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| = Cleric =
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| Arms and eyes upraised toward the sun and a prayer on his lips, a Gnoll begins to glow with an inner light that spills out to heal his battle-worn companions.<br>
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| Chanting a song of glory, a Dragonwrought swings his axe in wide swaths to cut through the ranks of foes arrayed against him, shouting praise to the gods with every foe’s fall.<br>
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| Calling down a curse upon the forces of undeath, a centaur lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.<br>
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| Clerics are intermediaries between the mortal world and the Three. No ordinary priest, a cleric is imbued with divine magic.<br>
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| Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.<br>
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| Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.<br>
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| Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.<br>
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| Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.<br>
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| When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.<br>
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| Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.
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| {| class="wikitable"
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| |+| Class Table
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| ! Level !! Proficiency Bonus !! Features !! Experience Points
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| |-
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| | 1st || +2 || [[Cleric#Divine Domain|Divine Domain]], [[Cleric#Spellcasting|Spellcasting]] || 0
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| |-
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| | 2nd || +2 || [[Cleric#Channel Divinity|Channel Divinity]], [[Cleric#Channel Divinity Options|Channel Divinity Options]], [[Cleric#Divine Domain|Divine Domain Feature]] || 300
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| |-
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| | 3rd || +2 || - || 1,000
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| |-
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| | 4th || +2 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 3,000
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| |-
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| | 5th || +3 || [[Cleric#Smite Undead and Aberrations|Smite Undead and Aberrations]] || 6,000
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| |-
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| | 6th || +3 || [[Cleric#Diversified Divinity|Diversified Divinity]], [[Cleric#Divine Domain|Divine Domain Feature]] || 10,000
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| |-
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| | 7th || +3 || - || 20,000
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| |-
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| | 8th || +3 || [[Cleric#Ability Score Improvements|Ability Score Improvement]], [[Cleric#Divine Domain|Divine Domain Feature]] || 40,000
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| |-
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| | 9th || +4 || - || 60,000
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| |-
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| | 10th || +4 || [[Cleric#Divine Intervention|Divine Intervention]] || 80,000
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| |-
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| | 11th || +4 || - || 100,000
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| |-
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| | 12th || +4 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 120,000
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| |-
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| | 13th || +5 || - || 140,000
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| |-
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| | 14th || +5 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 160,000
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| |-
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| | 15th || +5 || - || 180,000
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| |-
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| | 16th || +5 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 200,000
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| |-
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| | 17th || +6 || [[Cleric#Divine Domain|Divine Domain Feature]], [[Cleric #Destroy Undead and Aberrations|Destroy Undead and Aberrations (CR 4)]] || 225,000
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| |-
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| | 18th || +6 || [[Cleric#Frequent Channel Divinity|Frequent Channel Divinity]] || 250,000
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| |-
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| | 19th || +6 || [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 300,000
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| |-
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| | 20th || +6 || [[Cleric#Improved Divine Intervention|Improved Divine Intervention]] || 350,000
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| |}
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| === Class Information ===
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| '''Hit Dice.''' 1d8 per Cleric Level<br>
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| '''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
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| '''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Cleric Level after 1st<br>
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| '''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
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| '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
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| '''Tool Proficiencies.''' One set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]]<br>
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| '''Saving Throw Proficiencies.''' Wisdom and Charisma.<br>
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| '''Skill Proficiencies.''' Choose two from History, Insight, Medicine, Persuasion, and Religion<br>
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| '''Equipment.''' A [[Armor and Weapons#Simple Melee Weapons|Mace]] or [[Armor and Weapons#Martial Melee Weapons|Warhammer (if Proficient)]], [[Armor and Weapons#Light Armor|Leather]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail (if Proficient)]], any [[Armor and Weapons#Simple Melee Weapons|Simple Weapon]], a [[Armor and Weapons#Shields|Round Shield]], and a [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]]
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| <br><br>
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| {| class="wikitable"
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| |+ Cleric Features Summarized
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| ! Feature !! Level !! Quick Explanation
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| | [[Cleric#Divine Domain|Divine Domain]] || 1st || You choose your subclass, and gain features at 1st, 2nd, 6th, 8th, and 17th Level
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| | [[Cleric#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Wisdom and Preparing Spells
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| | [[Cleric#Channel Divinity|Channel Divinity]] || 2nd || You gain a few divine abilities that you can use
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| | [[Cleric#Channel Divinity Options|Channel Divinity Options]] || 2nd || You can use your Channel Divinity to make Aberrations and Undead run away or to regain Spell Slots
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| | [[Cleric#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 14th, 16th, and 19th Level
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| | [[Cleric#Smite Undead and Aberrations|Smite Undead and Aberrations]] || 5th || When you use a Turn Undead and Aberrations you deal Radiant Damage to all the targets
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| | [[Cleric#Diversified Divinity|Diversified Divinity]] || 6th || You can Attack or cast a Cantrip when you use your Channel Divinity
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| | [[Cleric#Divine Intervention|Divine Intervention]] || 10th || You can make a god maybe help you
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| | [[Cleric#Frequent Channel Divinity|Frequent Channel Divinity]] || 18th || You can use Channel Divinity twice as much
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| | [[Cleric#Improved Divine Intervention|Improved Divine Intervention]] || 20th || You always make a god help you when you use Divine Intervention
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| |}
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| <br>
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| ==== Spellcasting ====
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| ''1st Level Cleric Feature''<br>
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| '''Spellcasting Ability.''' Wisdom<br>
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| '''Spell Save DC.''' 8 + your Wisdom Modifier + your Proficiency Bonus<br>
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| '''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
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| '''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br>
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| '''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]]<br>
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| '''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your Cleric Level + your Wisdom Modifier from the [[Cleric Spells|Cleric Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest.
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| {| class="wikitable"
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| |+ [[Cleric Spells|Cleric Spell List]]
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| ! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
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| | 1st || 3 || 2 || - || - || - || - || - || - || - || -
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| |-
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| | 2nd || 3 || 3 || - || - || - || - || - || - || - || -
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| |-
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| | 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -
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| |-
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| | 4th || 4 || 4 || 3 || - || - || - || - || - || - || -
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| | 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -
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| | 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -
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| | 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -
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| | 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -
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| | 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -
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| | 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -
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| | 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
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| | 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
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| |-
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| | 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
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| |-
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| | 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
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| | 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -
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| |-
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| | 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -
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| | 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| | 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| | 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| | 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| |}
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| <br>
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| ==== Divine Domain ====
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| ''1st, 2nd, 6th, 8th and 17th Level Cleric Feature''<br>
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| You choose one of the Divine Domains in the table below that relates to your skill set and way you serve the Three.
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| {| class="wikitable"
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| |+ Divine Domains
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| ! Divine Domain !! Complexity (1-5) !! Description
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| | [[Cleric#Arcana Domain|Arcana Domain]] || 2 || You break and burn the spells affecting creatures while also embodying the might of an archmage.
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| | [[Cleric#Dragon Domain|Dragon Domain]] || 3 || You embody the power and stewardship of dragons to protect your belongings and the belongings of others.
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| | [[Cleric#Feast Domain|Feast Domain]] || 2 || You use your power over sustenance to feed those around you and poison your foes.
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| | [[Cleric#Forge Domain|Forge Domain]] || 2 || You embody the forge to empower the weapons of your allies and strike your foes with blazing fire.
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| | [[Cleric#Grave Domain|Grave Domain]] || 2 || You channel the power of the grave to keep the living alive and the dead in the ground.
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| | [[Cleric#Knowledge Domain|Knowledge Domain]] || 2 || You use your magic to uncover the secrets of the past and find the weaknesses of your foes.
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| | [[Cleric#Life Domain|Life Domain]] || 1 || You use your healing magic to make sure your allies can never die.
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| | [[Cleric#Light Domain|Light Domain]] || 2 || You use the light and searing fire to ward your allies from death and send your foes to a fiery grave.
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| | [[Cleric#Nature Domain|Nature Domain]] || 2 || You dominate beasts and plants and force the elements to bend to your will.
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| | [[Cleric#Order Domain|Order Domain]] || 3 || You use your enchantment spells to dominate the wills of others and empower your allies.
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| | [[Cleric#Peace Domain|Peace Domain]] || 3 || You become a ward of peace that provides safety to your allies and improves them as they grow nearer to each other.
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| | [[Cleric#Tempest Domain|Tempest Domain]] || 1 || You become the wrath of the storm while wielding weapons to smite your foes with lightning and thunder.
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| | [[Cleric#Travel Domain|Travel Domain]] || 3 || You become a swift guide for your allies, releasing them from that which would restrain them while navigating unfailingly for them.
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| | [[Cleric#Trickery Domain|Trickery Domain]] || 4 || You trick your foes and manipulate their actions with duplicates of yourself and other illusions to make them fall right into your many traps.
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| | [[Cleric#Twilight Domain|Twilight Domain]] || 3 || You embody the twilight to create and step through shrouds of darkness and protect your allies.
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| | [[Cleric#War Domain|War Domain]] || 2 || You become an avatar of war and lead your allies into battle as you control the battle from the front.
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| |}
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| <br>
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| ==== Channel Divinity ====
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| ''2nd Level Cleric Feature''<br>
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| You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options below and the options from your Divine Domain, additionally you gain Channel Divinity Options if you choose to Multiclass into Paladin. If a Channel Divinity Option requires the target to make a Saving Throw against your Spell Save DC.
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| <br><br>
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| ==== Channel Divinity Options ====
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| ''2nd Level Cleric Channel Divinity Options''<br>
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| You gain the following two Channel Divinity Options:
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| *'''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you can use your Channel Divinity to present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Conditions#Incapacitated|Incapacitated]]. While [[Conditions#Dazed|Dazed]] in this way, the creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30ft of you that would be closer than its current space.<br>
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| *'''Channel Divinity Option: Harness Divine Power.''' As a Bonus Action, you can use your Channel Divinity to touch your Holy Symbol, utter a prayer, and regain one expended Spell Slot, the Level of which can be no higher than half your Proficiency Bonus (rounded up).
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| <br>
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| ==== Ability Score Improvements ====
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| ''4th, 8th, 12th, 14th, 16th, and 19th Level Cleric Feature''<br>
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| Your skill and strength expands, choose one of the following:
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| *Increase one Ability Score of your choice by 3.
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| *Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
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| *Increases three Ability Scores of your choice by 1.
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| *Gain one [[Feats|Feat]] of your choice.
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| No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
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| <br><br>
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| ==== Smite Undead and Aberrations ====
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| ''5th Level Cleric Feature''<br>
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| When you use your Turn Undead and Aberrations Channel Divinity Option, you can roll number of d8s equal to your Proficiency Bonus. All creatures that failed the Saving Throw against the effect take Radiant Damage equal to the result of the d8s, and all creatures that succeeded the Save take half as much Damage.
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| <br><br>
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| ==== Diversified Divinity ====
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| ''6th Level Cleric Feature''<br>
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| When you use a Channel Divinity Option as an Action, you can cast a Cantrip with a Casting Time of one Action, or make a single Weapon Attack as a Bonus Action.
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| <br><br>
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| ==== Divine Intervention ====
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| ''10th Level Cleric Feature''<br>
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| You can call on Bahumat, Tiamat or Sardior to intervene on your behalf when your need is great.<br>
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| 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.
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| <br><br>
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| ==== Frequent Channel Divinity ====
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| ''18th Level Cleric Feature''<br>
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| You can use your Channel Divinity a number of times equal to twice your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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| <br><br>
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| ==== Improved Divine Intervention ====
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| ''20th Level Cleric Feature''<br>
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| When you use Divine Intervention feature, it succeeds automatically and you do not need to roll.
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| <br><br>
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| = Divine Domains = | | = Divine Domains = |
| == Arcana Domain == | | == Arcana Domain == |