Cleric: Difference between revisions

7,574 bytes added ,  16:37, 23 July 2022
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'''Bonus Proficiency.''' At 1st level, you gain proficiency with martial weapons and
'''Bonus Proficiency.''' At 1st level, you gain proficiency with martial weapons and
heavy armor.
heavy armor.
'''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.
{| class="wikitable"
|+ 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
|}


'''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.
'''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.
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=== Domain of the Feast ===
=== 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.
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.
'''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.
{| class="wikitable"
|+ 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
|}


'''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.
'''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.
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=== Domain of the Forge ===
=== 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.
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 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.
{| class="wikitable"
|+ 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
|}


'''Bonus Proficiencies.''' When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
'''Bonus Proficiencies.''' When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
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=== Domain of the Grave ===
=== Domain of the Grave ===
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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''Circle of Mortality.''' At 1st level, 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 highest number possible for each die.
'''Circle of Mortality.''' At 1st level, 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 highest number possible for each die.
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=== Domain of the Learned ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''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.
'''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.
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'''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.
'''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.
:'''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.
:'''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 ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''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.
'''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.
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=== Domain of the Living ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''Bonus Proficiency.''' When you choose this domain at 1st level, you gain proficiency with heavy armor.
'''Bonus Proficiency.''' When you choose this domain at 1st level, you gain proficiency with heavy armor.
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=== Domain of the Natural ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''Acolyte of Nature.''' At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
'''Acolyte of Nature.''' 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.
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The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
'''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.
{| class="wikitable"
|+ 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
|}


'''Bonus Proficiencies.''' At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
'''Bonus Proficiencies.''' At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
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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.
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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''Implement of Peace.''' At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
'''Implement of Peace.''' At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
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=== Domain of the Tempest ===
=== 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.
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.
'''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.
{| class="wikitable"
|+ 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
|}


'''Bonus Proficiencies.''' At 1st level, you gain proficiency with martial weapons and heavy armor.
'''Bonus Proficiencies.''' At 1st level, you gain proficiency with martial weapons and heavy armor.
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=== Domain of the Traveler ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''Traveler’s Step.''' At 1st level, your walking speed increases by 5 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
'''Traveler’s Step.''' 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.
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=== Domain of the Trickster ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''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.
'''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.
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=== Domain of the Twilit ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


'''Bonus Proficiencies.''' At 1st level, you gain proficiency with martial weapons and heavy armor.
'''Bonus Proficiencies.''' At 1st level, you gain proficiency with martial weapons and heavy armor.
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=== Domain of the Warring ===
=== 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.
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.''' 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.
{| class="wikitable"
|+ 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
|}


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