine Intervention. Beginning at 20th level, when you use Divine Intervention it succeeds automatically and you do not need to roll.

Divine Domains

Domain of the Arcane

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

Domain Spells. You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.

Domain Spells
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystil's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle

Arcane Initiate. When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration. Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one elemental, fey, or highling of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is equal to or lower then the challenge rating for your Destroy Undead and Aberrations feature.

Spell Breaker. Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Arcane Mastery. At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Domain of the Dragon

Bonus Proficiency. At 1st level, you gain proficiency with martial weapons and heavy armor.

Dragon's Eye. Also at 1st level, the cunning sight of your god has been passed onto you, You gain proficiency in the Perception skill. Your proficiency bonus is doubled for any ability check that uses this skill.

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

Chanel Divinity: Heart of the Dragon. At 2nd level, as an action, you can present your holy symbol and channel the draconic might of the Three into a destructive exhalation of energy. Your Draconic Gift damage of the exhalation, and it is in a 15ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.

Winged Form. At 6th level, as an action you can manifest draconic wings, gaining a flying speed equal to your walking speed. These wings last for 10 minutes. You can manifest these wings once per long rest.

Heart of the Dragon. At 17th level, the Three have granted you a loyal draconic steed as a gift for your service. As an action, you can summon a dragon of your type, as per the Find Steed spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to your dragon's damage type, and it lacks the Multiattack and Stinger actions. Once you've summoned your dragon, you can't do so again until you finish a long rest.

Domain of the Feast

Bonus Proficiencies. When you choose this domain at 1st level, you gain proficiency with heavy armor, martial weapons, brewer’s supplies, and cook’s utensils.

Table-Turner. At 1st level, you can cause an attacker’s own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn’t poisoned. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Create Healing Draft. Starting at 2nd level, you can use your Channel Divinity as an action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a short or long rest.

Strong Stomach. Starting at 6th level, your divinity and magically enhanced constitution have strengthened your natural defenses. You have advantage on saving throws against poison, and you have resistance to acid and poison damage. In addition, whenever you cast the create food and water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like. Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

Invigorating Feast. At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a long rest.

Domain of the Forge

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

Domain of the Grave

Bonus Proficiencies. When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge. At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity. Artisan’s Blessing. Starting at 2nd level, you can use your Channel Divinity to 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, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. 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. Starting at 6th level, your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing Heavy Armor.

Saint of Forge and Fire. At 17th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage, and while you are wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Domain of the Learned

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.

Blessings of Knowledge. At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. You have expertise in these two skills.

Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Read Thoughts. At 6th level, you can read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw using your Spell Save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. 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. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Visions of the Past. Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. 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 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Domain of the Light

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.

Bonus Cantrip. When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Warding Flare. Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn. Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare. Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Corona of Light. Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or Radiant Damage.

Domain of the Living

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.

Bonus Proficiency. When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life. Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life. Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer. Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Supreme Healing. Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Domain of the Natural

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.

Acolyte of Nature. At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency. Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants. Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements. Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Master of Nature. At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Domain of the Ordered

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.

Bonus Proficiencies. At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority. At 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order’s Demand. You can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law. At 6th level, you have become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Order's Wrath. At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Domain of the Peaceful

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.

Implement of Peace. At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond. At 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace. At 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond. At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Expansive Bond. At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

Domain of the Tempest

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

Bonus Proficiencies. At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath. Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike. At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Stormborn. At 17th level, you have a flying speed equal to double your walking speed.

Domain of the Traveler

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.

Traveler’s Step. At 1st level, your walking speed increases by 5 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Unfettered Wanderer. From 1st level, 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 30 feet of you. Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn. Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it.

Channel Divinity: Pathfinder. Starting at 2nd level, you can use your Channel Divinity to gain a supernaturally-enhanced sense of direction that never fails you. When you are at a location, you can use your Channel Divinity and spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your action to cast find the path targeting that location without requiring a spell slot or material components. You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have this many locations fixed in your mind, you must choose one to forget in order to gain the new one.

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

Blessed Guide. At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll. When you and another friendly creature finish a long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest.

Domain of the Trickster

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.

Blessing of the Trickster. Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity. Starting at 2nd level, you can use your Channel Divinity to 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 (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Cloak of Shadows. Starting at 6th level, an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Improved Duplicity. At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Domain of the Twilit

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.

Bonus Proficiencies. At 1st level, you gain proficiency with martial weapons and heavy armor.

Eyes of Night. You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing. At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary. At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened.

Steps of Night. At 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twilight Shroud. At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

Domain of the Warring

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.

Bonus Proficiencies. At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest. From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike. Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

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

Avatar of Battle. At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.