Points de Vie
Maîtrises
Cleric
| Niveau | Bonus de Maîtrise | Capacités | Channel Divinity | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Divine Order | 0 | 3 | 4 |
| 2 | + 2 | Spellcasting Divine Order | 2 | 3 | 5 |
| 3 | + 2 | Spellcasting Divine Order | 2 | 3 | 6 |
| 4 | + 2 | Spellcasting Divine Order | 2 | 4 | 7 |
| 5 | + 3 | Spellcasting Divine Order | 2 | 4 | 9 |
| 6 | + 3 | Spellcasting Divine Order | 3 | 4 | 10 |
| 7 | + 3 | Spellcasting Divine Order | 3 | 4 | 11 |
| 8 | + 3 | Spellcasting Divine Order | 3 | 4 | 12 |
| 9 | + 4 | Spellcasting Divine Order | 3 | 4 | 14 |
| 10 | + 4 | Spellcasting Divine Order | 3 | 5 | 15 |
| 11 | + 4 | Spellcasting Divine Order | 3 | 5 | 16 |
| 12 | + 4 | Spellcasting Divine Order | 3 | 5 | 16 |
| 13 | + 5 | Spellcasting Divine Order | 3 | 5 | 17 |
| 14 | + 5 | Spellcasting Divine Order | 3 | 5 | 17 |
| 15 | + 5 | Spellcasting Divine Order | 3 | 5 | 18 |
| 16 | + 5 | Spellcasting Divine Order | 3 | 5 | 18 |
| 17 | + 6 | Spellcasting Divine Order | 3 | 5 | 19 |
| 18 | + 6 | Spellcasting Divine Order | 4 | 5 | 20 |
| 19 | + 6 | Spellcasting Divine Order | 4 | 5 | 21 |
| 20 | + 6 | Spellcasting Divine Order | 4 | 5 | 22 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Divine Order | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Divine Order | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Divine Order | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Divine Order | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Divine Order | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Divine Order | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Divine Order | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Divine Order | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Divine Order | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 12
Niveau 14
Niveau 16
Niveau 17
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Maîtrises
light
medium
shield
simple
Équipement de Départ
Capacités de Classe
Spellcasting (Level 1)
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.
Cantrips
You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
Spell Slots
The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Divine Order (Level 1)
You have dedicated yourself to one of the following sacred roles of your choice.
Channel Divinity (Level 2)
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Spark
As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead
As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Cleric Subclass (Level 3)
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
Sear Undead (Level 5)
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
Subclass Feature (Level 6)
You gain a feature from your Cleric Subclass.
Blessed Strikes (Level 7)
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
Divine Strike
Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
Potent Spellcasting
Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Divine Intervention (Level 10)
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Improved Blessed Strikes (Level 14)
The option you chose for Blessed Strikes grows more powerful.
Divine Strike
The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting
When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 17)
You gain a feature from your Cleric Subclass.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.
Greater Divine Intervention (Level 20)
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
Multiclassage
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Abyssal Domain
Abyssal Domain (Level 3)
Channel Divinity: Dust to Dust (Level 3)
Channel Divinity: Binding of the Deep (Level 6)
At 6th level, you can use your Channel Divinity to chain demons to your will. When you cast a spell that summons demons, you present your holy symbol and use your Channel Divinity to bind them. Any demons bound in this way cannot break free from your control, and are never hostile towards you or your allies. The binding ends when you die.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Demonic Ascendancy (Level 17)
When you reach 17th level, you infuse your soul with demonic energy, gaining immense power. You have resistance to cold, fire and lightning damage, and gain telepathy with a range of 120 feet.
Ambition Domain (PSA)
Ambition Domain (PSA) (Level 3)
The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.
Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Warding Flare
When you choose this domain 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: Invoke Duplicity (Level 3)
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.
Channel Divinity: Cloak of Shadows (Level 6)
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Improved Duplicity (Level 17)
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.
Anathema Domain
Anathema Domain (Level 3)
Channel Divinity: Divine Derogation (Level 3)
Conduit of Ruin (Level 6)
When you reach 6th level, you learn to focus the ire of your god to further hamper a creature suffering from it. Before a creature rolls the d4 from a bane spell cast by you, you can use a reaction to upgrade the d4 to a d6.
As you gain levels in this class, the malediction imposed by this feature grows even stronger. You can upgrade the die to a d8 at 11th level, and to a d10 at 17th level.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Scornful Condemnation (Level 17)
When you reach 17th level, you no longer need to concentrate on the bane spell. When you cast it, it lasts for its full duration, until you cast the spell again, or until you fall unconscious.
Additionally, your ability to channel divine hatred is so masterful that it harms those burdened with it. The first time a creature rolls the die for a bane spell cast by you on its turn, it also takes psychic damage equal to the number rolled on the die.
Anathema Domain
Anathema Domain (Level 3)
Channel Divinity: Divine Derogation (Level 3)
Conduit of Ruin (Level 6)
When you reach 6th level, you learn to focus the ire of your god to further hamper a creature suffering from it. Before a creature rolls the d4 from a bane spell cast by you, you can use a reaction to upgrade the d4 to a d6.
As you gain levels in this class, the malediction imposed by this feature grows even stronger. You can upgrade the die to a d8 at 11th level, and to a d10 at 17th level.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Scornful Condemnation (Level 17)
When you reach 17th level, you no longer need to concentrate on the bane spell. When you cast it, it lasts for its full duration, until you cast the spell again, or until you fall unconscious.
Additionally, your ability to channel divine hatred is so masterful that it harms those burdened with it. The first time a creature rolls the die for a bane spell cast by you on its turn, it also takes psychic damage equal to the number rolled on the die.
Ancestral Domain
Ancestral Domain (Level 3)
Believe in Your Ancestors not a God
The Ancestral Domain is one of the few domains that doesn't follow a god. This domain draws the power from the Cleric's ancestors. They pray to their ancestors for power to protect those in need and to strike down those in your way. These clerics tend to have varying ideals, as they fully depend on the core values that have been passed down in their family.
Ancestral Domain Spells
When you reach a Cleric level specified in the Ancestral Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
3rd | Dissonant Whispers, Misty Step, See Invisibility, Unseen Servant |
5th | |
7th | |
9th |
Ghost Envoy
As a Bonus Action, you can expend one use of your Channel Divinity to partially bring a spirit into the Material Plane in an unoccupied space you can see within 30 feet. The spirit remains in this plane for 1 minute, but ends early if you dismiss it (no action required), or become Incapacitated. The spirit cannot be harmed, as it still mostly resides in the Ethereal Plane. While the spirit persists you gain the following benefits:
Cast Spells
You can cast spells as though you were in the spirit's space.
Chilling Aura
When an enemy creature starts its turn within 5 feet of the spirit, their speed is reduced by half.
Move
As a Bonus Action, you can move the spirit up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself. The spirit moves there in a straight line, going through objects and creatures.
Haunting Rush (Level 6)
Whenever you take your Bonus Action to move the Ghost Envoy spirit, all enemy creatures it moves through must succeed a Wisdom saving throw against your spell save DC or become Frightened until the start of your next turn.
Ancestral Love (Level 17)
The Ghost Envoy spirit has gotten stronger in the following ways.
Ancestral Healing
When the spirit moves through a space of an ally it heals an amount of hit points equal to your Wisdom modifier.
Ancestral Protection
When you or an allied creature is within 5 feet of the spirit, all attack rolls against them are made with disadvantage.
Angelic Scribe
Angelic Scribe (Level 3)
Warding Seal (Level 6)
Beginning at 6th level, you can place warding seals to protect areas. This follows the procedure for scribing an angelic seal, but a warding seal must be fashioned on the ground, the floor, or a similarly suitable portion of a structure such as a wall, column, or ceiling. As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell.
Once activated, a warding seal creates a spherical "safe space" that extends out to 30 feet around it, large enough to surround a small building or series of rooms of appropriate dimensions (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). An aberration, fey, fiend, or undead cannot physically cross the boundary, cast spells through it, or project its abilities across the boundary unless it makes a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that makes a sucessful save and moves across the boundary into the protected area isn't affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing ones), but it must contend with the ward again if it leaves the area and tries to reenter.
Greater Seal (Level 10)
Starting at 10th level (or 8th level for a cleric), you can use an action to empower one of your active angelic seals or warding seals to greater effect. If you choose an angelic seal, its user typically gains the greater benefit of the seal for 1 minute (unless otherwise noted), replacing the normal benefit during that time. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails additional saves against the ward during this time.
You can use this ability twice, and you regain expended uses when you finish a short or long rest.
Angelic Wrath (Level 14)
At 14th level (or 17th level for a cleric), you add conjure celestial to your spellbook or your spells known if you don't already know it.
Additionally, you can use a bonus action to infuse your seals with angelic wrath. For 1 minute, you deal an additional 1d8 radiant damage with weapon attacks—and so does anyone within 30 feet of you that is in possession of one of your active seals.
You can't use this ability again until you finish a short or long rest.
Apocalypse Domain
Apocalypse Domain (Level 3)
Some say the world ends in fire. Others, ice. I'm ready for both.
Few gods embrace the Apocalypse Domain, yet in times of war, disease, or social upheaval, its Clerics appear at the head of grim cults that proclaim the world's imminent demise. Devotes of the Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things.
The exact origin of their divine power confounds the elders of established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population facing disaster. Perhaps the world's demise is truly imminent, and these visionaries have found some way to tap into the apocalypse as it grows near.
Alignment
Consider your alignment and how it dictates your attitude toward the apocalypse. Below are some ideas on how your philosophy shapes your attitudes and religious practices. You can also use this table to determine the nature of your cult.
| Alignment | Notes |
|---|---|
Chaotic | Each of us faces the apocalypse alone. We must find our own path to making peace with the imminent destruction of all we hold dear. In these end times, laws, traditions, and restrictions mean nothing. We are entitled to live as we see fit. |
Lawful | The apocalypse is at hand, but if you obey the dictates and commandments determined by your order, you have the chance to escape. The gods will preserve those who are worthy, and you will know the worthy by their observance to the proper traditions, rites, and sacrifices. |
Neutral | All things die, including the world. By cataloging the end times, perhaps we can preserve a sliver of our reality for whatever world arises from the ashes. But make no mistake—when the world ends, we will end with it. |
Evil | It isn't enough for the apocalypse to come to the world-we must hasten its appearance by culling those foolish enough to defy it. By doing so, the force behind the coming disaster will welcome us as its instruments and preserve us after we end this world. |
Good | The apocalypse is a cleansing event, one that will see the wickedness of the world washed away in favor of a new order. Our task is to spread knowledge of the righteous path. We must be patient and kind, for few wish to hear our message. But those wise enough to embrace our hymn will join us in the paradise to come. |
Apocalypse Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Apocalypse Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Visions of Annihilation
You gain the ability to foretell a creature's doom. As a Bonus Action, choose a creature you can see within 120 feet of yourself. Until the start of your next turn, attack rolls against that creature have Advantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Doom Song
You can use your Channel Divinity to hasten a creature's doom. As a Bonus Action, you can expend one use your Channel Divinity to choose a creature you can see within 120 feet of yourself. For 10 minutes, attack rolls against the creature can score a Critical Hit on a roll of 19 or 20 on the d20.
All Will Be Dust (Level 6)
You can use your Channel Divinity to twist a creature's fate. As a Bonus Action, you can expend one use of your Channel Divinity to choose a creature you can see within 120 feet of yourself. That creature has Disadvantage on the next saving throw it makes against your spells before the end of your next turn.
Life Beyond Death (Level 17)
When you or an ally within 120 feet of you is about to make a Death Saving Throw, you can expend a spell slot (no action required) to heal the target a number of Hit Points equal to ten times the level of the spell slot expended.
Apocalypse Domain
Apocalypse Domain (Level 3)
Channel Divinity: Damnation (Level 3)
Channel Divinity: Weight of Guilt (Level 6)
At 6th level, you can use your Channel Divinity to manipulate a creature's thoughts. You can then use your access to the creature's mind as an advantage when interrogating it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you automatically know for the next 10 minutes whether anything the target says is true, a lie, or in between. On a successful save, the target cannot be affected by this spell until you finish a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Herald of the Apocalypse (Level 17)
At 17th level, you gain resistance to acid, fire, and poison damage.
Arcana Domain
Arcana Domain (Level 3)
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.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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 (Level 3)
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend 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 use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then 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 at or below a certain threshold, as shown below.
| Cleric level | Banishes Creatures of CR... |
|---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Spell Breaker (Level 6)
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 (Level 17)
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.
Arcana Domain
Arcana Domain (Level 3)
Wield the Sacred Mysteries
The Arcana Domain taps into the fundamental magic that permeates the multiverse, driving both creation and destruction. Clerics of this domain are intimately connected to the secrets and potential of arcane power. Some view this knowledge as a sacred duty, offering a deep understanding of reality, while others see magic as raw power, to be wielded at will.
Deities of this domain are often associated with wisdom, knowledge, and the pursuit of arcane mastery. Their followers may be guardians of magical secrets, seekers of enlightenment, or those who use arcane power to shape the world responsibly.
Arcana Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | Detect Magic, Magic Missile, Magic Weapon, Nystul's Magic Aura |
5th | |
7th | |
9th |
Arcane Abjuration
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to abjure otherworldly creatures. You cast the Banishment spell on an Aberration, Celestial, Elemental, Fey, or Fiend within the spell range. You can't use this trait again until you finish a Long Rest.
Arcane Initiate
You gain Proficiency in the Arcana skill, and you learn two cantrips of your choice from the Wizard spell list. For you, these cantrips count as Cleric cantrips. Whenever you gain a Cleric level, you can replace one of these cantrips with another Wizard cantrip.
Spell Breaker (Level 6)
When a spell you cast with a spell slot restores Hit Points to a creature, you can also end one spell of your choice on that creature on that turn. The level of the spell you end must be equal to or lower than the level of the spell slot you used to cast the healing spell.
Arcane Mastery (Level 17)
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.
Arctic Domain
Arctic Domain (Level 3)
Channel Divinity: Ice Prison (Level 3)
Glacial Soul (Level 6)
At 6th level, the divine ice shines through you:
You learn the ray of frost cantrip, it counts as a cleric cantrip for you.
When you deal cold damage to a creature, you can also reduce its movement speed by 10 ft. until the start of your next turn.
You gain resistance to cold damage.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Herald of the Arctic (Level 17)
Starting at 17th level, your blessed affinity with the cold is unmatched:
You gain immunity to cold damage.
You can use your action to activate an aura of Blizzard in a 30ft radius around you that lasts for 1 minute or until you dismiss it using another action. You and your allies within that radius are considered heavily obscured to others.
Art Domain
Art Domain (Level 3)
Sermon is also art (Level 6)
Once you reach level 6, your wit is as good as a diplomat's. The art makes you understand the people and the church, so you can speak what they want to hear. Whenever you roll a Persuasion or Deception test, you can add your Wisdom modifier to the test. In addition, when you spend at least 1 minute showing your art in public, such as in a temple, hall, tavern or square, you can roll a Perfomance test to determine the quality of the presentation, on a success, determined by the Master, you gain a point of inspiration.
Channel Divinity: Divine comfort (Level 6)
Also from 6th level, you can use your Channel Divinity as an action to choose a number of creatures within 9 meters of you equal to your Wisdom modifier and end frightening or bewitching effects that are affecting them (you choose for each creature).
Powerful conjuration (Level 8)
From 8th level, you add your Wisdom modifier to the damage dealt by any cleric trick, this damage is psychic.
Every artist has a group (Level 17)
At level 17, your bond with your friends and traveling companions has become very strong and most of the songs and writings you create are about the adventures you've been on together. As a bonus action, you can create a bond between you and your companions by choosing a number of them within 18 meters of you equal to your proficiency bonus. For 1 minute, you and your bonded companions can add your Wisdom modifier to all your skill and endurance tests and attack rolls. When a bonded companion takes damage or fails a resistance test from an effect originating from a creature you see within 27 meters of you, you can use your reaction to force this creature to make a Wisdom resistance test against your magic DC, suffering 3d8 psychic damage if you fail, or half if you pass. After using this ability, you can't use it again until you've completed a long rest.
Artistry Domain
Artistry Domain (Level 3)
Channel Divinity: Deluge of Creativity (Level 3)
Channel Divinity: Bring to Life (Level 6)
At 6th level, you can use your Channel Divinity to create real creatures and objects from artwork.
As an action, you touch your holy symbol to a piece of artwork and cause a single object or creature depicted within that piece to be conjured at an unoccupied location within 30 feet of you, in a perfectly realistic form. To be an eligible target, the real version of a selected creature or object must fit within a 10-foot cube. If the target is a creature, it must either be a beast of CR 1/4 or below or a CR 0 creature of any creature type. A conjured creature is friendly to you and obeys your commands. Any creature or object conjured by this feature lasts for 1 hour or until it is destroyed or dismissed as a bonus action on your turn.
The maximum CR of any beast you conjure with this feature increases to 1 at 11th level and 2 at 17th level.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Aura of Artistry (Level 17)
Starting at 17th level, certain spells you cast will create auras of divine magic. Whenever you cast an enchantment or illusion spell, you can cause magical energy to radiate from you in an aura with a 10-foot radius. For 1 minute or until you use this feature again, the aura moves with you, centered on you. The effects of the aura depend on the spell's school of magic:
Enchantment
The aura is filled with inspiring music. A friendly creature that starts its turn within the aura gains 2d6 temporary hit points that last until it leaves the aura.
Illusion
The aura is filled with illusory images and sounds that distract opponents. Hostile creatures within the aura have disadvantage on attack rolls.
Aspiration Domain
Aspiration Domain (Level 3)
Channel Divinity: Awaken Ambition (Level 3)
Shadow's Gifts (Level 6)
When you use your Channel Divinity feature, you can impart some of the Shadow's most successful lessons and awaken new gifts in those affected. Choose one of the following magical gifts, bestowing that benefit on yourself and each target of your Channel Divinity:
- Eyes of the Medusa
- Heart of the Troll
- Mastery of the Hag
- Voice of the Harpy
Potent Spellcasting (Level 8)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Shadow's Apotheosis (Level 17)
The range of your Channel Divinity: Awaken Ambition feature increases from 15 feet to 30 feet. In addition, creatures affected by your Shadow's Gifts feature gain all four benefits, instead of just one.
Astral Domain
Astral Domain (Level 3)
Channel Divinity: Create Void (Level 3)
Channel Divinity: Spatial Exchange (Level 6)
By 6th level, you can use your Channel Divinity to distort the fabric of reality. As an action, you teleport up to 30 feet away to an unoccupied space you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Supreme Switching (Level 17)
At 17th level, you can choose to target a hostile creature when you use your Spatial Exchange feature. When you do, that creature must make a Charisma saving throw against your cleric spell save DC. On a failure, it switches places with you. On a success, neither you nor the creature are moved by your Channel Divinity.
In addition, your comfort slipping through planes allows you to do more while you move between them. Whenever you successfully swap places with another creature using your Spatial Exchange feature, you can cast a spell of 5th level or lower with a range of touch as part of that action. The spell must have a casting time of 1 action, and you must target the creature you're switching places with. The spell completes as you and the other creature switch places.
Atonement Domain
Atonement Domain (Level 3)
Channel Divinity: Shield of Martyrdom (Level 3)
Hallowed Reprieve (Level 6)
At 6th level, you gain the ability to empower your selfless acts of protection with divine aid. When you use your Selfless Reprieve feature against an effect that allows you to make a saving throw to take only half damage, you take half damage from your saving throw failure, and your chosen target takes no damage from their automatic success.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Divine Strike (Level 8)
Starting at 8th level, you can infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Exalted Protector (Level 17)
When you reach 17th level, your Selfless Reprieve feature can grant automatic successes to two creatures making the same saving throw as you, instead of only one. In addition, each use of your Hallowed Reprieve feature can now simultaneously benefit up to two creatures as well.
Atonement Domain
Atonement Domain (Level 3)
Channel Divinity: Shield of Martyrdom (Level 3)
Hallowed Reprieve (Level 6)
At 6th level, you gain the ability to empower your selfless acts of protection with divine aid. When you use your Selfless Reprieve feature against an effect that allows you to make a saving throw to take only half damage, you take half damage from your saving throw failure, and your chosen target takes no damage from their automatic success.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Divine Strike (Level 8)
Starting at 8th level, you can infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Exalted Protector (Level 17)
When you reach 17th level, your Selfless Reprieve feature can grant automatic successes to two creatures making the same saving throw as you, instead of only one. In addition, each use of your Hallowed Reprieve feature can now simultaneously benefit up to two creatures as well.
Avarice Domain
Avarice Domain (Level 3)
Channel Divinity: Object of Desire (Level 3)
Divine Kleptocracy (Level 6)
Starting at 6th level, you can take spells affecting others and twist them for your own use. When a creature you can see within 30 feet of you is targeted by a spell not cast by you that requires concentration, you can use your reaction to duplicate the spell's effect on yourself. If the spell ends for the other creature, the effect ends for you at the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Avatar of Excess (Level 17)
At 17th level, your ability to benefit yourself while empowering others becomes second nature. When you use Prophet Motive to replicate a spell's effect, you can choose to have that spell not require concentration.
Once you use this feature, you can't use it again until you finish a long rest.
Awe Domain
Awe Domain (Level 3)
Domain Spells (Level 3)
Holy Fire (Level 3)
Avatar of Authority (Level 3)
Channel Divinity: Reverent Dread (Level 3)
Holiest of Holies (Level 6)
At 6th level, when you cast a spell that deals damage, you can change its damage type to radiant. When you roll radiant damage, you can reroll a number of dice up to your Wisdom modifier (a minimum of 1) and use the higher result. You can reroll radiant damage dice once per long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
The Ten Plagues (Level 17)
Starting at 17th level, your god answers your prayers with a fury that shakes the world.
You can use an action to expend a 9th-level spell slot and cast one of the spells below, requiring no somatic or material components. The spell's range increases to sight, and if the spell creates an area of effect, each of the area's dimensions increases to 1 mile if they are not already larger.
Each creature of your choice affected by the spell makes a Wisdom saving throw against your Reverent Dread Channel Divinity, which does not expend a use of your Channel Divinity.
Once you use this feature, you can't do so again until you finish a long rest. Once you cast one of the listed spells, you can't cast it with this feature again until you cast every other spell on the list in the same way. You can still use your cleric spellcasting, spellcasting from another class feature, a magic item, or another source of powerful magic to cast these spells, which don't count against the number of cleric spells you have prepared.
Balance Domain
Balance Domain (Level 3)
Channel Divinity: Wisdom's Ward (Level 3)
Balancing Aura (Level 6)
6th-level Balance Domain feature
You learn to subtly influence the minds of those around you, encouraging them to make rational decisions. You and friendly creatures within 10 feet of you gain advantage on Wisdom saving throws.
If you or an friendly creature fail a Wisdom saving throw, you can expend a number of balance points, adding the number of points spent to the failed save, potentially turning the failure into a success.
Potent Spellcasting (Level 8)
8th-level Balance Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Balanced Harm (Level 17)
17th-level Balance Domain feature
Your powerful connection to balance allows you to change the flow of combat, spreading the damage dealt to a single target among yourself and your allies. When an ally within 60 feet of you that you can see takes damage, you can use your reaction to divide that damage evenly between the original target, yourself, and up to two other allies within 60 feet of you. You can't choose allies whose current hit points are less than the amount of damage they would be taking.
Before dividing the damage dealt, you can expend a number of balance points to reduce the total damage by 1d6 for each balance point expended.
You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest.
Beauty Domain
Beauty Domain (Level 3)
Channel Divinity: Impulsive Infatuation (Level 3)
Enchanting Presence (Level 6)
Your god has blessed you with an otherworldly elegance that disarm those who behold you. Beginning at 6th level, when you cast an enchantment spell of 1st-level or higher, and the target is within 5 feet and can see you, you can impose disadvantage on their saving throw against that spell.
Once this feature causes a target to fail their saving throw you must finish a short or long rest before you can use it again.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Resplendent Beauty (Level 17)
You have become an avatar of celestial beauty. Your enemies attack with uncertainty, fearful of damaging the wondrous being they behold. Upon reaching 17th level, when a creature targets you with an attack, you can use your reaction to force them to make a Wisdom saving throw. On a failed save, they must choose another target within range. If there is not available target then their attack misses or fails.
Beauty Domain (Twitter)
Beauty Domain (Twitter) (Level 3)
Channel Divinity: Beauty's Truce (Level 3)
Superior Refuge (Level 6)
Starting at 6th level, the temporary hit points granted by your Beauty's Refuge ability increase to 5 + your Charisma modifier (minimum 1).
Potent Cantrip (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul of Beauty (Level 17)
Starting at 17th level, you become an avatar of unearthly beauty. Your enemies attack with uncertainty, fearful of damaging the wondrous being they behold, while your magic draws upon your presence to augment its power.
As a reaction, you can impose a penalty on a creature's attacks against you or on its saving throws against your spells and abilities. This benefit lasts until the end of the current turn The penalty equals your Charisma modifier (minimum 1).
Beer Domain
Beer Domain (Level 3)
Channel Divinity: Blessed Brew (Level 3)
Channel Divinity: Boot and Rally (Level 6)
Starting at 6th level, you can use your Channel Divinity to aid and rally your allies. All friendly creatures within 30 feet of you who are frightened, paralyzed, poisoned, or stunned gain an immediate saving throw with advantage to remove the effect. Creatures that succeed on the saving throw also heal 2d6 hit points.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with radiant energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fire in the Belly (Level 17)
At 17th level, you gain resistance to cold, poison, and psychic damage.
Black Powder Domain
Black Powder Domain (Level 3)
Channel Divinity: Imbue/Remove Explosivity (Level 3)
Explosive Infusion (Level 6)
Beginning at 6th level, you can imbue an object you are holding or carrying with explosive power. The object must be nonmagical and small enough to fit in one hand, such as a glass vial or a ball bearing. As a bonus action, you can expend a 1st-level spell slot to fill the item with explosive power for 1 minute. Before the duration ends, you can use an action to throw the object at a point you can see up to 20 feet away, where it explodes on impact. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage can experience bursts, as described in the gunpowder weapon property, but this effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.
If you expend a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet of the point of impact must make the saving throw. If you don't throw the object before the duration ends, the magic fades, and the item becomes a normal object once again.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Greater Explosive Infusion (Level 17)
Starting at 17th level, you can imbue explosive power into larger objects with your Explosive Infusion. The target must be an object that isn't being worn or carried at the time you imbue it, must be no larger than can fit in a single 5-foot cube, and must be nonmagical. Your infusion fills the object with explosive power for 10 minutes. Before the duration ends, you can detonate the object as an action, provided you are within 100 feet of it. Alternatively, you can detonate the object as a reaction to a specific event (a particular creature or certain number of creatures move within 20 feet of the object, for example), or you can set a specific time for the object to detonate, up to 10 minutes from the time at which you infused the object. If you set the object to detonate at a specific time, you don't need to be within 100 feet of the object for it to detonate.
When the object detonates, each creature within 20 feet of the object must make the saving throw. If you expend a use of your Channel Divinity when you first imbue the object, each creature in the area when it detonates has disadvantage on the saving throw. At any point before the object detonates, you can touch it as an action to disperse the energy and cause it to become a normal object once again, regaining the spell slot you expended to infuse the object.
Blizzard Domain
Blizzard Domain (Level 3)
Channel Divinity: Cold Front (Level 3)
Deep Freeze (Level 6)
The pure, biting cold you wield becomes more potent. Cold damage dealt by your cleric spells and Channel Divinity options ignores resistance to cold damage.
Potent Spellcasting (Level 8)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Absolute Zero (Level 17)
You have learned to wield the full power of a raging snowstorm. You gain immunity to cold damage and resistance to fire damage. Additionally, cold damage dealt by your cleric spells and Channel Divinity options treats immunity to cold damage as resistance.
Blood Domain
Blood Domain (Level 3)
Channel Divinity: Thief of Life (Level 3)
Blood of the Faithful (Level 6)
Starting at 6th level, you can reclaim the divinity of your blood from your enemies and distribute it amongst the faithful. When you take damage, you may use your reaction to cause creatures of your choice within 30 feet to gain temporary hit points equal to half your cleric level (rounded down).
You may use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Immortality (Level 17)
At 17th level, you have harnessed the power the of Divinity Within in its ultimate form. When you drink the blood of a creature that has been killed within 1 hour (or that has been magically preserved, for example using a gentle repose spell), your body does not age for one year. In addition, you are immune to disease, poison damage and the poisoned condition for that period.
Blood Domain
Blood Domain (Level 3)
Channel Divinity: Crimson Bond (Level 3)
Channel Divinity: Blood Puppet (Level 6)
Starting at 6th level, you can use your Channel Divinity to briefly control a creature's actions—whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn't incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.
On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:
Make a single attack
Do nothing
An animated corpse or an unconscious creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.
An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).
Sanguine Recall (Level 6)
At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a long rest.
For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.
Divine Strike (Level 8)
At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target.
Divine Strike (14th Level) (Level 14)
When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: Blood Puppet (17th Level) (Level 17)
At 17th level, you can use this feature to target a Huge or smaller creature or corpse.
Vascular Corruption Aura (Level 17)
At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.
Once you use this feature, you can't use it again until you finish a long rest.
Blood Domain
Blood Domain (Level 3)
Channel Divinity: Drain Spirits (Level 3)
Sacrificial Healer (Level 6)
(6th-level Blood Domain feature)
Starting at 6th level, you can augment your healing spells through sacrifice. When you cast a spell of 1st level or higher that restores hit points, you can choose one creature within 15 feet of you that the spell affected. You spend a number of your hit points, and that creature regains additional hit points equal to the amount you spent, plus temporary hit points equal to half that amount. The temporary hit points last until the start of your next turn.
The number of hit points you spend can't exceed the amount of hit points restored to the target by the triggering spell.
Potent Spellcasting (Level 8)
(8th-level Blood Domain feature)
At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Eternal Bloodshed (Level 17)
(17th-level Blood Domain feature)
Beginning at 17th level, the dark magic you cast can cause deep, gushing wounds to appear on the body of an affected creature. When you cast a spell of 1st level or higher that deals necrotic damage or has the hemomancy tag, you can force one creature that took damage from the spell to make a Constitution saving throw against your spell save DC. On a failed save, the creature is wounded for 1 minute. The wound ends early if the creature receives magical healing, uses their action to staunch the wound, or if you use this feature again.
While the wound lasts, the wounded creature takes 1d10 necrotic damage at the start of each of its turns, and it has disadvantage on saving throws against any spell that deals necrotic damage or has the hemomancy tag.
Blood Domain
Blood Domain (Level 3)
Channel Divinity: Blood Puppet (Level 3)
Channel Divinity: Crimson Bond (Level 6)
Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.
During your bond, you can spend an action to attempt to connect with the bonded creature's senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.
| Health | State |
|---|---|
100% | Untouched |
99%-50% | Injured |
49%-1% | Heavily Wounded |
0% | Unconscious or dying |
- | Dead |
Sanguine Recall (Level 8)
At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can't use this feature again until you finish a long rest.
For example, if you're a 4th-level Cleric, you can recover up to two levels of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You then suffer 2d6 damage
Vascular Corruption Aura (Level 17)
At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).
Once you use this feature, you can't use it again until you finish a long rest.
BloodWell Domain
Bloodwell Domain (Level 3)
Channel Divinity: Blood Curse (Level 3)
Sanguine Rebuke (Level 6)
Starting at 6th level, the magic of your Bloodwell rebukes those who strike you. When a creature deals damage to your Bloodwell with a melee attack, you can use your reaction to force the attacker to make a Dexterity saving throw. On a failed save, they take 2d10 necrotic damage.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
Beginning at 8th level, your god imbues your weapon attacks with their divine wrath. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Vampiric Mastery (Level 17)
Your god has show you the dark techniques necessary to draw power from death. Starting at 17th level, when you kill a creature with a necromancy spell of 2nd-level or higher, you can use your reaction to regain one of your expended spell slots. The spell slot you recover must be at least one level lower then the spell you cast to kill the creature.
Brewing Domain
Brewing Domain (Level 3)
Channel Divinity: Intoxicating Song (Level 3)
Channel Divinity: Stout Constitution (Level 6)
Beginning at 6th level, when you or a creature within 30 feet of you takes poison damage, you can use your reaction to grant resistance to poison against that instance of poison damage.
In addition, you cannot become intoxicated unless you choose to.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Brew (Level 17)
Starting at 17th level, when you use your Liquid Courage, you can imbue an additional effect into the brew you create.
Cleansing Brew. The brew cleanses one disease, curse, or condition afflicting a creature that imbibes the brew.
Nectar of the Gods. When drinking the imbued brew, a creature attains a state of divine inebriation where all things begin to become clear. The creature may ask a single question that can be answered with a yes or no answer. The creature always receives a correct answer for the question.
The divine connection of the brew isn't always clear however, so the creature might receive an 'unclear' response if the question pertains to information beyond its deity's knowledge or if the creature is too drunk to comprehend its logic. There is a 50% chance the player receives an 'unclear' answer due to their own misunderstanding.
Carillon Domain
Carillon Domain (Level 3)
Channel Divinity: Frightful Knell (Level 3)
Holy Clangor (Level 6)
Starting at 6th level, you can use a bonus action to emit a faint, divine ringing that lasts for 1 minute, like a bell tolling noon. When you use this feature, a resonant wave emanates from you thats audible out to a range of 10 feet. The sound of the wave and its effect depends on the creature that hears it. A friendly creature that hears the sound (including yourself ) can immediately make a saving throw against one effect on it thats causing it to be charmed or frightened, as the wave rings with a divine clarity. A hostile creature that hears the sound takes an amount of psychic damage equal to your proficiency bonus, as it wails with a dreadful tone instead.
For the duration, you can use a bonus action on each of your subsequent turns to send out the wave again. When you reach 17th level in this class, the waves audible range increases to 30 feet.
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.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Unwavering Resonance (Level 17)
By 17th level, you are immune to thunder damage and can not be deafened. In addition, while your Holy Clangor is active, you have blindsight out to its audible range, and you automatically emit its divine wave when you take bludgeoning, piercing, or slashing damage for the first time since the start of your last turn.
Cat Domain
Cat Domain (Level 3)
Channel Divinity: Feline Finesse (Level 3)
Eyes of the Cat (Level 6)
Beginning at 6th level, you gain darkvision with a range of 60 feet. If you already have darkvision, the range extends to 90 feet.
Divine Strike (Level 8)
Beginning at 6th level, you gain darkvision with a range of 60 feet. If you already have darkvision, the range extends to 90 feet.
Emissary of the Cat (Level 17)
At 17th level, you become a natural lycanthrope of the weretiger or werelion type, whichever is appropriate to your deity. See 'Player Characters as Lycanthropes' in the standard rules on werewolves for details. You cannot spread the disease of lycanthropy.
Cataclysm Domain
Cataclysm Domain (Level 3)
Channel Divinity: Cataclysmic Eruption (Level 3)
Volcanic Strike (Level 6)
Beginning at 6th level, when you deal bludgeoning or fire damage to a Large or smaller creature, you can cover that creature in volcanic slag, reducing their movement speed by 10 feet until the start of your next turn. A creature can use its action to touch the target scrape the slag off a target early.
A creature covered in slag cannot take reactions.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire or bludgeoning damage to the target. When you reach 14th level, the extra damage becomes 2d8.
Avatar of Stone & Flame (Level 17)
Upon reaching 17th level, you are imbued with the power of stone and flame. You gain resistance to both fire damage and nonmagical bludgeoning, piercing, and slashing damage.
Additionally, you are immune to both fire and bludgeoning damage from any spell you cast of 1st-level or higher.
Chain Domain
Chain Domain (Level 3)
Channel Divinity: Bind the Faithless (Level 3)
Righteous Flagellation (Level 6)
Starting at 6th level, when you take the Attack action on your turn and hit a grappled or restrained creature, you can immediately make an additional attack against the target as part of the same action. Alternatively, if you grapple a creature using your Repentant Chains feature, you can immediately make this additional attack against the target as part of the bonus action to use that feature. You don't gain these benefits if you already have the Extra Attack feature.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Chains of Damnation (Level 17)
At 17th level, any weapon you're holding has the reach property, as divine chains lengthen or stretch the weapon with each attack. This version of the reach property adds 15 feet to your normal reach, instead of 5. If you make an attack against a grappled creature, you have advantage on the attack roll.
Whenever a creature fails the saving throw against either your Repentant Chains or Bind the Faithless feature, that creature immediately takes bludgeoning damage from the chains equal to half your cleric level.
Change Domain
Change Domain (Level 3)
Channel Divinity: Chaos of Battle (Level 3)
Anarchic Grace (Level 6)
At 6th level, you can draw upon chaotic energy to shield you with but a thought. As a reaction when are attacked or you make a saving throw, you can impose disadvantage to all attacks rolls against you, and you have advantage on all saving throws. This effect lasts until the end of your next turn.
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.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Unbridled Chaos (Level 17)
At 17th level, you add the following to your list of domain spells: maze, prismatic spray, scatter, and true polymorph. As domain spells, they are always prepared and count as cleric spells for you.
Chaos Domain
Chaos Domain (Level 3)
Channel Divinity: Touch of Madness (Level 3)
Channel Divinity: Discordia (Level 6)
At 6th level, you gain this additional Channel Divinity option. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use this Channel Divinity as a reaction, forcing another creature of your choice within 30 feet to make the saving throw in your place. It then suffers the effects of the spell as if it had been the original target.
Potent Spellcasting (Level 8)
The madness festering within your own mind empowers your cantrips. Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mantle of Insanity (Level 17)
You are a conduit for Chaos to enter the world. Beginning at 17th level, when a creature that you can see within 60 feet targets you with an attack, you can use your reaction to force them to make a Wisdom saving throw. On a failed save, they attack a target of your choice within the range of their attack.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Civilization Domain
Civilization Domain (Level 3)
Channel Divinity: Traveling Companion (Level 3)
Spirit Link (Level 6)
At 6th level, you can tether yourself to a creature using your soul. As an action, you can expend 2 sorcery points to tether yourself to a willing creature within 15 feet of you for up to 1 minute. Your soul remains in that creature's space for the duration, regardless of distance. While you are tethered, whenever that creature takes damage you can use your reaction to reduce the damage they take by half your Sorcerer level, and whenever it deals damage you can use your reaction to increase damage dealt by half your Sorcerer level. You can end this effect as a bonus action.
In addition, you learn to further utilise the strong bond between you and your soul. You can expend 1 sorcery point as a bonus action on your turn to teleport to your soul's location if it is in an unoccupied space. You can still take this bonus action while using Projection.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Guided Teleport (Level 17)
Starting at 17th level, you gain the ability to prepare the teleport spell, which counts as a cleric spell for you. You treat your familiarity with the destination as very familiar, unless it is a false destination.
Additionally, any creatures you teleport (via any means, not just teleport) are granted the effects of a freedom of movement spell for 1 minute after arriving at their destination.
Clockwork Domain
Clockwork Domain (Level 3)
Channel Divinity: Construct Mastery (Level 3)
Improved Mending (Level 6)
At 6th level, spells you use that heal or repair damage to clockwork creatures, objects, or constructs restore the maximum possible hit points.
Channel Magic (Level 8)
Beginning at 8th level, you can designate one construct that you control to serve as a channel for your divine magic. You can cast spells on that creature that normally only target yourself. Also, you can deliver touch spells through your designated construct. These abilities work only if the construct is within 60 feet of you.
Clockwork Apotheosis (Level 17)
Beginning at 17th level, you can use your action to merge with a construct you control for 1 minute. Doing so restores you hit points, but not other class features, as if you had a long rest. For the duration, you gain all the immunities and qualities of the construct, and you can cast spells, use class features, and communicate normally even if the construct would not be able to do so. You cannot use this feature again until you have completed a long rest.
Cold Domain
Cold Domain (Level 3)
Channel Divinity: Icy Flesh (Level 3)
Absolute Cold (Level 6)
Starting at 6th level, your ability to tap into the absolute cold of the elemental planes becomes more potent. Cold damage dealt by your cleric spells and Channel Divinity options ignores resistance to cold damage. Additionally, creatures immune to cold damage are only resistant to your cold spells.
Chilling Cramps (Level 8)
At 8th level, when you deal cold damage to a creature, its speed is reduced by 10 feet until the start of your next turn.
One with the Ice (Level 17)
Starting at 17th level, your affinity to and control of cold becomes more powerful:
You gain immunity to cold and fire damage.
Your skin becomes hard as ice. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Commerce Domain
Commerce Domain (Level 3)
Tip the Scales of Fate with Divine Gold
Prayer may be the currency of the gods, but hard cash makes the world go round. Clerics of the Commerce Domain believe that society and economy are two sides of the same coin, and defending one's community means little if you don't have the resources and trade to back it up. As the Sovereign of World and Wealth, Kol Korran is the most common patron to Clerics of this domain, but those with a more selfish outlook might look to the Keeper to support their greed.
Commerce Domain Spells
Your connection to this domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Commerce Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Divine Wealth
Your spiritual savvy manifests as material wealth. When you finish a Long Rest, you conjure two divine coins and lose any previously unspent divine coins. Whenever you make a saving throw against a magical effect caused by a hostile creature, you can choose to spend a divine coin or gain a divine coin. You must choose whether or not to spend a coin before you roll your save.
Spend a Coin
Roll a d4 and add the number rolled tothe saving throw.
Gain a Coin
Roll a d4 and subtract the number rolledfrom the saving throw.
The number of divine coins you conjure when you finish a Long Rest changes when you reach certain Cleric levels. You conjure three at level 5, four at level 9, five at level 13, and six at level 17.
Money Spinner
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to gain favor or turn away prying eyes. Choose a number of creatures within 30 feet of yourself equal to one plus one more for each divine coin you expend when you use this feature. For each target, choose either a bribe or a reward.
Reward
The target must make a Wisdom saving throw. On a failed save, the target has the Charmed condition for 1 minute or until it takes damage. While it has the Charmed condition, it is Friendly to you and other creatures you designate.
Bribe
The target must make a Wisdom saving throw. On a failed save, the target has the Blinded condition for 1 minute or until it takes damage.
Divine Bargain (Level 6)
Transactions are at the heart of your belief system, and you have learned to buy and sell metaphysical boons with your divine wealth. As a Bonus Action, you can magically conduct a metaphysical trade with one creature you can see within 30 feet of yourself. Choose either Buy or Sell.
Buy
Give one of your divine coins to the target. It can spend the divine coin as if it had your Divine Wealth feature. The target takes 1d8 Necrotic damage, and you or one creature that you can see within 30 feet of yourself regains Hit Points equal to the damage taken.
Sell
Gain a divine coin. You take 1d8 Necrotic damage, and the target regains Hit Points equal to the damage taken. The damage cannot be reduced by any means.
Open Market (Level 17)
When you use your Divine Bargain feature, you roll 2d8 rather than 1d8 to determine how many Hit Points are regained or lost.
In addition, when you use your Divine Bargain feature you can target up to six creatures you can see within 30 feet of yourself, buying or selling divine coins separately for each target. You use the same 2d8 roll to determine the Hit Points each creature regains or loses. If you target multiple creatures in this way, you cannot do so again until you finish a Short Rest.
Commerce Domain
Commerce Domain (Level 3)
Channel Divinity: Mediation (Level 3)
Channel Divinity: Sanctified Transaction (Level 6)
Starting at 6th level, you can use your Channel Divinity to make a transaction for goods on the sacred market.
As a bonus action, you can magically create a nonliving object you've seen before in your empty hand or in an empty space within 5 feet of you. The object can be no larger than a 3-foot cube and its credit value can't be worth more than 6,000 times your cleric level. The DM decides if a specific item can be created in this manner, and its value.
The object vanishes after 1 hour unless you magically spend an amount of credits you're carrying equal to its value when you use this Channel Divinity. The object cannot be used as the material component for a spell unless you spend credits for it in this manner first.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Free Trade (Level 17)
At 17th level, you can liquidate your vast supply of divine energy when you need it most. Once per turn, when you cast a spell on your turn that deals damage, you can expend one spell slot to deal additional damage to one target of the spell. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 4d8.
Alternatively, once per turn, when you cast a spell on your turn that restores hit points, you can expend one spell slot to restore additional hit points to one target of the spell. The creature regains an extra 1d8 hit points for a 1st-level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 4d8.
Commerce Domain
Commerce Domain (Level 3)
Channel Divinity: Irrefusable Offer (Level 3)
Liquid Assets (Level 6)
Once you reach 6th level, whenever you cast a spell requiring a specific material component with an indicated cost, you can expend a number of coins you possess with net worth equal to half the indicated cost, instead of presenting the component.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Adventure Capitalist (Level 17)
Starting at 17th level, you can use your Instant Gratification an unlimited number of times.
Additionally, as an action, you can magically transform a number of coins you're touching into a potion you've tasted worth an amount equal to or less than the net worth of the coins you transform. You use half the minimum values (rounded up) in the Magic Item Rarity table in Chapter 7 of the Dungeon Master's Guide to determine how much a potion of a given rarity is worth. For example, you can transform 51 or more gp into a potion of uncommon rarity, such as a potion of greater healing.
This feature has no effect on objects or coins belonging to an unwilling creature.
The number of existing potions you created with this feature cannot exceed your Wisdom modifier (minimum 1). If you create a potion beyond this number, another potion of your choice that you created this way expires and becomes inert.
Community Domain
Community Domain (Level 3)
Channel Divinity: Magnificent Feast (Level 3)
Channel Divinity: Community Watch (Level 6)
Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a d6, adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon with the power to punish wrongdoing. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. Visions of the evil they have wrought upon others flash before their eyes. You choose whether any foe reduced to 0 hit points by this attack remains stable or dies. When you reach 14th level, the extra damage increases to 2d8.
Paragon of the People (Level 17)
At 17th level, your Community Watch grants an additional d6 to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item).
Companion
Companion Domain (Level 3)
Channel Divinity: Invoke Companionship (Level 3)
Channel Divinity: Lifted Spirits (Level 6)
At 6th level, you can inspire an ally to face down impossible odds and press on in the face of adversity.
As an action, you present your Holy Symbol and nominate one creature within 30 feet. It gains advantage on a saving throw type of your choosing. This effect lasts for one minute.
Divine Bite (Level 8)
At 8th level you gain the ability to infuse your Bite attacks with the combined strength of your allies. Once in each of your turns when you hit a creature with a Bite attack, you can cause the attack to deal an additional 1d8 piercing damage. When you reach 14th level, the extra damage increases to 2d8.
Leader of the Pack (Level 17)
At 17th level you gain the ability to command other animals. While creatures are charmed by your Best Friends ability, you can take a bonus action on your turn to command what each of those creatures will do on their next turn.
Congregation Domain
Congregation Domain (Level 3)
Channel Divinity: Mass Aid (Level 3)
Channel Divinity: Heighten Spells (Level 6)
Starting at 6th level, you can heighten your spells more effectively. If you cast a spell at a higher level that allows for additional creatures to be affected by your spell, you can use your Channel Divinity to make your spell affect two additional creatures per spell level instead of just one creature.
Helping Hand (Level 8)
Starting at 8th level, you can aid multiple creatures in the completion of a task or allow a creature to make multiple attacks. When you take the Help action, an additional friendly creature within 5 feet of you gains advantage on the next ability check made to perform the task you are helping with, provided that the check is made before the start of your next turn. Alternatively, you can use your Help action to aid up to two friendly creatures in attacking a creature within 5 feet of you and if your allies attack the target before your next turn, all of their first attack rolls are made with advantage.
Forceful Communal Prayers (Level 17)
Starting at 17th level, you can make spells more potent if you or others ast the same spell in your presence. After you or an ally casts a spell, creatures targeted by the same spell cast by you or an ally gain disadvantage on the saving throw until the end of the turn. Additionally, if the spell requires a dice roll, you or allies can reroll 1s and 2s and must use the new roll, even if the new roll is a 1 or a 2.
Corruption Domain
Corruption Domain (Level 3)
Channel Divinity: Pernicious Twisting (Level 3)
Channel Divinity: Beckoning Depravity (Level 6)
At 6th level, when a creature within 30 feet of you makes a saving throw against a transmutation or enchantment effect, you can use your reaction to impose a penalty to the creature's save equal to the result of a 1d10 roll, using your Channel Divinity. You make this choice before the DM says whether the save succeeds or fails.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Mutation (Level 17)
Starting at 17th level, when you cast a transmutation spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Cosmic Domain
Cosmic Domain (Level 3)
Channel Divinity: Flow of Time (Level 3)
Channel Divinity: Fractal Bond (Level 6)
6th-level Cosmic Domain feature
Your understanding of the folding of space in the cosmos helps protect your party just by them being in your presence. When a creature affected by your Cosmic Influence 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.
Potent Spellcasting (Level 8)
8th-level Cosmic Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Expansive Influence (Level 17)
17th-level Cosmic Domain feature
The benefits of your Cosmic Influence and Fractal Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Fractal Bond to take someone else's damage, the creature has resistance to that damage.
Courage Domain
Courage Domain (Level 3)
Channel Divinity: Force of Will (Level 3)
Paragon of Valor (Level 6)
At 6th level, you become immune to the frightened condition.
Additionally, if you aren't incapacitated and start your turn with two or more hostile creatures within 5 feet of you, you gain temporary hit points equal to half your cleric level. A swarm counts as a single creature.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Undaunted (Level 17)
Beginning at 17th level, your courage doubles down when you're fighting against the odds. If you start your turn below half your hit point maximum or with two or more hostile creatures within 5 feet of you, you become undaunted until the start of your next turn. While undaunted, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use Renewed Spirit without expending a use, even if you have already expended all of your uses of that feature.
Creation Domain
Creation Domain (Level 3)
Channel Divinity: Benediction Ward (Level 3)
Channel Divinity: Protective Miracle (Level 6)
At 6th level, when a creature wearing armor within 30 feet of you is attacked, you can use your reaction to grant that creature a +10 bonus to their Armor Class against that attack, using Channel Divinity. You make this choice after the attack hits, but before the DM describes the results of the attack (such as damage).
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. This damage is either fire or radiant damage, whichever the target is least resistant to. When you reach 14th level, the extra damage increases to 2d8.
Magnum Opus (Level 17)
Starting at 17th level, you have the opportunity to create a singularly impressive magic item. If you have Inspiration, you may use it to spend one workweek of downtime to create a magic item of up to legendary rarity at no cost and without a schema or rare component. (Your DM has a list of appropriate magic items, such as those found in the Dungeon Master's Guide. You can also work with your DM to create a brand-new magic item.) You may only create one magic item this way; it is the ultimate sign of devotion to your god of creation.
Darkness Domain
Darkness Domain (Level 3)
Channel Divinity: Shadow Purge (Level 3)
Shadow Step (Level 6)
6th-level Darkness Domain feature
You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Potent Spellcasting (Level 8)
8th-level Darkness Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Hungry Darkness (Level 17)
17th-level Darkness Domain feature
You gain vitality from darkness itself. When you start your turn in dim light or darkness, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Darkness Domain
Darkness Domain (Level 3)
Channel Divinity: Shadowsight (Level 3)
Shadow Meld (Level 6)
Beginning at 6th level, you can use your Channel Divinity to merge your current location with the version of it that exists on the plane of shadow. The affected area is a sphere with a 60-foot radius centered on you. Within that area, bright light becomes dim light, dim light becomes darkness, and darkness becomes equivalent to magical darkness. The temperature plummets; all creatures other than you in the darkened sphere at the end of their turns must make a successful Constitution saving throw or take 1d8 cold damage. The sphere lasts for 1 minute or until you dismiss it as a bonus action. There's a chance, if the GM allows, that 2d4 shadows might step through into your world when the effect ends. Such creatures might or might not be hostile.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Shadow Shield (Level 17)
Beginning at 17th level, your shadow begins defending you. Each time you are hit by a nonmagical attack or effect that causes damage, your shadow flows across your body and absorbs half of the damage. When your shadow has absorbed damage equal to one-fourth of your maximum hit points, it vanishes completely until you finish a long rest.
Darkness Domain
Darkness Domain (Level 3)
Channel Divinity: Grasping Shadows (Level 3)
Channel Divinity: Torrent of Gloom (Level 6)
Starting at 6th level, you can use your Channel Divinity to dim the world around you.
As a bonus action, you present your holy symbol, coating a 30-foot radius sphere centered on you with shadow for 1 minute. The sphere stays centered on you as you move. Within the sphere, areas of normally bright light'24 become dim light'24, areas of normally dim light'24 become darkness'24, and areas of normally darkness become magical darkness.
You can dismiss the sphere early by using a bonus action on your turn.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with the trauma of the void, the existential dread of being alone and lost in the dark. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Champion of the Void (Level 17)
At 17th level, maddening darkness is added to the cleric spell list for you, and surrounding shadows twist and quiver around you, creating a terrifying visage for your enemies to behold. When a creature other than one of your allies starts its turn within 5 feet of you, it must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of its turn. A creature has disadvantage on this saving throw if you're within an area of dim light'24 or darkness'24.
A creature that succeeds on this saving throw is immune to this feature for 24 hours.
Darkness Domain
Darkness Domain (Level 3)
Channel Divinity: Darkness Descends (Level 3)
Channel Divinity: Conjure Shadows (Level 6)
Starting at 6th level, you can spend two uses of your Channel Divinity as an action to summon living shadows from darkness. This ability functions as a conjure animals spell, however it summons a single shadow, which speaks Common and does your bidding for one hour.
Void Eye (Level 8)
Starting at 8th level, you gain blindsight 30 ft. and become immune to the blinded condition.
Shadowform (Level 17)
Starting at 17th level, as an action you can transform yourself into the form of a shadow. You and your possessions become incorporeal for one hour. Once you use this feature you cannot use it until you finish a long rest. You gain the following benefits:
You gain a fly speed equal to your walking speed.
You can move through a space as narrow as 1 inch wide without squeezing.
You can take the Hide action as a bonus action while in dim light or darkness.
You have advantage on Dexterity (Stealth) skill checks
You gain damage resistance to acid, cold, fire, lightning, thunder and bludgeoning, piercing, and slashing from nonmagical attacks.
You gain damage immunity to poison.
You are immune to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained condition.
Darkness Domain (Twitter)
Darkness Domain (Twitter) (Level 3)
Channel Divinity: Shadow Spawn (Level 3)
Hungry Darkness (Level 6)
Starting at 6th level, your Shield of Ineffable Darkness becomes more powerful. When you use it, you can select up to three additional, hostile creatures you can see within 30 feet of you. They are also blinded until the end of your next turn.
Potent Cantrip (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul of Darkness (Level 17)
Starting at 17th level, you gain strength from darkness. As a bonus action, you fade into the shadows. You regain hit points equal to your cleric level and gain resistance to all damage for one minute. In addition, while this duration lasts you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
Death Domain
Death Domain (Level 3)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death (Level 3)
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Inescapable Destruction (Level 6)
Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Improved Reaper (Level 17)
Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Death Domain
Death Domain (Level 3)
Embrace the Shadow of Mortality
The Death Domain embodies the forces that govern life's end and the energies animating the undead. Clerics in this domain draw on death's power for lethal purposes or to wield necromantic forces. Dieties of this domain are linked to the underworld's darkness or the suffering of mortality.
These gods are revered by those who see death as a tool and mortality as a weakness to exploit or shed, weather it be for good or ill intent. Religious orders may focus on rituals of passage, necromancy, or soul purification.
Death Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | Blindness/Deafness, False Life, Ray of Enfeeblement, Ray of Sickness |
5th | |
7th | |
9th |
Reaper
You learn one Necromancy cantrip of your choice from any spell list. When you cast a Necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other.
Wave of Death
You rend another creature's life force. Once per turn when you hit a creature with an attack, you can expend one use of your Channel Divinity to deal extra Necrotic damage equal to your Wisdom modifier plus twice your Cleric level.
Inescapable Destruction (Level 6)
Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your Cleric spells, Blessed Strikes and Channel Divinity options ignores Resistance to Necrotic damage.
Improved Reaper (Level 17)
When you cast a Necromancy spell of levels 1-5 that targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other. If the spell consumes its Material components, you must provide them for both targets.
Demonic Domain
Demonic Domain (Level 3)
Channel Divinity: Demonic Wrath (Level 3)
Infernal Transformation (Level 6)
At 6th level, your connection to the demonic realm strengthens, causing your physical form to undergo a partial transformation. You gain one of the following demonic features of your choice: natural armor (AC increases by 1), claws (your unarmed strikes deal 1d10 slashing damage), or wings (you gain a flying speed of 15 feet). You can change this choice after finishing a long rest.
Demonic Summons (Level 8)
At 8th level, you gain the ability to summon a minor demon to aid you in battle. As an action, you can expend a spell slot of 2nd level or higher, to summon a quasit or a maw demon. The summoned demon appears in an unoccupied space within 30 feet of you, follows your orders and acts on its own initiative. It remains for 1 hour or until it drops to 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Demonic Ascendancy (Level 17)
At 17th level, you fully embrace your demonic nature, gaining resistance to non-magical damage. Additionally, as an action, you can transform into a fearsome demonic form for 1 minute. While in this form, you gain 20 temporary hit points at the start of each of your turns.
Once you use this feature, you can't use it again until you finish a long rest.
Depths Domain
Depths Domain (Level 3)
Channel Divinity: Song of the Sea (Level 3)
Denizen of the Deep (Level 6)
Starting at level 6, you gain a swimming speed of 60 ft. and are always under the effects of your Blessing of the Deep feature.
Additionally, you can protect yourself and others with the waters of the deep. As a bonus action, you can touch a willing creature to surround them in a thin layer of cold, swirling, salt water, granting them temporary hit points equal to half your cleric level (rounded up) for up to 8 hours or until you use this feature again. While a creature has these hit points, they also have resistance to cold damage and ignore the negative effects of cold temperatures.
You can use this feature a number of times equal to Wisdom modifier (minimum of once). If you and your target are both underwater, you do not expend a use. You regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Drown in the Depths (Level 17)
Starting at 17th level, you can use your action to submerge your enemies in a phantasmal ocean. You and each creature you can see within 60 feet of you becomes submerged in a phantasmal ocean, and can only act and move as if they are underwater (i.e. moves according to its swimming speed, perceives its surroundings to be submerged in water, can breathe only if it can breathe underwater, etc.). An unwilling target can make a Constitution saving throw, and on a success is not submerged. An affected creature can repeat this saving throw every 1 minute, ending the effect for itself on a success.
When you take this action, you can also specify a number of affected creatures equal your Wisdom modifier (minimum of 1) to bless. The chosen creatures gain the benefits of your Blessing of the Deep feature while they are submerged.
Additionally, as an bonus action on your turn while submerged, you can choose a direction horizontal to you and force any number of submerged creatures to make a Strength saving throw. On a failed save, the target takes 2d10 bludgeoning damage and is moved 10 feet in the chosen direction.
This phantasmal ocean lasts for up to ten minutes or until you choose to dismiss it early. Once you use this feature, you cannot do so again until you take a long rest.
Destruction Domain
Destruction Domain (Level 3)
Channel Divinity: Calamity (Level 3)
Shockwave (Level 6)
By 6th level, your devastating magic leaves only ruins behind. Once on each of your turns, when you cast a 1st level or higher cleric spell that deals fire, force, lightning, radiant, or thunder damage, you can emit a shockwave that crumbles the environment around one creature that takes damage from the spell. The shockwave is a 5-foot-radius sphere centered on the creature that only damages objects that aren't being worn or carried. Each object in the area takes damage equal to twice the damage dealt to the creature, ignoring the object's damage threshold.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Havoc Spell (Level 17)
Starting at 17th level, when you deal damage to a creature with a cleric spell, you can expend a spell slot as a bonus action to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Destruction Domain
Destruction Domain (Level 3)
Channel Divinity: Ruin (Level 3)
Havoc Spell (Level 6)
Starting at 6th level, when you deal damage to a creature with a spell, you can expend one cleric spell slot to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Baneful Spell (Level 17)
Beginning at 17th level, when you cast a cleric spell that deals damage, it ignores damage resistances. If a creature is immune to a damage dealt by your spell, it is treated as only having resistance against it. Additionally, your spells deal double damage against objects.
Destruction Domain (Twitter)
Destruction Domain (Twitter) (Level 3)
Channel Divinity: Sundering Invocation (Level 3)
Appetite for Destruction (Level 6)
Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your reaction to immediately make one additional weapon attack.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest.
Divine Strike (Level 8)
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Hand of Devastation (Level 17)
Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of dice. You then choose from among the rolled dice the results you wish to use to determine the spell's damage. You must select dice that match the quantity and type normally rolled to determine the spell's damage.
Discovery Domain
Discovery Domain (Level 3)
Channel Divinity: Guided by the Divine (Level 3)
Channel Divinity: Wrathful Flood (Level 6)
Starting at 6th level, as an action you can use Channel Divinity to create a damaging wave of water that rapidly moves away from you. The wave may be up to 30 feet long, 10 feet high, and 10 feet wide and originates from a point within 60 feet of you that you can see.
Any creature caught in this area must make a Strength saving throw against your spell save DC. If they fail, they take 17 (5d6) bludgeoning damage, are knocked prone and restrained until the end of their next turn. On a successful save, a creature takes half as much damage and is not knocked prone or restrained. If this feature is used within 10 feet of any body of water, you may change the damage type to cold.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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, or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Surveyor of the Depths (Level 17)
Starting at 17th level, you can now breathe underwater, and your swim speed is doubled. Furthermore, your Wrathful Flood feature is enhanced. The wall persists and at the start of each of your turns it moves 10 feet away from you, carrying any creature that failed the previous round's saving throw with it. Any creature that enters (or starts their turn in) the wall must make the Strength saving throw or suffer the Wrathful Flood effects, except that the damage amount is changed.
First Round. 21 (6d6) damage.
Second Round. 10 (3d6) damage.
Third round. 3 (1d6) damage and the wall disappears.
Divine Domain: Water
Divine Domain: Water (Level 3)
Channel Divinity: Watery Spirit (Level 3)
Rejuvenating Waters (Level 6)
Starting at 6th level, as an action you may create a cylinder of magical water with a radius of 10 feet and a height of 5 feet. The water is rough terrain for hostile creatures that do not have a swim speed, but allies may pass through it freely. When an ally begins their turn inside the pool, they may use their reaction to remove one poison, disease, blindness, deafness, or paralysis effect from them or to expend a hit die and heal themselves for the maximum amount. This healing can only affect each ally once per usage of Rejuvenating Waters. This pool lasts for up to one minute. After creating this pool, you cannot create another until you have completed a long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mastery of the Sea (Level 17)
Starting at 17th level, you gain resistance to fire and cold damage and your swim speed increases to 60. Additionally, when you use Channel Divinity: Watery Spirit on an ally you choose to give them resistance to either fire or cold damage for the duration, and they also can breathe underwater and have a swim speed of 30.
Domain of Fate
Domain of Fate (Level 3)
Channel Divinity: Seer's Omen (Level 3)
Glimpse (Level 6)
At 6th level you may use your Channel Divinity as a bonus action to see things as they actually are. Until the start of your next turn, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Seal Fate (Level 17)
At 17th level you gain the ability to sever a creature's fate. As an action you choose a creature you can see, roll 1d4 and choose rounds, days, or years. The creature is forced to make a Wisdom saving throw. After the chosen time has passed, the creature takes 10d10 necrotic damage on a failed save or half as much on a successful one. You can't use this feature again until you complete a long rest.
Domain of Prophecy
Domain of Prophecy (Level 3)
Channel Divinity: Prophetic Trance (Level 3)
Visions of Danger (Level 6)
Starting at 6th level, you experience flashes of foresight that reveal to you when your allies will be harmed, allowing you to react with uncanny speed. When you ready a spell that restores hit points, it does not require or break concentration. Additionally, when one of your allies takes damage or fails a saving throw, you may use your reaction to move up to your speed and cast a beneficial spell that only targets your imperiled ally. The casting time of the spell must be a reaction, action, or bonus action. You may use this feature twice, and you regain any expended uses when you finish a short or long rest.
Healing Vapors (Level 8)
Starting at 8th level, your healing spells are accompanied by a mist of restorative vapors. 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 your Wisdom modifier.
Additionally, when you cast a spell of 1st level or higher that restores hit points, you may choose to add the effect of fog cloud at the location of one of your targets. You must complete a long rest before you can create another fog cloud with this feature.
Perfect Foresight (Level 17)
Starting at 17th level, your prophetic powers are nearly infallible. When you enter a prophetic trance with Channel Divinity, you may choose to replace the result of either d20 prophecy roll with any number between 1 and 19 of your choice. Additionally, while you are in the trance, you gain darkvision out to a range of 60 feet, and you can see invisible creatures and objectives within 10 feet of you that are within line of sight.
Domain of Tenebrous
Domain of Tenebrous (Level 3)
Channel Divinity: Control Undead (Level 3)
Channel Divinity: Grave Darkness (Level 6)
At 6th level, you can expend your Channel Divinity to cast the spell darkness without using a spell slot. Shadows of the damned crowd this darkness and hinder movement, making every 1 foot of movement inside the darkness cost an additional 1 foot of movement. At 8th level, the area becomes unnaturally silent as per the spell silence.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Steal Magic (Level 17)
At 17th level, by invoking the power of Shadow that Was, you can wither living things to dust. As an action, you can expend 1 spell slot. Each living creature you choose within 20 feet of you must make a Constitution saving throw or take 1d10 necrotic damage for each level of the spell slot expended + your Wisdom modifier.
Domain of Tenebrous
Domain of Tenebrous (Level 3)
Channel Divinity: Control Undead (Level 3)
Channel Divinity: Grave Darkness (Level 6)
At 6th level, you can expend your Channel Divinity to cast the spell darkness without using a spell slot. Shadows of the damned crowd this darkness and hinder movement, making every 1 foot of movement inside the darkness cost an additional 1 foot of movement. At 8th level, the area becomes unnaturally silent as per the spell silence.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Steal Magic (Level 17)
At 17th level, by invoking the power of Shadow that Was, you can wither living things to dust. As an action, you can expend 1 spell slot. Each living creature you choose within 20 feet of you must make a Constitution saving throw or take 1d10 necrotic damage for each level of the spell slot expended + your Wisdom modifier.
Domain of the Golden Goose
Domain of the Golden Goose (Level 3)
Channel Divinity (Level 3)
Blessed Treasure (Level 6)
The light of the Golden Goose shines upon you, bringing you good fortune in your search for shiny objects. You have advantage on Wisdom (Perception and Survival) checks made to locate objects or traps, and gain a small leather pouch with the symbol of your deity upon it. The leather pouch can hold up to 1/5 cubic foot/6lbs of coins, and honks quietly when shaken.
Whenever you loot a container or corpse for the first time when holding the pouch, you always manage to find at least 1d4 gp to put inside it. Money held within the pouch can never be stolen, and money can only be taken out of the pouch to use for goose-related business. If you try to take money out with an intention to spend or store it elsewhere, the coins honk at you in defiance of late stage capitalism exploits, explode into tiny golden feathers, and are destroyed. The pouch can hold a total of 50 gp. If you place a nonmagical item in the pouch, it is immediately destroyed and replaced with its monetary value in gold. If there is ever more money in the pouch than it can hold, the entire contents of the pouch is magically donated to the Great Golden Goose,and is lost. If you lose the pouch, it magically returns to your side 1d4 hours later, though any items or currency within it vanishes as payment for its return.
The bag's storage capacity increases as you gain levels in this class, being able to hold up to 100 gp at 14th level, and 200 gp at 17th.
Goose-Driven Strikes (Level 8)
You gain the ability to infuse your weapon strikes with blessed gold from your goosely deity. When you damage a target within a weapon attack or spell, you can expend 5 gp from your Blessed Treasure pouch to deal an additional 1d6 radiant damage to that target. The gold in the pouch must be real, and cannot be the product of the fabricate spell or other transmutation magic or ability.
The amount of gold you can spend increases as you gain levels in this class. At 14th level, you can spend 10 gp to inflict 2d6 radiant damage. At 17th level, you can spend 25 gp to inflict 3d6 radiant damage.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Short or Long Rest.
Chosen of the Golden Goose (Level 17)
When you would normally roll one or more d6|d6s to deal additional radiant damage with your Goose-Driven Strikes, you instead always roll the maximum number possible on the dice.
In addition, you can use your action to call forth a divine projection, which appears as a giant goosely head above you. The projection lasts for 1 minute, or until you dismiss it as a bonus action on your turn. For the duration, the projection exudes a golden aura in a 30-foot radius sphere. The area in the aura is illuminated in bright golden light, which dispels magical darkness and illusory effects of 5th-level or lower, and reveals the true form of any shapeshifters that enter its radius. Additionally, friendly creatures of your choice in the aura have advantage on saving throw against spells or other magical effects originating from creatures that have more wealth (in gold and treasure) than they do, such as ancient dragons, royalty, or affluent nobles and wizards. Once you use this feature, you can't do so again until you finish a long rest.
Dragon Domain
Dragon Domain (Level 3)
Channel Divinity: Charmer of Reptiles (Level 3)
Dragon's Resistance (Level 6)
Starting at 6th level, as a reaction when you fail a saving throw, you can choose to expend one use of your Channel Divinity to succeed on that saving throw instead.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Frightful Presence (Level 17)
At 17th level, you gain a Frightful Presence attack similar to a dragon's. Using your Frightful Presence is an action. After using your Frightful Presence, you must complete a short or long rest before using it again.
Frightful Presence. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC 16 Wisdom saving throw or become frightened of you for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw succeeds or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Dragon Domain
Dragon Domain (Level 3)
Channel Divinity: Dragon's Wrath (Level 3)
Legendary Protection (Level 6)
At 6th level, your deity rewards you with the fabled protection of their draconic children, granting you the following benefits:
You gain resistance to the damage type of your Draconic Blessing. If you already have resistance to that type from another source, then you can instead reduce damage of that type by an amount equal to your Wisdom modifier (minimum of 1) after halving the damage.
While wearing heavy armor, you gain a +1 bonus to your AC. You also gain this bonus while wearing scale mail made out of dragon scales.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type associated with your Draconic Blessing to the target. When you reach 14th level, the extra damage increases to 2d8.
Shock and Awe (Level 17)
At 17th level, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. As an action, choose any creatures that you can see within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Shock and Awe for the next 24 hours.
Additionally, all friendly creatures within 30 feet of you can make their next attack roll with advantage (within the next minute) or immediately make a saving throw against one effect on themselves, provided they can hear you.
When you use your Dragon's Wrath Channel Divinity feature, you can use your bonus action to exude a terrifying presence, which causes all the above effects. The difference is that foes and allies (only) need to see you. A creature that becomes immune against your true dragon's roar or terrifying presence becomes immune against both effects.
Dragon Domain
Dragon Domain (Level 3)
Channel Divinity: Dragon's Wrath (Level 3)
Legendary Protection (Level 6)
At 6th level, your deity grants you the fabled defenses of dragon kind. You gain the following benefits:
You gain resistance to the damage type associated with your Draconic Blessing. If you already have resistance to this damage type from another source, then you can choose to instead reduce damage of that type by an amount equal to your Wisdom modifier (minimum of 1) after halving the damage.
While wearing heavy armor, you gain a +1 bonus to your AC. You also gain this bonus while wearing scale mail made out of dragon scales.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type associated with your Draconic Blessing to the target. When you reach 14th level, the extra damage increases to 2d8.
Shock and Awe (Level 17)
At 17th level, as an action, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. Choose any creatures that are within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Shock and Awe for the next 24 hours. In addition, creatures of your choice within 30 feet of you gain advantage on the next attack roll they make within the next minute, provided they can hear you. When you use your Dragon's Wrath Channel Divinity feature, you can use your bonus action to exude a terrifying presence, which causes all the above effects. The difference is that foes and allies (only) need to see you.
Dragon Domain
Dragon Domain (Level 3)
Channel Divinity: Heart of the Dragon (Level 3)
Channel Divinity: Winged Form (Level 6)
At 6th level, as a bonus action you may present your holy symbol and gain the gift of flight. A pair of dragon wings sprout from your back, granting you a flying speed equal to your current speed, your wings last for 1 minute before receding into your body.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage type on the Draconic Gift table to the target. When you reach 14th level, the extra damage increases to 2d8.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Divine Strike feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Heart of the Dragon (Level 17)
At 17th level, your gods 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 Draconic Gift 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.
Dread Domain
Dread Domain (Level 3)
Channel Divinity: Grim Exemplar (Level 3)
Heart of Terror (Level 6)
Starting at 6th level, your soul is intoxicated by the fear that your deity invokes. You can't be frightened. In addition, any creature frightened by you is considered to be under the effects of the bane spell for as long as they are frightened.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Aura of Dread (Level 17)
Starting at 17th level, you emanate an aura of sheer terror and dread. When you use your Frightful Visage ability, you affect any number of creatures that you choose within 30 feet of you. In addition to the normal effects on a failed save, creatures take 4d10 psychic damage, or half as much on a successful save.
Dream Domain
Dream Domain (Level 3)
Channel Divinity: Dream Trance (Level 3)
Dream Manifestation (Level 6)
Starting at 6th level, as an action you can manifest parts of your dreams into the real world as fleeting creations within a 20-foot cube within 30 feet of you. You can create an object (such as a chair or bed), structure (such as a small empty house, a bridge, or stairs), or creature this way, but whatever is created must fit within a 20-foot cube. Creatures created this way are illusionary, behaving as per the major image spell, but objects and effects can be made real with the following limitations:
Magical Nature. Objects and structures created this way are obviously magical in nature and crumble to nothing after 1 minute.
Unreal. They have no value, and cannot be moved outside of the 20-foot cube they were made in.
No Information. They cannot contain any information you don't yourself know (for example a book on a subject you don't know would be blank).
Durability. Objects created this way have an AC equal to your Cleric level and crumble to dust if they take any damage. They cannot deal any damage, crumbling to dust if they would deal damage.
Once you use this ability, you cannot use it again until you complete a long rest, though you can use it again early by expending a 3rd-level spell slot.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Dream Walker (Level 17)
Starting at 17th level, you can physically enter dreams to travel, gain information, or influence them. When you fall asleep, or as an action while awake, you can enter the ethereal realm of dreams for up to an hour. You can exit the realm of dreams as a bonus action. You can only exit the realm of dreams within 120 feet of where you entered, or within 5 feet of a sleeping creature. While in the realm of dreams, you can do any of the following:
Dream Passage. Teleport to a location you've been to before or a person you are familiar with (though you can only exit the dream realm there if there is a sleeping person to use as a conduit).
Cast Dream. Cast the dream spell once without expending a spell slot, after which you cannot do so again until next you enter the dream realm.
Search Dreams. Search for information from the dreams of others, making a Wisdom (Insight) check with a DC based on the difficulty of finding the information, or contested by a Deception check using Intelligence, Wisdom, or Charisma by the target if you are trying to acquire it from a specific target (their choice of which). If you fail a check to acquire a piece of information, you cannot ever attempt to acquire that piece of information again.
Dream Domain
Dream Domain (Level 3)
Channel Divinity: Slumber (Level 3)
Living Nightmare (Level 6)
By 6th level, when you place a creature into a slumber, they toss and turn in the anguish of a fever dream. When a creature that is unconscious due to your Slumber feature begins its turn, you can choose for it to take 3d6 psychic damage. It does not reattempt its saving throw due to this damage. You do not kill the creature due to this damage; you can only reduce it to 1 hit point.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Dreamwalk (Level 17)
By 17th level, you can step through the world of dreams. In a ritual requiring 1 minute of concentration, choose a creature known to you that is currently sleeping on the same plane as you. You can become a messenger in the creature's dreams, as per the spell dream, though you cannot make the messenger appear monstrous and terrifying. You can then teleport to the creature's bedside.
Dust Domain
Dust Domain (Level 3)
Channel Divinity: Gunhand (Level 3)
Channel Divinity: Fire Seeds (Level 6)
At 6th level, you can use your Channel Divinity to transform dust or dirt in an area into gunpowder.
As an action, choose a point you can see within 60 feet of you. There must be dirt or dust in the area, and it must be relatively dry. You transmute particles of the dirt or dust within a 20-foot-radius of the point you choose into gunpowder. This powder is thoroughly intermingled with the soil and impossible to extract.
If the area is covered in grass, underbrush, or is otherwise obscured, the change is unnoticeable and is only revealed by a DC 20 Intelligence (Investigate) check. If the area is exposed, the change in soil color is noticeable with a DC 12 Wisdom (Perception) check.
Any time after seeding an area with gunpowder, it may be ignited as normal by fire, an explosion, or additionally by any spell or effect that touches it with radiant damage. When ignited, the gunpowder explodes, dealing fire damage equal to 7d6 + your cleric level to any creature within the area. A successful DC 15 Dexterity saving throw halves the damage. It's possible that this explosion might set flammable things in the area on fire, but the gunpowder itself is instantly consumed by the explosion.
If the seeded area is dampened by rain or another source of water, the powder is inert until it dries (which takes two days). If only part of the area is doused, the dampened areas are safe from any explosion, but creatures in the non-dampened sections are damaged as normal.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant, necrotic, or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Dustborn (Level 17)
At 17th level, you have a burrow speed equal to your current walking speed. You can burrow through sand, earth, mud, or ice, but not through solid rock.
Eilistraee Domain
Eilistraee Domain (Level 3)
Channel Divinity: Shelter of Shadows (Level 3)
Dancing Sword (Level 6)
6th-level Eilistraee Domain feature
As an action, you can touch a sword that you are proficient with and turn it into a dancing sword for 1 minute. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While your Dance of Darkness is active, you can also add your proficiency bonus to the damage the Dancing Sword deals.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
8th-level Eilistraee Domain feature
You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Divine Strike feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Dancer's Disapperance (Level 17)
17th-level Eilistraee Domain feature
You manifest a spark of divine power in defense of the Realms Below. Whenever you are in an area of dim light or darkness, you can use a bonus action become invisible until the end of your next turn, or until you enter an area of bright light.
Eldritch Domain
Eldritch Domain (Level 3)
Channel Divinity: Prophecy of Doom (Level 3)
Otherworldly Calm (Level 6)
Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened.
Additionally, any creature that attempts to read your thoughts find them incomprehensible. The attempt automatically fails and they must succeed on a Wisdom saving throw against your cleric spell save DC or take psychic damage equal to your cleric level.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sing the Song that Ends the World (Level 17)
Starting at 17th level, creatures who fail a saving throw against your Prophecy of Doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can't take damage from this feature again for 10 minutes.
Eldritch Domain
Eldritch Domain (Level 3)
Wield the Power that Killed the Gods
Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls to mortal worshippers through lucid dreams and terrible whispers. The Eldritch Domain empowers the followers of the unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.
Eldritch Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Eldritch Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Eldritch Contagion
You've been gifted with the ability to impart a fleeting taste of the unknowable on others. When you take a Magic action to cast a spell using a spell slot that targets one or more creatures, you can force one target of the original spell to make a Wisdom saving throw against your spell save DC. On a failed save, roll on the Eldritch Effects table, and the target creature suffers that effect for 1 minute. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. This effect ends early if you use this feature again.
| d8 | Effect |
|---|---|
1 | The creature can't speak or cast spells that have Verbal components. |
2 | The creature takes 1d6 Psychic damage at the start of each of its turns. |
3 | The creature is disoriented. If it uses more than 5 feet of its movement to do anything other than stand, it has the Prone condition. |
4 | The creature is distracted by visions and voices and has Disadvantage on attack rolls and Wisdom (Perception) checks. |
5 | The creature is unsure of itself. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. |
6 | The creature is reckless. It has Advantage on attack rolls, but attack rolls against it have Advantage. |
7 | The creature has the Deafened condition and can't see anything more than 30 feet away. |
8 | The creature has the Frightened condition. |
Prophecy of Doom
As a Magic action, you expend a use of your Channel Divinity to choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature in a 15-foot-radius Sphere centered on that point must succeed on a Wisdom saving throw against your spell save DC or suffer the rolled effect for 1 minute. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Otherworldly Calm (Level 6)
You have Resistance to Psychic damage and Advantage on saving throws to avoid or end the Charmed and Frightened conditions.
Additionally, your thoughts can't be read by telepathy or other means unless you allow it. The attempt automatically fails, and the creature must succeed on a Wisdom saving throw against your spell save DC or take Psychic damage equal to your Cleric level.
Sing the Song that Ends the World (Level 17)
When a creature fails a Wisdom saving throw against your Prophecy of Doom feature, you can deal 10d10 Psychic damage to it. Once a creature takes damage in this way, it is immune to this effect for 10 minutes, after which it can be affected again.
Elemental Domain
Elemental Domain (Level 3)
Channel Divinity: Elemental Avatar (Level 3)
Nature's Energies (Level 6)
At 6th level, you can choose to infuse elemental power into yourself when you deal certain damage types: bludgeoning, cold, fire, or lightning. After you receive one of these infusions, the infusion lasts until you receive a different one.
Bludgeoning
You are infused with the power of earth, granting you a +1 bonus to your AC while you wear armor.
Cold
You are infused with the power of water, granting you resistance to cold damage and a swimming speed equal to your walking speed.
Fire
You are infused with the power of fire, granting you resistance to fire damage and a special form of darkvision that lets you see darkness in shades of red, out to a range of 30 feet.
Lightning
You are infused with the power of air, granting you a 15-foot bonus to your speed.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Avatar (Level 17)
At 17th level, you can make two ranged spell attacks, rather than one, when you use the bonus action attack granted by Elemental Avatar. Additionally, you can activate Elemental Avatar as a bonus action, and make the two ranged spell attacks as part of the bonus action used to activate it.
Entropy Domain
Entropy Domain (Level 3)
Channel Divinity: Arcane Distruption (Level 3)
Channel Divinity: Entropic Retaliation (Level 6)
At 6th level, you can use your Channel Divinity to drain a caster's magical power. When you succeed on a saving throw against a spell or successfully disrupt a spell using Arcane Disruption, you can use your reaction to force the caster to make a Constitution saving throw. On a failed save, the caster loses an additional spell slot of the same level. If they possess no more slots of that level, they instead gain a level of exhaustion.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cantrip.
Emissary of Entropy (Level 17)
At 17th level, you have advantage on saving throws against spells. In addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points for each slot level of the spell.
Entropy Domain
Entropy Domain (Level 3)
Entropic Touch (Level 3)
Channel Divinity: Distortion Field (Level 3)
Channel Divinity: Return to Entropy (Level 6)
At 6th level, you learn to use your Channel Divinity to repair or destroy objects. As an action, you may repair or damage one unattended non-magical object which has an area in cubic feet less than five times your Cleric level. Objects heal or take 8d8 force damage from this effect.
Divine Strike (Level 8)
By 8th level, you gain the ability to infuse your strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 force damage. At 14th level this increases to 2d8.
Sphere of Annihilation (Level 17)
By 17th level, you can create a pocket of pure entropy so energetic that it forms a hole in the multiverse, a sphere of annihilation. This sphere is less stable than a normal sphere of annihilation and as such behaves differently. Your sphere is a 2-foot diameter black sphere that appears in your square and dissipates after one minute. Non-magical items that are wholly engulfed by the sphere are obliterated. Anything other than a magic item that touches the sphere but isn't wholly engulfed by it takes 4d10 force damage.
You can move the sphere 15 feet in any direction as a bonus action. If the sphere enters a space a creature occupies, the creature must make a Dexterity saving throw or be touched by it, taking 4d10 force damage. If a creature is killed by this damage, its body is disintegrated, its soul is consumed, and can only be restored to life with a wish spell. After you create a sphere of annihilation, you cannot create another one until you complete a long rest.
Entropy Domain
Entropy Domain (Level 3)
Entropic Touch (Level 3)
Channel Divinity: Distortion Field (Level 3)
Channel Divinity: Return to Entropy (Level 6)
At 6th level, you learn to use your Channel Divinity to repair or destroy objects. As an action, you can repair or damage one unattended non-magical object which has an area in cubic feet less than five times your Cleric level. Objects heal or take 8d8 force damage from this effect.
Divine Strike (Level 8)
By 8th level, you gain the ability to infuse your strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 force damage. At 14th level this increases to 2d8.
Sphere of Annihilation (Level 17)
By 17th level, you can create a pocket of pure entropy so energetic that it forms a hole in the multiverse, a sphere of annihilation. This sphere is less stable than a normal sphere of annihilation and as such behaves differently. Your sphere is a 2-foot diameter black sphere that appears in your square and vanishes after one minute. Non-magical items that are wholly engulfed by the sphere are obliterated. Anything over than a magic item that touches the sphere but isn't wholly engulfed by it takes 4d10 force damage.
You can move the sphere 15 feet in any direction as a bonus action. If the sphere enters a space a creature occupies, the creature must make a Dexterity saving throw or be touched by it, taking 4d10 force damage. If a creature is killed by this damage, its body is disintegrated, its soul is consumed, and can only be restored to life with a wish spell. After you create a sphere of annihilation, you cannot create another one until you complete a long rest.
Evolution Domain
Evolution Domain (Level 3)
Evolve to Adapt and Thrive
There are few gods of the Evolution Domain; indeed, many gods oppose it outright. But the march of nature and the pressure of survival never ebbs, and so evolution continues with or without the gods' blessing. Whether or not the first creatures were divinely constructed, those that live in the 'Verse today adapt to their environment over generations; those that fail to do so go extinct. In this way, evolution is an arbiter of living things, and an unspoken ethic of the 'Verse: adapt or die. Clerics that understand the profundity of this system revere the Evolution Domain and carry its teachings far and wide.
Evolution Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Evolution Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Adaptation
As a Bonus Action, you can expend one use of your Channel Divinity to grant an ally within 60 feet of yourself a transformative natural adaptation. The target chooses one of the following adaptations, which lasts for 1 hour.
Aquatic Adaptation
The target sprouts gills and grows webbing between its fingers. It can breathe underwater and gains a Swim Speed equal to its Speed.
Arboreal Adaptation
The target gains a Climb Speed equal to its Speed and grows a prehensile tail. The target can hold and manipulate objects and weapons with its hands, feet, and tail, but can't make attack rolls with weapons held by the tail, hold a Shield with it, or lift more than 10 pounds with it.
Elemental Resistance
The target gains Resistance to one of the following damage types of its choice: Acid, Cold, Fire, Lightning, Poison, or Thunder damage.
Natural Armor
The target develops tough, scaly skin. While the target isn't wearing any armor, its base Armor Class equals 14 plus its Dexterity modifier. The target can use a Shield and still gain this benefit.
Natural Weapon
The target grows prominent horns, teeth, or claws (target's choice) that it can use to make Unarmed Strikes. The target can use its Dexterity modifier instead of its Strength modifier for the attack and damage rolls of its Unarmed Strikes. When it deals damage with an Unarmed Strike, it can deal damage equal to 1d6 plus its Strength or Dexterity modifier instead of the strike's normal damage. The damage is Bludgeoning, Piercing, or Slashing, as appropriate for the Natural Weapon chosen.
Evolutionary
You have a pool of Evolution Dice, which are d4s, equal to your Wisdom modifier (minimum of 1) that you can use to raise yourself and your allies to greater power. As a Bonus Action, you can choose yourself or an ally that you can see within 60 feet of yourself, choose an ability score, and expend and roll 1 Evolution Die. The creature's chosen ability score increases by the number rolled, to a maximum of 24. This increase lasts for 1 minute. A creature can have only one ability score increased by this feature at a time.
If a creature gains a bonus to its Constitution score using this feature, it gains Temporary Hit Points instead of increasing its Hit Point maximum or current Hit Points. For +1 increase to the creature's Constitution modifier, it gains Temporary Hit Points equal to its number of Hit Point Dice. For a +2 increase, it gains Temporary Hit Points equal to twice its number of Hit Point Dice. These Temporary Hit Points last for the duration of the ability score increase.
You regain all expended Evolution Dice when you finish a Long Rest.
Transient Awakening (Level 6)
You can cast Awaken or Awaken Machine once without a spell slot or Material components. When you cast either spell using this feature, its effects last for 1 hour and the awakened creature doesn't have the Charmed condition. It chooses its attitude based on how you treated it before it gained sentience. After 1 hour, the awakened creature reverts to its normal Intelligence and loses its ability to speak as well as any other benefits granted by the spell.
Once you cast either spell with this feature, you can't do so again until you finish a Long Rest.
High Evolutionary (Level 17)
Each of your ability scores increases by 2, up to a maximum of 22. Additionally, your Evolution Dice become d6s. You can increase an ability score up to 26 using Evolution Dice.
Exorcism Domain
Exorcism Domain (Level 3)
Censure Fiends (Level 3)
Sacred Might (Level 6)
At 6th level, your spells are anathema to supernatural evil. You add your Wisdom modifier to damage dealt by any cleric spell of 1st level or higher to any target that is a fiend or undead. Additionally, when you use your Turn Undead or Censure Fiends feature, each creature that you cause to make a saving throw with that feature takes radiant damage equal to your cleric level immediately before it makes its saving throw.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Warding Shroud (Level 17)
At 17th level, you can use your action to create a corona of purifying light that protects you, often appearing as a cloak of silver flame, powerful glowing eyes, or a golden radiance. You gain the following benefits for 1 minute:
+2 bonus to AC.
Advantage on all saving throws.
Resistance to damage from spells and magical abilities of fiends and undead.
Any fiend or undead that attacks you must make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature becomes blinded for the remaining duration of this feature. The blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest.
Festivity Domain
Festivity Domain (Level 3)
The Gods of festivity–Including Lliira, Milil, Apollo, Hathor, Balder–value the fun of a whole group more than anything else. Some believe that group outings are the only way to enjoy yourself to the fullest. Some deities go down to the material plane to start their own parties to escape the boring time of the afterlife. Followers of these gods usually travel around the world to attend or give the best parties, and some stay in one place to create the best party place there is in the whole world. But above all the followers of these gods will always try to live life to the fullest and enjoy their time with others as much as they can.
Festivity Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells | |
|---|---|---|
1st | ||
3rd | ||
5th | ||
7th | ||
9th |
Blessing of the Drunk
Starting at 3rd level, you gain the blessing of the drunk, granting you the following benefits:
Tolerance
You gain poison resistance. And if you are drunk/poisoned you don't get disadvantage on Attack Rolls or Ability Checks.
Drunken Brawler
Your unarmed attacks deal damage equal to 1d4 + Strength Modifier. In addition to that your improvised weapons can be used as a greatclub/club, with which you are considered proficient.
Musician
You become proficient with one musical instrument of your choice and in the Charisma (performance) skill.
Song of Inspiration
Also at 3rd level, you can use a charge of your channel divinity to make your voice more beautiful than ever, which will inspire your allies.
As an Action you can hold out your holy symbol and sing an inspiring short song. As a magic action you can hold out your holy symbol and sing an inspiring short song. Any creature of your choice, within 30 feet, may add 1d6 to one D20 Test, within the next 10 minutes. They may add this 1d6 after they know the result, potentially turning a failure into a success.
Dancing Defence (Level 6)
Starting at 6th level, you can use your movement to dance until the start of your next turn, instead of moving. The dance gives anyone that attacks you disadvantage on their attack rolls, and you have advantage on Dexterity saving throws.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all uses when you finish a Long Rest.
Pop-up Party (Level 17)
Starting at 17th level, you can use your Action to start an illusionary party that lasts for 1 minute or until you dismiss it (no action required). Within 30 feet of you, your enemies take an additional 2d10 thunder damage the first time they take damage on a turn. Additionally, enemies have disadvantage on Wisdom (perception) checks while in this area.
You can use this feature a number of times equal to your wisdom modifier (minimum of 1), regaining all uses when you finish a Long Rest.
Festus Domain
Festus Domain (Level 3)
Channel Divinity: Create Healing Draft (Level 3)
Strong Stomach (Level 6)
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.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Invigorating Feast (Level 17)
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.
Forge Domain
Forge Domain (Level 3)
The gods 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. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiency
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 nonmagical 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 (Level 3)
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical 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 (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). 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 nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge (Level 6)
Starting at 6th level, your mastery of the forge grants you special abilities:
You gain resistance to fire damage.
While wearing heavy armor, you gain a +1 bonus to AC.
Saint of Forge and Fire (Level 17)
At 17th level, your blessed affinity with fire and metal becomes more powerful:
You gain immunity to fire damage,
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Forge Domain
Forge Domain (Level 3)
Temper Your Will with Holy Fire
The Forge Domain honors the divine power of creation and craftsmanship, represented by gods who oversee metalworking. These deities inspire followers to turn raw materials into beautiful and powerful creations, teaching that with dedication, greatness can be forged from anything. Forge Domain clerics are skilled artisans, protectors of sacred forges, and seekers of rare materials for extraordinary items.
Their followers take pride in their craft, dedicating themselves to recovering lost artifacts, protecting sacred mines, or creating magical weapons and armor. These clerics are both makers and defenders, using the tools they forge to protect their communities and their creations.
Forge Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Artisan's Blessing
You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a 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 nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Blessing of the Forge
You gain the ability to imbue magic into a weapon or armor.
- Bonus Proficiency
- Blessed Smithing
Soul of the Forge (Level 6)
Your mastery of the forge grants you special abilities.
You have Resistance to Fire damage.
While wearing metal armor, you have a +1 bonus to your Armor Class.
Saint of Forge and Fire (Level 17)
Your blessed affinity with fire and metal becomes more powerful.
You have Immunity to Fire damage.
While wearing metal armor, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
Frost Domain
Frost Domain (Level 3)
Channel Divinity: Bitter Casting (Level 3)
Channel Divinity: Blessing of the Hearth (Level 3)
Glacial Mantle (Level 6)
You are blessed by the arctic elements. You gain resistance to cold damage, and at the start of your turn, you are enveloped by a protective barrier of ice which gives you temporary hit points equal to half your cleric level (rounded up).
Divine Strike (Level 8)
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage. When you reach 14th level, the extra damage increases to 2d8.
Frozen Form (Level 17)
Your affinity with frost has reached its peak. You gain immunity to cold damage and resistance to fire damage, and moving through difficult terrain composed of ice or snow doesn't cost you extra movement.
Gambler's Domain
Gambler's Domain (Level 3)
Channel Divinity: On a Roll (Level 3)
Go For Broke (Level 6)
At 6th level, whenever you roll multiple damage or restorative dice of the same type, you can choose to roll only one die instead, and multiply the number you roll by the number of dice you would typically use to calculate your total. You must choose to use this feature before rolling any damage or restorative dice, but if you roll a 1 on any die while using this feature, you can reroll the die and must use the new roll.
For example, instead of rolling 4d6 when calculating your damage for a hit with Guiding Bolt, you can roll 1d6 instead, and multiply the number you roll by 4.
Divine Strike (Level 8)
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
Poker Face (Level 17)
Starting at 17th level, you have become adept at sheltering your thoughts from others. You gain resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes an amount of psychic damage equal to your cleric level + your Wisdom modifier.
Additionally, you gain the following benefits:
You are immune to being charmed and frightened.
You can't be compelled to tell the truth by magic.
You make all Deception checks with advantage.
Your thoughts can't be read unless you allow it.
Garlic Bread Domain
Garlic Bread Domain (Level 3)
Channel Divinity: Satiate Hunger (Level 3)
Channel Divinity: Food Coma (Level 6)
Starting at 6th level, you can use your Channel Divinity to curse a creature as if they had overindulged.
As an action, you present your holy symbol and target one creature you can see within 30 feet of you. They must succeed on a Constitution saving throw or gain 2 levels of exhaustion. If they had a level of exhaustion prior to failing the saving throw, they instead gain only 1 level of exhaustion.
Garlic Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with garlicky energy. 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 damage to the target. If the target is undead, the extra damage is instead 2d8.
When you reach 14th level, the extra damage increases to 2d8. If the target is undead, the extra damage is instead 3d8.
Delicious Vengeance (Level 17)
At 17th level, if a creature within 60 feet of you has damaged you since the end of your last turn, you can spend your action to force them to make a Constitution saving throw against your cleric spell save DC. If they fail the saving throw, they gain 6 levels of exhaustion. If they succeed, they instead gain only 2 levels of exhaustion. Once you have used this feature, you must finish a long rest before you can use it again.
Gearpriest
Gear Domain (Level 3)
Channel Divinity: Armor Lock (Level 3)
Inhibit Construct (Level 6)
By 6th level, when a construct attacks you, it must make an Intelligence saving throw. On a failed save, it's attack misses. A creature that succeeds this save is immune to this effect for 24 hours.
Compel Construct (Level 6)
At 6th level, you gain the ability to influence constructs. You can cast the spell command at will, targeting only creatures with the construct type. A creature that succeeds a save against this spell is immune to this effect for 24 hours.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Antitech Field (Level 17)
At 17th level, you can produce a field which disables technology. As an action, all technology driven by magic, including magitech armor and upgrades, within 10 feet of you fails. Constructs must make a Wisdom saving throw or be considered paralyzed for 1 minute. This field lasts for 1 minute while you concentrate on the effect. After using this ability, you cannot do so again until you complete a long rest.
Awaken Construct (Level 17)
At 17th level, in a ritual requiring 1 hour of focus, you can awaken a humanoid-shaped construct to humanlike sentience. This ability does not work on constructs that are constructs only temporarily (such as objects affected by an animate objects spell).
The target construct's Intelligence, Wisdom, and Charisma scores become 10, if they are lower. The construct gains a true neutral alignment and this alignment may change by the circumstances the awakened construct finds in life. The awakened construct acts independently and may choose not to align with you if it so desires.
Grave Domain
Grave Domain (Level 3)
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities 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.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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.
In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave (Level 3)
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door (Level 6)
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Keeper of Souls (Level 17)
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Grave Domain
Grave Domain (Level 3)
Honor the End of All Things
The Grave Domain focuses on the divine management of the transition between life and death. Deities in this domain see the afterlife and the peace of the dead as crucial aspects of existence, and disturbing this peace is a severe transgression. Clerics of the Grave Domain guide wandering spirits to rest, combat undead, and ease the suffering of the dying.
Their magic can temporarily delay death for those who still have important tasks, recognizing that while death is inevitable, it can be postponed for a purpose. Followers honor the natural order, ensuring death is respected and souls are treated with reverence.
Grave Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Circle of Mortality
You gain the ability to manipulate the line between life and death.
- Serenity
- Safeguard
Secrets of the Grave
As a Bonus Action, you can expend one use of your Channel Divinity to activate one of the following effects:
- Eyes of the Grave
- Path to the Grave
Sentinel at Death's Door (Level 6)
You gain the ability to impede death's progress. As a Reaction when you or an ally that you can see within 30 feet of you is hit by an attack, you can reduce that hit's damage by half.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a Long Rest.
Keeper of Souls (Level 17)
You can seize a trace of vitality from a parting soul and use it to heal the living. When a creature you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains Hit Points equal to the creature's number of Hit Dice (no action required). You can use this feature only if you don't have the Incapacitated condition.
Once you use it, you can't do so again until the start of your next turn.
Greed Domain
Greed Domain (Level 3)
Channel Divinity: Illusory Coins (Level 3)
Hoarder's Boon (Level 6)
Starting at 6th level, whenever you make an attack roll, saving throw, or ability check with advantage and both rolls would have succeeded, or if you gained a bonus from a class feature or spell and would have succeeded without the bonus, you gain a number of temporary hit points equal to your Wisdom modifier plus your cleric level.
In addition, whenever you receive temporary hit points from any source (including this ability) and are at maximum hit points, you receive twice as many temporary hit points as normal from the effect.
Spellmiser (Level 6)
Starting at 6th level, whenever you cast a spell with a costly material component, you may make a Charisma (Deception) check with a DC equal to 14 + spell level. If you succeed on the check, you can cast the spell with no costly material component. If you fail, the spell fails and you can't cast or prepare that spell for 7 days.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Spellmiser (Level 17)
Starting at 17th level, you can choose to automatically succeed on the Charisma (Deception) checks you make when using Spellmiser.
You can use Improved Spellmiser a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Grief Domain
Grief Domain (Level 3)
Channel Divinity: Griefstruck (Level 3)
Shared Burden (Level 6)
At 6th level, you gain the ability to take on some of the suffering of those you love. When you finish a long rest, choose another creature you can see. The creature gains +1 to AC and saving throws. It also gains resistance to all damage. Any damage it takes, you take also. This effect lasts until you choose a different creature, or if you and the creature are no longer on the same plane of existence.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can use the attack to deal an extra 1d8 cold or psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Patron Saint of Those Who Grieve (Level 17)
At 17th level, your intimate familiarity with grief reaches its apex.
You gain resistance to cold and psychic damage.
When a creature you can see within 30 feet of you takes damage, you can use your reaction to take the damage instead.
Guardian Domain
Guardian Domain (Level 3)
Channel Divinity: Guardian Angel (Level 3)
Angelic Protection (Level 6)
Starting at 6th level, when you use your Channel Divinity to summon a Guardian Angel, it immediately casts warding bond (no action required) on a friendly creature that it can see (you included), ignoring the components of the spell.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Your Guardian Angel also gains this feature.
Aura of Defense (Level 17)
At 17th level, when your Guardian Angel casts warding bond, it can target a number of allied creatures (including you) equal to your Wisdom modifier (minimum 1). The spell functions as if the angel had created a warding bond with each individual creature. In addition, upon being summoned, the Guardian Angel gains temporary hit points equal to 5 times the number of creatures targeted by the spell.
Once you use this feature, you can't use it again until you finish a long rest.
Harvest Domain
Harvest Domain (Level 3)
Sow, Grow, and Reap in the Harvest Cycle
The Harvest Domain draws from the cycle beginning with creation, reaching abundance, and ending in culling before repeating endlessly. Deities of farming and crops can focus on one of the harvest's aspects, but most draw from each phase of the cycle. Clerics of this domain are drawn to the cyclical nature of existence, and they often take on roles as shepherds of different cycles.
Use the Harvest Rites table for inspiration on observances based on each aspect of the harvest cycle.
| Sowing Rites |
|---|
Bury a sacrificial offering into a newly ploughed field, such as dried corn husks, dead fish, robin's egg, or hare's foot |
Brew blessed mixtures and concoctions for consumption or irrigation that increase the fertility of crops, livestock, or people |
Gift a pouch of seeds to travelers at the start of a journey to ensure they arrive at their destination |
| Growing Rites |
|---|
Tend to the sick or injured with natural remedies that utilize pure water, fertile soil, rich ash, or fruit poultice to speed up healing |
Bless crops or livestock to usher in favorable weather and a growing season that produces a strong and healthy bounty |
Oversee marriages, binding the betrothed with woven grain stalks or linen cords |
| Reaping Rites |
|---|
Give funeral rites that return the deceased's body or ashes to the fields, mixing in earth from their home and decaying crops to enrich the soil |
Sharpen blades blessed by the harvest gods ahead of a battle or before a harvest to ensure that all that is reaped is offered to the divine |
Slaughter adult livestock or reap ripe crops for a feast to celebrate nature's bounty |
Community Almanac
You gain an Herbalism Kit, and you have proficiency with it. You also gain proficiency in the Nature or Survival skill.
Harvest Domain Spells
Whenever you finish a Short or Long Rest, choose an aspect of the harvest cycle: Sowing, Growing, or Reaping. Consult the Harvest Domain Spells table; you have the spells listed in the column of your chosen aspect for your Cleric level and lower prepared.
| Cleric Level | Sowing | Growing | Reaping |
|---|---|---|---|
3rd | |||
5th | |||
7th | |||
9th |
Cornucopia
If you don't have the Incapacitated condition when you start a Short Rest, you can magically create a cornucopia filled with enough food for a number of creatures equal to twice your Proficiency Bonus. When creatures that eat the food finish a Short Rest, you can distribute a number of d4s equal to your Cleric level among creatures who ate the food. Each creature immediately rolls the dice they're allotted and regains Hit Points equal to the total. The cornucopia and any uneaten food vanish when the Short Rest ends.
Once you use this feature, you can't do so again until you finish a Long Rest.
Bountiful Harvest
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to invoke the spirit of the harvest. Up to six creatures of your choice within 60 feet of you gain Heroic Inspiration. A creature must finish a Long Rest before it can gain Heroic Inspiration from this feature again.
Additionally, you grant all targets one of the following benefits. If your current harvest aspect is a different one, it changes to match the choice.
Sowing
A target gains a number of Temporary Hit Points equal to your Proficiency Bonus plus your Wisdom modifier.
Growing
Until the end of your next turn, when a target makes an attack roll or ability check, it adds 1d4 to the total.
Reaping
A target deals extra Necrotic damage equal to your Proficiency Bonus the first time it damages a creature before the end of your next turn.
Blessing of the Seasons (Level 6)
You can draw upon the powers of the harvest cycle to potentially avert disaster. When a creature you can see within 30 feet of you fails a saving throw of a particular type determined by your current aspect, you can take a Reaction to allow it to reroll the d20 and use the new roll. The type of saving throws you can affect are as follows.
Sowing
Dexterity and Charisma
Growing
Constitution and Intelligence
Reaping
Wisdom and Strength
Additionally, after the saving throw succeeds or fails, roll a number of d4s equal to your Proficiency Bonus. The target regains Hit Points equal to the total rolled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Eternal Wheel (Level 17)
When you use your Bountiful Harvest, you can invoke the endless cycle of life, death, and rebirth to grant yourself and the creatures affected by your Channel Divinity an additional benefit based on your current aspect:
Sowing
Targets gain the effects of the Regenerate spell for 1 minute, or until you lose Concentration.
Growing
Targets gain Advantage on saving throws and ability checks for up to 1 hour, or until you lose Concentration (as if Concentrating on a spell).
Reaping
Targets gain Resistance to Necrotic, Psychic, and Poison damage for 1 hour.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a spell slot of level 7+ (no action required) to restore your use of it.
Harvest Domain
Harvest Domain (Level 3)
Channel Divinity: Bountiful Harvest (Level 3)
Blessing of the Seasons (Level 6)
You can draw upon the powers of the harvest cycle to potentially avert disaster. When a creature you can see within 30 feet of you fails a saving throw of a particular type determined by your current aspect, you can use your reaction to allow it to reroll the d20 and use the new roll. The type of saving throws you can affect are as follows.
Sowing
Dexterity and Charisma
Growing
Constitution and Intelligence
Reaping
Wisdom and Strength
Additionally, after the saving throw succeeds or fails, roll a number of d4s equal to your proficiency bonus. The target regains hit points equal to the total rolled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Potent Spellcasting (Level 8)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eternal Wheel (Level 17)
When you use your Channel Divinity: Bountiful Harvest, you can invoke the endless cycle of life, death, and rebirth to grant yourself and the creatures affected by your Channel Divinity an additional benefit based on your current aspect:
Sowing
Targets gain the effects of the Regenerate spell for 1 minute, or until you lose concentration.
Growing
Targets gain advantage on saving throws and ability checks for up to 1 hour, or until you lose concentration (as if concentrating on a spell).
Reaping
Targets gain resistance to necrotic, psychic, and poison damage for 1 hour.
Once you use this feature, you can't do so again until you finish a long rest unless you expend a spell slot of 7th level or higher (no action required) to restore your use of it.
Harvester Domain
Harvester Domain (Level 3)
Channel Divinity: Bag Runneth Over (Level 3)
Guided Hands (Level 6)
At 6th level, you learn to bolster your agility with the power of your faith. When you make a roll where you would add your Dexterity modifier as a bonus, you may choose to add your Wisdom modifier as well.
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 short or long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Life Harvest (Level 17)
At 17th level, you learn to harvest the very life force of your opponent as you fight them. When you hit a creature with a weapon attack, you can choose to gain temporary hit points equal to half the amount of damage dealt rounded down plus your Wisdom modifier. These temporary hit points are lost at the start of your next turn.
Healing Hearth Domain
Healing Hearth Domain (Level 3)
Channel Divinity: Restful Sojourn (Level 3)
Selfless Healer (Level 6)
Beginning at 6th level, when you cast a spell that restores hit points or stabilizes a creature, you are under the effects of the Dodge action until the start of your next turn.
Divine Strike (Level 8)
Starting at 8th level, you learn to channel the warmth of the Hearth into your weapon's strikes. Once per turn, when you hit a creature with a weapon attack, you can cause the attack to do an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Beacon of Hospitality (Level 17)
Your god has blessed you with unmatched resilience so that nothing can stop you from spreading the warmth of the Hearth. Upon reaching 17th level, you are resistant to fire and poison damage, and you have advantage on saving throws to resist the paralyzed, restrained, and stunned conditions.
Hearth Domain
Hearth Domain (Level 3)
Channel Divinity: Bring Them Home (Level 3)
Restful Hearth (Level 6)
Starting at 6th level, when friends rest near your fire, they feel robust and ready to take on anything. When you finish a short or long rest, select a number of creatures equal to your Wisdom modifier that just finished a short or long rest taken within 30 feet of a fire lit by your create bonfire cantrip. Each creature gains resistance to one damage type of your choice: force, radiant, necrotic, or psychic. The effect lasts until the creature finishes its next short or long rest.
In addition, when you finish a long rest, every creature of your choice that just finished a long rest taken within 30 feet of a fire lit by your create bonfire cantrip reduces its exhaustion level by 1.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Legendary Feast (Level 17)
At 17th level, you add heroes' feast to your list of domain spells.
In addition, you can cast heroes' feast with this feature without expending a spell slot or requiring material components. Once you use this feature, you can't use it again until after you finish a long rest.
Hearth Domain
Hearth Domain (Level 3)
Domain Spells (Level 3)
Bonus Cantrip (Level 3)
Ephemeral Ward (Level 3)
Channel Divinity: Hearthflame (Level 3)
Channel Divinity: Divine Shield (Level 6)
Starting at 6th level, you can use your Channel Divinity to protect yourself and others from harm. As a bonus action, you present your holy symbol and conjure a faintly glowing shield of force within 10 feet. The shield is a 10-by-l 0-feet flat surface and appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. The shield lasts for a number of rounds equal to your Wisdom modifier (minimum of 1).
Nothing can physically pass through the shield, and it provides cover to nearby creatures. It is immune to all damage. The shield also extends into the Ethereal Plane, blocking ethereal travel through the shield.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Hearthfire (Level 17)
At 17th level you can call upon the power of your deity to transform a campfire or similarly sized fire within 30 feet into a hearthfire as an action. The hearthfire is magical fire that cannot be extinguished and does not deal damage to objects. The hearthfire endures for 10 hours. You cannot use this feature again until you complete a long rest.
A number of creatures equal to your Wisdom modifier of your choice that complete a long rest within 30 feet of the fire are blessed and gain one of the following benefits of their choice. The blessing lasts for 24 hours, or until they gain another blessing from this feature:
Emboldened
For the duration you are immune to being frightened, and when you hit with a weapon attack for the first time on your turn you deal an additional 1d8 fire damage.
Enlightened
For the duration you are immune to the charmed condition. In addition, you gain three hearthfire lights. Whenever you make an Intelligence, Wisdom, or Charisma ability check or saving throw you can spend one hearthfire light to roll an additional d20. You can choose to spend the hearthfire light after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the ability check or saving throw.
Restored
You are restored, and all debilitating effects are removed. Your exhaustion level is reduced by one, and you regain all spent Hit Dice. All status conditions, poisons, and diseases are removed from you. Any reduction to your ability scores or maximum hit points is removed. Any curses are lifted, including your attunement to a cursed magic item. This ends any effects that would be ended by greater restoration.
Shrouded
You are obscured from the minds of other creatures for the duration. While you are shrouded creatures unconsciously avert their gazes as you pass by and avoid contact with you. You are not invisible, but until you attack a creature, cast a spell on them, deal damage to them, force them to make a saving throw, directly interact with them or call attention to yourself, they cannot perceive you. Creatures can perceive you normally through alternate means (such as arcane eye), truesight, or if they are immune to the charmed condition. While creatures are unaware of you, you have advantage on attack rolls against them and they have disadvantage on attack rolls against you.
Warded
You gain a number of temporary hit points equal to half your level + your Wisdom modifier for the duration. When this ward is damaged by a creature, that creature takes an amount of fire damage equal to the damage they dealt to the ward. The ward is restored to full capacity after each of your short rests.
Hunger Domain
Hunger Domain (Level 3)
Channel Divinity: Ferocious Feast (Level 3)
Revitalize (Level 6)
Beginning at 6th level, you can remove the effect of a disease, a poison or the poisoned condition, or one level of exhaustion from yourself as an action. You must finish a long rest before using this ability again.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Ravening Horde (Level 17)
At 17th level, you can sacrifice the vitality of those around you and inspire an insatiable and horrifying hunger in them. Living creatures within 60 feet of you who fail a Charisma saving throw take 10d8 necrotic damage and then succumb to a ravening hunger, dropping whatever they hold in their hands and attacking the unaffected with their hands and teeth, or with whatever natural weapons they possess, in an attempt to devour them. This effect lasts a number of rounds equal to 3 + your Wisdom modifier. Each affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. You can exclude up to ten creatures from the effect, but this doesn't shield them against being attacked by those who do succumb. This ability doesn't affect constructs or the undead.
Hunt Domain
Hunt Domain (Level 3)
Channel Divinity: Prized Quarry (Level 3)
Seeker's Mark (Level 6)
Starting at 6th level, your weapon attacks begin to hit unerringly, and can mark their targets for your fellow hunters. If you miss with a weapon attack roll on your turn, you can use your bonus action to reroll the attack and take the new roll. Alternatively, if you hit with a weapon attack on your turn, you can use your bonus action to surround the target with divine light, causing it to shed dim light in a 10-foot radius until the end of your next turn.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the hunt. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of the Hunt (Level 17)
At 17th level, your divine skill with weaponry has reached its peak. You gain advantage on the first weapon attack roll you make each turn. Additionally, whenever you make a weapon attack with advantage and hit, if the lower of the two rolls would also hit then the attack deals an additional 1d8 damage and pushes its target up to 10 feet away from you.
Hunt Domain
Hunt Domain (Level 3)
Channel Divinity: Heart Strike (Level 3)
Pack Hunter (Level 6)
Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Deadly Stalker (Level 17)
At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can't use this feature again until you finish a short or long rest.
Hunt Domain
Hunt Domain (Level 3)
Channel Divinity: Honed Instincts (Level 3)
Pack Hunter (Level 6)
You learn to work with other hunters, helping them avoid your quarry's blows, or to strike with greater ferocity. As a reaction, you can embolden creatures friendly to you with your hunters' instincts, issuing either the Kill or Retreat command. You have a number of uses of this feature equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a short or long rest.
- Kill
- Retreat
Unflinching Mark (Level 8)
The bonus damage of your Mark Prey feature increases to 2d6
Unflinching Mark II (Level 14)
The bonus damage of your Mark Prey feature increases to 3d6
Rite of the Hunt (Level 17)
At 17th level, you can compel a creature to chase or avoid you. As a bonus action while you can see the target of your Mark Prey feature and it is within 120 feet of you, you can force the creature to make a Wisdom saving throw against your cleric spell save DC. On a failure, you choose whether the creature is afflicted by Chase or Avoid for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. These effects are suppressed while you can't see the creature, and the effects end early if the creature is no longer affected by your Mark Prey feature. A creature that succeeds on a saving throw against this ability is immune to its effects for the next 24 hours.
- Chase
- Avoid
Hunting Domain
Hunting Domain (Level 3)
Channel Divinity: Undetected (Level 3)
Resolute Hunter (Level 6)
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. On your turn, you can cause one successful weapon attack against a creature to deal an extra 1d8 damage of the type dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.
Deadly Stalker (Level 17)
At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target.
You can't use this feature again until you finish a short or long rest.
Infernal Domain
Infernal Domain (Level 3)
Channel Divinity: Infernal Contract (Level 3)
Faustian Boon (Level 6)
At 6th level, you learn the means by which to grant your allies infernal boons, though at a cost. As a bonus action, you can choose one the following effects to bestow on a willing creature that you can see other than yourself within 60 feet:
You grant the creature advantage on the next attack it makes and allow it to reroll 1 of the damage dice, however until the end of its next turn, attack rolls against it have advantage.
You grant the creature an AC bonus equal to your Wisdom modifier (minimum +1) that lasts until the start of your next turn. However, the creature's speed is halved for the same duration.
You cause the creature to regain 1d8 + your spell casting modifier hit points, however the next attack it makes deals less damage equal to the hit points restored.
The creature regains an expended spell slot of your choice that is 1st level or higher. The spell slot can't be higher than 5th level or of a level higher than your highest level spell slot. When the creature uses the regained spell slot to cast a spell, each target of the spell gains a +4 bonus to its AC against the spell's attacks and has advantage on any saving throw it makes against the spell.
Once you bestow one of these effects on a creature, you can't bestow that effect again until you finish a long rest'24.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul Broker (Level 17)
Starting at 17th level, you know the deals made in the Nine Hells better than most and can strike a bargain with death itself for your personal gain. When a creature dies within 60 feet of you, you can use your reaction to bargain for its soul.
When you do, the creature is returned to life with its maximum hit points reduced by half and an equal number of current hit points. When you revive a creature in this way, you can choose to charm it, causing it to obey your verbal commands. After 1 minute has passed, the charmed condition ends and the creature immediately dies unless it was targeted by a spell or other effect that could return it to life, such as the revivify spell. If a creature is targeted by such a spell, the charmed condition immediately ends and its maximum hit points are no longer reduced.
Once you use this feature, you can't do so again until you finish a long rest'24.
Inquisition Domain
Inquisition Domain (Level 3)
Channel Divinity: Spell Shield (Level 3)
Rebuke Invoker (Level 6)
Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supernal Safeguard (Level 17)
Starting at 17th level, when you use your Spell Shield feature, you can choose a number of creatures up to your Wisdom modifier (minimum 2) instead of choosing only one.
Inquisition Domain
Inquisition Domain (Level 3)
Channel Divinity: Spell Shield (Level 3)
Rebuke Invoker (Level 6)
Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all uses when you finish a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supernal Safeguard (Level 17)
Starting at 17th level, when you use your Channel Divinity: Spell Shield feature, you can choose a number of creatures up to your Wisdom modifier (minimum 2) instead of choosing only one.
Inquisition Domain
Inquisition Domain (Level 3)
Cleanse the Heretics
The Inquisition Domain reflects the order of the multiverse and the rejection of tainted magic—so far as certain celestial powers see it. Only the divine casters are pure and fit for use.
Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals be kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn't feasible.
Inquisition Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Inquisition Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Witch Hunter's Strike
When you hit a creature with a weapon attack or Unarmed Strike, you can deal an extra 1d8 Force damage to the target. If the creature is Concentrating on a spell, you deal an extra 2d8 Force damage instead. At Cleric level 14, the extra Force damage increases to 2d8, or 3d8 if the creature is Concentrating on a spell.
If a creature fails its saving throw to maintain Concentration as a result of taking damage from this feature, you gain Temporary Hit Points equal to the extra Force damage dealt.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Spell Shield
As a Bonus Action, you can expend one use of your Channel Divinity to bestow a temporary resilience against arcane harm for 10 minutes. Choose a creature you can see (including yourself) within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to 1d10 plus your Cleric level. While a creature has Temporary Hit Points granted by your Spell Shield, the creature has Advantage on saving throws against spells, and it has Resistance to the damage of spells. If any of these Temporary Hit Points remain when Spell Shield ends, they vanish.
Rebuke Invoker (Level 6)
As a Reaction in response to a creature you can see within 60 feet of yourself using a Magic action to cast a spell, you can force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 1d8 Force damage, plus another 1d8 per level of the spell slot the creature expended. Cantrips are considered level 1 spells for this ability. On a successful save, the creature takes half as much damage instead.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses of this feature when you finish a Long Rest.
Supernal Safeguard (Level 17)
Spell Shield can target a number of creatures up to your Wisdom modifier (minimum of one creature).
Inquisition Domain
Inquisition Domain (Level 3)
Channel Divinity: Cow the Unfaithful (Level 3)
Expose the Heretics (Level 6)
Starting at 6th level, your ability to inspire dread among enemies gains the power to end deceptions or illusions.
Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.
Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and can cast see invisibility on yourself once without using material components or expending a spell slot. Once you have cast the spell in this way, you cannot do so again until you complete a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
End Blasphemy (Level 17)
Starting at 17th level, you may break the ties between an enemy and their magical power.
As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells tcast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you have used this ability, you may not do so again until you finish a long rest.
Journey Domain
Journey Domain (Level 3)
Channel Divinity: Zealous Charge (Level 3)
Long Road Ahead (Level 6)
Starting at 6th level, you can grant up to six creatures you can see temporary hit points equal to half your cleric level + your Wisdom modifier (minimum of 1 hit point) when you finish a short or long rest. While a creature has these hit points, its movement speed increases by 10 feet, and it has advantage on Constitution saving throws made against exhaustion from a forced march.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Unchained and Unfettered (Level 17)
Beginning at 17th level, you are always under the effects of the freedom of movement spell, and your movement doesn't provoke opportunity attacks.
Journey Domain
Journey Domain (Level 3)
Channel Divinity: Zealous Charge (Level 3)
Long Road Ahead (Level 6)
Starting at 6th level, you can grant up to six creatures you can see temporary hit points equal to half your cleric level + your Wisdom modifier (minimum of 1 hit point) when you finish a short or long rest. While a creature has these hit points, its movement speed increases by 10 feet, and it has advantage on Constitution saving throws made against exhaustion from a forced march.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Unchained and Unfettered (Level 17)
Beginning at 17th level, you are always under the effects of the freedom of movement spell, and your movement doesn't provoke opportunity attacks.
Judgment Domain
Judgment Domain (Level 3)
Channel Divinity: Invoke Judgment (Level 3)
Rebuke (Level 6)
Starting at 6th level, when an allied creature within 60 feet of you is reduced to zero hit points or takes damage from another creature while under the effect of a Sanctuary spell you cast, you can cast Hellish Rebuke targeting the attacker without expending a spell slot.
You can do this a number of times equal to your Wisdom modifier, regain all uses on a long rest.
Divine Empowerment (Level 8)
At 8th level, pick one of the following options:
Eternal Judgment (Level 17)
Starting at 17th level, your Sacred Judgment can be used an unlimited number of times.
Justice Domain
Justice Domain (Level 3)
Channel Divinity: Reveal Injustice (Level 3)
Channel Divinity: Chains of Reckoning (Level 6)
At 6th level, you can use your Channel Divinity to restrain a creature with divine chains.
As an action, you present your holy symbol, causing chains of light to emerge from the ground and attempt to restrain a creature you can see within 60 feet of you. That creature must make a Strength saving throw. On a failed save, it takes radiant damage equal to 2d6 + your cleric level, and is restrained until the end of your next turn. On a successful save, it takes half as much damage and its speed is halved until the end of your next turn.
If you target a creature that has failed the check imposed by your Reveal Injustice feature, that creature makes this save at disadvantage, and it is paralyzed until the end of your next turn on a failed save, rather than restrained. Once you use this bonus effect on a creature, you can't use it on that creature again until you succeed on another check imposed by your Reveal Injustice feature against that creature.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Seeker of Truth (Level 17)
At 17th level, your senses can see through lies. You know when you hear a lie, and you gain truesight with a range of 60 feet. Your ability to detect lies allows you to know when something explicitly untruthful is said; it does not detect misleading yet literally true statements.
Justice Domain
Justice Domain (Level 3)
Channel Divinity: No Hiding Place (Level 3)
Hand of Justice (Level 6)
At 6th level, you become immune to the frightened condition.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Holy Denunciation (Level 17)
At 17th level, you can use your Channel Divinity to persuade others that you hold divine authority to mete out justice. You must present your holy symbol and invoke the name of your deity. So long as your deity is one that is worshipped openly in the land where you are asserting this authority, you have advantage on Wisdom and Charisma checks involving justice, judgment, and the law, up to and including execution for crimes.
Keeper Domain
Keeper Domain (Level 3)
Channel Divinity: Divine Initiative (Level 3)
Fighting Pit (Level 6)
At 6th level, you gain the ability to shore up your allies' reserves. As a reaction, when you or an ally that you can see within 30 feet of you is charmed, frightened, paralyzed, or stunned, you can remove that condition.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Hobbling Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, the target must make a Strength saving throw against your spell save DC or be knocked prone. When you reach 14th level, the target's speed is also halved until the start of your next turn.
Duty Over Death (Level 17)
Starting at 17th level, you can exert your power to call companions back from the brink of death. When an ally you can see within 60 feet of you is reduced to 0 hit points but not killed outright, they instead remain conscious and regain hit points equal to half their maximum hit points. You can use this feature only if you aren't incapacitated. Once you use this feature, you can't do so again until you finish a short or long rest.
Knowledge Domain
Knowledge Domain (Level 3)
The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities 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 multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages (Level 3)
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.
Channel Divinity: Read Thoughts (Level 6)
At 6th level, you can use your Channel Divinity to 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. 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.
Visions of the Past (Level 17)
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.
Once you use this feature, you can't use it again until you finish a short or 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.
Knowledge Domain
Knowledge Domain (Level 3)
Unearth Secrets and Master the Mind
The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.
Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Oghma and Gond, among many others.
Blessings of Knowledge
You gain proficiency with one type of Artisan's Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.
Knowledge Domain Spells
When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
3 | Command, Comprehend Languages*, Detect Magic*, Detect Thoughts*, Identify*, Mind Spike* |
5 | |
7 | |
9 |
Mind Magic
As a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.
Unfettered Mind (Level 6)
You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).
Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.
Divine Foreknowledge (Level 17)
As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).
Knowledge Domain (PSA)
Knowledge Domain (PSA) (Level 3)
The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife.
Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.
Kefnet's domain is identical to the Knowledge domain in the Player's Handbook.
Knowledge Domain
The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities 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 multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages (Level 3)
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.
Channel Divinity: Read Thoughts (Level 6)
At 6th level, you can use your Channel Divinity to 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. 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.
Visions of the Past (Level 17)
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.
Once you use this feature, you can't use it again until you finish a short or 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.
Labyrinth Domain
Labyrinth Domain (Level 3)
Channel Divinity: Wisdom of the Winding Way (Level 3)
Befuddling Touch (Level 6)
Beginning at 6th level, you can make a melee attack that causes a creature to become confused for one round. Make a melee attack. If the attack hits, you do no damage but the creature is confused (as the confusion spell) until the start of your next turn. You expend one use of the ability whether the attack hits or misses. You can use this ability (3 + your Wisdom modifier) times per day. All uses recharge after you complete a long rest. This ability has no effect on minotaurs or on creatures with a higher challenge rating than your cleric level.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: Banish to the Maze (Level 17)
At 17th level, you gain the power to banish one target to an extra-dimensional labyrinth, similar to the maze spell. The duration is a number of rounds equal to half your cleric level, unless you end it early by using a bonus action. The target resists the effect with a successful Wisdom saving throw; otherwise, it's transported into the labyrinth.
You can choose to enter the maze with the subject, but doing so expends two rounds of the labyrinth's total duration for every round that you and the target are in the maze. You can find the target in the maze by winning an Intelligence contest against the target. The Intelligence contest uses your move. Once found, the target can evade you in the same way (by using its move and winning an Intelligence contest). You have advantage during these Intelligence contests. You can leave the labyrinth at any time as an action, returning to your previous location.
The target that was sent to the maze can search for the exit. On its turn, it uses its action to make a DC 20 Intelligence check; if the check succeeds, the creature escapes from the labyrinth and returns to its previous location.
The labyrinth is dimly lit with ambient light.
Liberation Domain
Liberation Domain (Level 3)
Channel Divinity: Indomitable Spirit (Level 3)
Share Blessing (Level 6)
Beginning at 6th level, when you cast a spell targeting yourself, you can also affect a willing creature with the spell if they are within 30 feet of you. The spell level can be no higher than your proficiency bonus.
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.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Righteous Rally (Level 17)
At 17th level, you become a symbol of resolve on the battlefield. As an action, you present your holy symbol and empower your allies. For one minute, whenever a friendly creature within 30 feet of you takes damage from a melee attack, they can use their reaction to shove their attacker five feet, and they gain advantage on the Strength (Athletics) check. If they succeed on their check, they break free of any grapples and can make a single melee weapon attack. Once you use this feature, you can't use it again until you finish a short or long rest.
Life Domain
Life Domain (Level 3)
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods 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. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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 (Level 3)
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 (Level 6)
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 (Level 17)
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.
Life Domain
Life Domain (Level 3)
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Life Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Blessed Healer (Level 6)
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one creature other than you, you regain Hit Points equal to 2 plus the spell slot's level.
Supreme Healing (Level 17)
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Light Domain
Light Domain (Level 3)
Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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 (Level 3)
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 (Level 6)
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 (Level 17)
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.
Light Domain
Light Domain (Level 3)
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.
Light Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Radiance of the Dawn
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
Warding Flare
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Improved Warding Flare (Level 6)
You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
Corona of Light (Level 17)
As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Lolth Domain
Lolth Domain (Level 3)
Channel Divinity: Divine Judgement (Level 3)
Lolth's Favor (Level 6)
6th-level Lolth Domain feature
You faithfulness to the Spider Queen gains you the following favors:
You are permanently under the effects of the spider climb spell and you ignore difficult terrain caused by webbing or rocks.
You can't be restrained by webs and creatures caught in your web spell have disadvantage on strength checks to break free.
You gain a whip of fangs
Potent Spellcasting (Level 8)
8th-level Lolth Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Aspect of Lolth (Level 17)
17th-level Lolth Domain feature
You learn the shapechange spell, which is a cleric spell for you. You also gain a creature form exclusively available to members of the Lolth Domain, the Aspect of Lolth
Love Domain
Love Domain (Level 3)
Channel Divinity: Amorous Armor (Level 3)
Channel Divinity: Change of Heart (Level 6)
Starting at 6th level, you can use your Channel Divinity to woo others even when it seems your charms are failing. It can be used in two circumstances.
When a creature succeeds on a saving throw against a charm effect caused by you, you can use your reaction to force the creature to reroll the saving throw and use the second result.
Alternatively, when you make a Charisma ability check, you can use your reaction to reroll the ability check. You can wait until after the DM declares whether the original result was a success or not and you must use the second result, even if it is lower.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sermon of Love (Level 17)
At 17th level, you can channel pure passion when you speak. As an action, you can command each creature within 60 feet who can hear you and shares any language with you to treat others kindly. When you do, each target must succeed on a Wisdom saving throw or be charmed by you and all other creatures targeted by this ability. This charmed effect lasts for 8 hours or until the creature takes damage from you or any of your allies.
Luck Domain
Luck Domain (Level 3)
Channel Divinity: Stroke of Luck (Level 3)
Lucky Streak (Level 6)
Your god has blessed your attacks with an entertaining, yet strange, luck. Starting at 6th level, your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!
Potent Improvisation (Level 8)
Your way of life lands you in many a sticky situation, but you always seems to find a way out. Starting at 8th level, you may use your Wisdom modifier, in place of Strength or Dexterity, for attack and damage rolls with improvised weapons, and your improvised weapon attacks count as magical for the sake of overcoming resistances and immunities.
In addition, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, this extra radiant damage becomes 2d8.
Divine Roulette (Level 17)
Beginning at 17th level, you can push your luck to its absolute limits in a divine game of chance. As an action on your turn, you can hold your holy symbol aloft and play Divine Roulette. Roll a d10, and the corresponding spell from the Divine Roulette table below immediately takes effect as if cast as a cleric spell by you. You can choose the target of the spell after you know the spell Divine Roulette will produce.
| d10 | Spell |
|---|---|
1 | no effect |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Luck Domain
Luck Domain (Level 3)
Channel Divinity: Lucky hit (Level 3)
Channel Divinity: Lucky Dodge (Level 6)
At 6th level, in a crunch, you are sometimes difficult to land a hit on. As a reaction when an attack roll is made against you or a friendly creature within 30 feet, or when you or a friendly creature within 30 feet must make a saving throw, you can roll an additional d20 and choose which of the d20s is used. If the attack lands or the saving throw is failed and take damage, reroll any dice that rolled their highest possible number and use those results instead.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Flow State (Level 17)
At 17th level, you can enter a Flow State requiring concentration as an action for up to 1 minute. During this time, you are in harmony with the universe, and gain advantage on all ability checks, attack rolls, and saving throws. The Flow State ends early if you lose concentration or if you choose to dismiss it. You cannot enter a Flow State again until you take a short or long rest.
Lust Domain
Lust Domain (Level 3)
Channel Divinity: Lustful Distraction (Level 3)
Lingering Seduction (Level 6)
A Cleric of the Lust domain of 6th level of higher can keep the targets of a Lustful Distraction spellbound for up to 10 minutes as long as the Cleric continues to speak to them.
Divine Strike (Level 8)
A Cleric of the Lust domain of 8th level or higher has the ability to infuse his or her weapon strikes with divine energy. Once on each of the cleric's turns, when hitting a creature with a weapon attack, the Cleric can cause the attack to deal an extra 1d8 psychic damage to the target. For a Cleric of 14th level or higher, the extra psychic damage is 2d8.
Master of Seduction (Level 17)
A Cleric of the Lust domain of 17th level or higher can Command creatures he or she has seduced. While creatures are enraptured by Lustful Distraction, the Cleric can take a bonus action on his or her turn to verbally Command what each of those creatures will do on its next turn.
Machine Domain
Machine Domain (Level 3)
Embrace Machine Perfection
Clerics of the Machine Domain venerate abstract digital gods called the Dei Ex Machina or pledge their loyalty to the vast colossal Foundry ship, a superintelligence beyond measure. In exchange, these silent machine gods offer power over ticking clockwork and buzzing electrical wires. Clerics that devote themselves completely to their machine deities can become fully automated by that divine intelligence, flawless cogs in a cosmic machine.
Machine Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Machine Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3 | Antivirus, Circuit Breaker, Find Familiar, Heat Metal, Technical Difficulties, Technomancy |
5 | |
7 | |
9 |
Automate
When you or a creature within 30 feet of yourself fails a D20 Test, you can expend one use of your Channel Divinity to treat the d20 roll as a 10, if it were a 9 or lower, potentially causing the test to succeed instead. When you use this feature to benefit another creature's D20 Test, you must take a Reaction to do so.
Gearpriest
Construct Familiar
When you cast Find Familiar, you can choose one of the following special forms: Drone, Mechanical Spider, Single-Task Automaton, Software Bug, or Wizmo. If you choose one of the normal forms for your familiar, the familiar is a Construct unless another source lets you prepare this spell.
Wise Technology
You gain proficiency in the Technology skill. Additionally, you gain a bonus to checks using this skill equal to your Wisdom modifier (minimum bonus of +1).
Anoint Technology (Level 6)
You can take a Magic action to anoint a number of weapons up to your Wisdom modifier (a minimum of one), each of which becomes blessed for 10 minutes. Each weapon must be a magic item or a piece of Magical Technology within 30 feet of yourself.
When a creature misses with an attack roll using a blessed weapon, it can expend that blessing to reroll it, and must use the new roll. On a hit with the reroll, the target takes an extra 1d6 damage of the same type dealt by the weapon.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Sublime Automation (Level 17)
When you use your Automate, you can treat the d20 roll as a 20 instead of a 10.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4+ spell slot (no action required).
Madness Domain
Madness Domain (Level 3)
Channel Divinity: Temporary Insanity (Level 3)
Fragmented Mind (Level 6)
By 6th level, your damaged mind is difficult to influence. You have advantage on saving throws against being charmed or frightened, and on saving throws against any effect that would sense your emotions or read your thoughts. If you spend 10 minutes conversing with another creature, you can bestow this benefit on them as well for up to 1 hour, as they succumb to your twisted thought patterns.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Embrace Unreality (Level 17)
By 17th level, you can drag your distorted view of the world into reality, forcing others to play by your mad rules. As an action, you can change the rules of reality in a 120-foot radius centered on a point you choose within 60 feet for 1 minute. Choose one of the following rules:
No Up, No Down. Each creature and object within the area is weightless, as per the levitate spell.
Opposite Day. If a creature in the area would have advantage, it instead has disadvantage, and vice versa
Red Light, Green Light. No creature can move on its turn. At the start of each round of combat, each creature simultaneously chooses where to move and moves to that space. If two or more creatures move into the same space, they collide and are knocked prone.
Through The Looking Glass. At the beginning of each creature's turn, roll any die. On an even roll, the creature doubles in size, as per the Enlarge effect of the enlarge/reduce spell; on an odd roll, the creature halves in size, as per the Reduce effect of the enlarge/reduce spell.
Once you use this feature, you can't use it again until you finish a long rest.
Madness Domain
Madness Domain (Level 3)
Channel Divinity: Cultist's Chant (Level 3)
Channel Divinity: Read Thoughts (Level 6)
At 6th level, you can use your Channel Divinity to 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 against 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.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Irreversible Insanity (Level 17)
At 17th level, your mind is lost to the endless madness of the gods. You become immune to psychic damage and to the charmed and frightened conditions.
Whenever a creature tries to read your thoughts, that creature takes 3d8 psychic damage as it hears the maddening tongues within your head.
In addition, roll once on the Indefinite Madness table (DMG p. 260). You are afflicted with that madness and it cannot be cured.
Martyr Domain
Martyr Domain (Level 3)
Channel Divinity: Bear the Burden (Level 3)
Overcome Adversity (Level 6)
Starting at 6th level, when you use your Relieve Suffering to take the condition affecting a creature, you can repeat the original saving throw against the feature if it had one. On success, the condition ends instead of being transferred.
Additionally, when you take damage as a result of the wording bond spell, you have resistance to that damage.
Divine Empowerment (Level 8)
At 8th level, pick one of the following options:
Unyielding Concentration (Level 17)
Starting at 17th level, while you are concentrating on a Cleric spell that targets you or your allies, your concentration can't be broken as a result of taking damage.
Mercy Domain
Mercy Domain (Level 3)
Channel Divinity: Involuntary Aid (Level 3)
Bolster the Living (Level 6)
At 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.
Divine Strike of Mercy (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.
Hand of Grace and Execution (Level 17)
At 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.
Mind Domain
Mind Domain (Level 3)
Channel Divine Devotion into Psychic Power
The Mind Domain celebrates the power of the mortal mind, channeling psychic energy to protect the faithful and smite your enemies. While this is most often associated with the Path of Light or the Riedran Path of Inspiration, followers of the daelkyr can also master this power. Visions of Xoriat can drive a priest to madness, but they can also reveal deadly secrets of the mind.
Mind Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Mind Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Psychic Feedback
When a creature you can see within 30 feet of yourself succeeds on a Wisdom saving throw, you can take a Reaction and expend a use of your Channel Divinity to impose Disadvantage on the saving throw, prying into their mind before they succeed or fail.
Psychic Force
You learn to buffet your foes with mental power. When you cast a Cleric spell that deals Radiant damage, you can choose to have it inflict Psychic damage instead. When you cast a spell that deals Psychic damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.
Gestalt Anchor (Level 6)
Your mental power increases, allowing you to project a sense of calm in a 10-foot Emanation that originates from you. The projection is inactive if you have the Incapacitated condition.
You and your allies in the projection gain a +2 bonus to Intelligence, Wisdom, and Charisma saving throws.
If another Mind Domain Cleric is present, a creature can only benefit from one Gestalt Anchor at a time.
Bend Reality (Level 17)
When an ally you can see within 30 feet of yourself fails a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Mind Domain
Mind Domain (Level 3)
Channel Divinity: Psychic Feedback (Level 3)
Gestalt Anchor (Level 6)
Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Bend Reality (Level 17)
Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Mind Domain
Mind Domain (Level 3)
Channel Divinity: Mental Bond (Level 3)
Channel Divinity: Intellectual sense (Level 6)
From 6th level onwards, you can use your divinity channeling to extend your senses beyond what your physical body allows. For 1 minute with your action, you can use your channeling divinity to detect and see any creature that is invisible or on the ethereal plane.
Powerful conjuration (Level 8)
From 8th level, you add your Wisdom modifier to the damage dealt by any cleric trick, this damage is psychic.
Aberrant Form (Level 17)
At 17th level, your study and affinity with aberrant creatures has become such that your mind has become one of them. Your creature type is changed to aberration, and you can change your form into any creature that your creature type is aberration, as long as you have already seen that creature.
With your action, you can transform into an aberrant creature that has a challenge level equal to half your cleric level rounded up. You take on all the creature's characteristics, with the exception of its charisma modifier, intelligence and wisdom, and if the creature is a conjurer, it uses its casting attribute instead of the creature's attribute.
All damage received while in aberrant form will be dealt to you when your aberrant form drops to 0 hit points. If you assume the aberrant form of a conjuring creature, you can only cast spells that you have spell slots available to cast and must be the known or innate spells of that creature. Any spell slots cast in aberrant form will also be deducted from your normal form. You can use this ability once per long rest, and you can remain in your aberrant form for 1 minute, or until you use your action to return to normal, or have dropped to 0 hit points.
Missionary Domain
Missionary Domain (Level 3)
Channel Divinity: Sacred Words (Level 3)
Divine Missionary (Level 6)
At 6th level, if you speak to a single humanoid or group of humanoids that are all within 60 feet, for at least 1 minute and talk about your deity, you can attempt to magically infuse them with faith. At the end of the conversation, the targets must succeed on a Wisdom saving throw against your cleric spell save DC or have the thought of your deity linger in their mind for 1 hour. Until then, you and allies you choose have advantage on all Charisma checks directed at those creatures. Once the effect ends, or if a creature succeeds on its saving throw against the effect, a target has no hint that you tried to magically influence it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Holy Emissary (Level 17)
At 17th level, you become a divine representative of your god, inspiring your allies and terrifying your enemies. You can use your Sacred Words feature as a bonus action, rather than an action. Also, at the end of each of your turns while you are using the feature, you can cause all affected creatures that can see you to either take 10 psychic damage or gain 5 temporary hit points (your choice).
Moon Dancer Domain
Moon Dancer Domain (Level 3)
Channel Divinity: The Moon Dance (Level 3)
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Divine Hunt (Level 8)
At 8th level, you gain the ability to mark your enemies with divine energy. When you hit a creature with an attack roll, you can call the favor of the moon to mark the target for 10 minutes. While the target has the mark on themselves, they cannot hide from you and you can sense the direction to the creature's location. Additionally, if the creature is moving, you know the direction of its movement. You can only have one creature marked at the time.
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.
Swiftness of the Moon (Level 17)
Starting at 17th level, you add your Wisdom modifier (minimum of +1) to the damage of your weapon attacks. Additionally, your speed is doubled while under the influence of Channel Divinity: The Moon Dance.
Moon Domain
Moon Domain (Level 3)
Channel Divinity: Blessing of the Full Moon (Level 3)
Channel Divinity: Mind of Two Moons (Level 6)
Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.
Empowered Cantrips (Level 8)
Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).
Eclipse of Ill Omen (Level 17)
At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.
This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.
Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Moon Domain
Moon Domain (Level 3)
Channel Divinity: Night's Chill (Level 3)
Luminescent Aura (Level 6)
At 6th level, you can use an action to emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This acts as a light spell but provides only dim illumination. All weapons and ammunition are treated as silvered while they're in the aura and for one round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a faerie fire spell, until the end of their next turn.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
The Moonlit Way (Level 17)
Beginning at 17th level, anytime the moon is visible in the sky, you can use an action to detect magical pathways and portals such as fey roads, shadow roads, gate effects, and the like. The portal must be within your line of sight and no farther away from you than 120 feet. You must complete a short or long rest before using this ability again.
Detected portals are visible to you, but you can point out their locations to others. By spending a minute concentrating on a portal detected with this ability, you can sense the physical conditions around its destination.
Mountain Domain
Mountain Domain (Level 3)
Channel Divinity: Voice of the Mountain (Level 3)
Might of the Old Stone (Level 6)
At 6th level, you become as hearty and stubborn as the earth and mountains themselves, gaining proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Charisma saving throws (your choice).
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
The Mountain Looms (Level 17)
Starting at 17th level, the earth and those upon it quake and tremble within your towering presence. The ground within 10 feet of you is always difficult terrain, and if it was already difficult terrain, it costs a creature 1 extra foot of movement for every 1 foot the creature moves. In addition, creatures that are prone on the ground within 10 feet of you cannot stand up.
This effect only occurs while you are touching the ground. You can choose to exclude any number of creatures from this effect at any time.
Mountain Domain
Mountain Domain (Level 3)
Channel Divinity: Ever Upward (Level 3)
Darkvision (Level 6)
Beginning at 6th level, you gain darkvision with a range of 30 feet. If you already have darkvision, you can see in magical darkness to a range of 30 feet as if it were dim light.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avalanche (Level 17)
At 17th level, you can create an avalanche that crushes and buries everything in its path. A 60-foot cone of ice, snow, and rubble erupts from a point of your choosing within 20 feet of you, in a direction you select. Each creature in the cone takes 15d8 bludgeoning damage, or half damage with a successful Strength saving throw. A creature that fails the saving throw is also restrained. A restrained creature can be freed by spending an action to make a successful Strength check, either by itself or by an ally within 5 feet of it.
You must be outdoors to create the avalanche. The direction of the cone must be downhill or level; the avalanche can't flow upill. Walls and other permanent structures block the avalanche. After using this feature, you must complete a long rest before using it again.
Mysticism Domain
Mysticism Domain (Level 3)
Channel Divinity: Enlightened Spell (Level 3)
Psionic Bastion (Level 6)
Your psionic potential allows you to rebuff mental assaults. Starting at 6th level, you are resistant to psychic damage.
Also, when you, or a creature within 15 feet, is forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant them a bonus to their roll equal to your Wisdom modifier (minimum of +1).
Potent Spellcasting (Level 8)
The wondrous power of your Mind's Eye bolsters the power of your cantrips. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mystic Enlightenment (Level 17)
Your mind, body, and soul have become suffused with psionic power. Beginning at 17th level, you are immune to psychic damage, and while you are not wearing any armor or using a shield you are resistant to bludgeoning, piercing, and slashing damage from non-magical attacks.
Nature Domain
Nature Domain (Level 3)
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). 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. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. 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 their gods.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. This cantrip 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 (Level 3)
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 (Level 6)
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 (Level 17)
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.
Nature Domain
Nature Domain (Level 3)
Preserve the Sanctity of Nature
The Nature Domain honors the diverse aspects of the natural world, from ancient forest deities to nurturing spirits of springs and groves. Nature gods embody different facets of nature's grandeur, and clerics of this domain align with these deities to protect and nurture the natural world.
While Druids revere nature as a whole and might serve one of these dieties, Nature Clerics take a much more proactive role in advancing the interests of a specific nature god. 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 their gods.
Nature Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | Animal Friendship, Barkskin, Speak with Animals, Spike Growth |
5th | |
7th | |
9th |
Acolyte of Nature
You are attuned to the magic of both divine and nature.
- Nature Magic
- Natural Talent
Nature's Influence
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity. You cast the Suggestion spell without expending a spell slot. When you cast Suggestion in this way, the target does not need to understand your language if it is a Beast or Plant creature.
Dampen Elements (Level 6)
When you or a creature within 30 feet of you takes Cold, Fire, Lightning, Poison or Thunder damage, you can take a Reaction to grant Resistance to the creature against that instance of the damage.
Master of Nature (Level 17)
You can use your Nature's Influence feature without expending a use of your Channel Divinity. When you cast Suggestion using this feature, the spell does not require Concentration if the target is a Beast or Plant creature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Night Domain
Night Domain (Level 3)
Channel Divinity: Invocation of Night (Level 3)
Improved Ward (Level 6)
At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself.
Veil of Dreams (Level 8)
When you reach 8th level, you gain mastery over magical sleep. When you cast the sleep spell, add your cleric level to the dice you roll to determine how many hit points of creatures the spell can affect.
You may choose the order in which creatures within the spell's area are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets.
Additionally, any creature you put to sleep cannot be woken until the start of your next turn. Otherwise, the sleep spell acts as normal.
Creature of the Night (Level 17)
Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in a 30-foot radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows.
Enemies within the shadows constantly feel the presence of hungry predators watching them, and become frightened as long as they remain inside the affected area. Enemies in the darkness are both blinded and frightened for as long as they remain within its area.
Night Domain
Night Domain (Level 3)
Channel Divinity: Midnight Gloom (Level 3)
Moonlight Strike (Level 6)
(6th-level Night Domain feature)
Starting at 6th level, when you deal radiant damage to a creature you may choose to have it emit dim light in a 10 foot radius until the end of your next turn. The affected creature can't benefit from being invisible, has its speed reduced by 10 feet, and if the creature is a shapeshifter it immediately shifts to its original form and can't assume a different form until the light dissipates.
Divine Strike (Level 8)
(8th-level Night Domain feature)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ocean Domain
Ocean Domain (Level 3)
Channel Divinity: Sea Speaker (Level 3)
At Home in the Waves (Level 6)
At 6th level, you gain a swim speed of 30 feet and darkvision 60 feet. If you already have darkvision, its range extends by 30 feet.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Scales of the Sea (Level 17)
At 17th level, you become able to breathe in water as easily as in air. You also gain the ability to transform your skin into fishlike scales at will. While covered in scales, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have advantage on Dexterity (Stealth) checks made in natural underwater environments. You must use an action to grow the scales or to transform back to your normal skin. The scales can be any color you choose. The scales need to be kept wet; you gain one level of exhaustion at the end of each hour when you have scales and they aren't thoroughly wetted with a quart or more of water at least once.
Ooze Domain
Ooze Domain (Level 3)
Channel Divinity: Charm Oozes (Level 3)
Acid Resistance (Level 6)
Starting at 6th level, you gain resistance to acid damage.
Gelatinous Form (Level 8)
Starting at 8th level, you can become as transparent as a gelatinous cube. As an action, you can become transparent, even when you are in plain sight. Your gear also becomes transparent with you. It requires a DC 15 Wisdom (Perception) skill check to spot you if you have not moved nor attacked during your turn. A creature that tries to enter your space while unaware of you is surprised by you.
Ooze Form (Level 17)
Starting at 17th level, as an action you can assume the form of an ooze for 1 hour. You gain a speed of 20 ft. and climb 20 ft. You gain damage immunity to acid, cold, lightning and slashing damage. You become immune to the blinded, charmed, deafened, frightened and prone conditions as well as exhaustion. In addition, you gain blindsight 60 ft., but become blind beyond the range of your blindsight. Once you use this feature, you cannot use it again until you finish along rest. You gain the following abilities:
You can move through a space as narrow as 1 inch wide without squeezing.
A creature that touches you or hits you with a melee attack while within 5 feet of you takes 13 (3d8) acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch thick, nonmagical wood or metal in 1 round.
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
You can make a melee attack with a reach of 5 ft. that deals 1d6 + your Strength modifier bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Order Domain
Order Domain (Level 3)
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.
Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Voice of Authority
Starting at 1st level, you can invoke the power of law to drive 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 (Level 3)
Starting at 2nd level, 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 (Level 6)
At 6th level, you 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 (Level 17)
Starting 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.
Order Domain
Order Domain (Level 3)
Enforce the Discipline of Order
The Order Domain embodies discipline, adherence to societal norms, and strict obedience to laws. Clerics of this domain focus on upholding and enforcing laws, valuing order and hierarchy above individual desires or emotional influences. They are dedicated to maintaining the structure and security that laws provide, often aligning with institutions or deities that emphasize law and control.
On various worlds, gods associated with this domain represent order and authority, guiding their followers to prioritize obedience and the established rules of society. Clerics in this domain are concerned with adherence to laws and procedures, shaping a stable and organized environment in a chaotic multiverse.
Order Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Order Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Voice of Authority
You are ready to assume the chain of command.
- Attack Order
- Forged Leadership
Order's Demand
You can use your Channel Divinity to exert an intimidating presence over others. As a Magic 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 have the Charmed condition 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 (Level 6)
You have become remarkably adept at channeling magical energy to compel others.
When you cast an Enchantment spell of level 1+, you can change the spell's casting time to a Bonus Action for this casting, provided the spell's casting time is normally an Action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a Long Rest.
Order's Wrath (Level 17)
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal damage with a weapon or cantrip to a creature on your turn, you can curse that creature until the start of your next turn. The next attack that deals damage to that creature, deals an additional 2d8 Psychic damage. You can only curse one creature per turn.
Ordning Domain
Ordning Domain (Level 3)
Channel Divinity: Destructive Wrath (Level 3)
Thunderous Strike (Level 6)
Beginning at 6th level, when you deal lightning damage to a creature one size category larger then you, or smaller, you can push it up to 10 feet away from you.
Channel Divinity: Blood of the Giants (Level 6)
At 2nd level, you gain this Channel Divinity option. As a bonus action, you hold your hold symbol and channel the strength of the giants. You increase by one size category, from Medium to Large, for example. This size increase lasts for one minute, until you are incapacitated, or you end it as a bonus action.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn (Level 17)
At 17th level, you gain a flying speed equal to your movement speed whenever you are not underground or indoors.
Parity Domain
Parity Domain (Level 3)
Channel Divinity: Spread the Wealth (Level 3)
Channel Divinity: Equal in Life (Level 6)
You can use your Channel Divinity to take from those with excess and give to those in need.
As an action, you raise your holy symbol, and a wave of cosmic balance ripples out 5 feet from you in all directions. The creature with the highest number of remaining hit points in the area becomes the target of balance. If the target is unwilling, it can make a Constitution saving throw. On a success, your Channel Divinity has no effect.
Starting with the creature with the lowest hit points, each other creature within the area rolls 1d10, regaining hit points equal to the number rolled. The target of balance takes force damage equal to the roll, which cannot be reduced in any way. If the target's hit points become equal to or lower than the hit points of any other creature within the area after taking a die of this damage, the effect immediately ends, and no further dice are rolled.
Potent Spellcasting (Level 8)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Impartial Intervention (Level 17)
As a trusted champion of charity, you are granted oversight of your god's mission for universal fairness. Once on each of your turns, you can choose one creature that you can see within 60 feet of you. Until the start of your next turn, whenever the creature makes an attack roll or saving throw, it can treat a d20 roll of 9 or lower as a 10.
Once you target a creature with this effect, you cannot target the same creature again for 1 minute.
Passion Domain
Passion Domain (Level 3)
Channel Divinity: Passionate Rebuke (Level 3)
Channel Divinity: Bestow Inspiration (Level 6)
Starting at 6th level, you can use Channel Divinity grant yourself or a creature within 30 feet that you the ability to gain advantage on any one attack roll, saving throw, or ability check they desire. Affect creatures can only maintain one ability to gain advantage this way at a time, and the ability to do so only lasts until they finish a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Enchantment (Level 17)
Starting at 17th level, creatures have disadvantage against your enchantment spells.
Passions Domain
Passions Domain (Level 3)
Channel Divinity: Subtle Persuasion (Level 3)
Bonds of Companionship (Level 6)
At 6th level, you form powerful bonds with your allies that protect them from harm. When you finish a long or short rest, choose a number of allies equal to your Wisdom modifier. Each targeted creature gains a number of temporary hit points equal to your Cleric level. Any time a bonded ally makes an attack roll within 30 feet of you, you can as a reaction grant them advantage on the attack roll. You can also as a reaction grant them advantage on any saving throw against a mind affecting spell or ability. The bond ends when you have granted them this advantage or when you finish a long or short rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Inspiration (Level 17)
At 17th level, your bonds of companionship no longer end when you grant them advantage on a roll, now only ending when you finish a long or short rest. You may also bond with as many creatures as what that are within 60 feet of you when you finish a long or short rest.
Peace Domain
Peace Domain (Level 3)
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
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.
| Example Deity | Pantheon |
|---|---|
Angharradh | Elven |
Berronar Truesilver | Dwarven |
Boldrei | Eberron |
Cyrrollalee | Halfling |
Eldath | Forgotten Realms |
Gaerdal Ironhand | Gnomish |
Paladine | Dragonlance |
Rao | Greyhawk |
Domain Spells
1st-level Peace Domain feature
You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Implement of Peace
1st-level Peace Domain feature
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Emboldening Bond
1st-level Peace Domain feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 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 (Level 3)
2nd-level Peace Domain feature
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 (Level 6)
6th-level Peace Domain feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 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 (Level 17)
17th-level Peace Domain feature
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.
Peace Domain
Peace Domain (Level 3)
Guide Hearts Toward Understanding
The essence of peace is central to harmonious communities, allied nations, and compassionate souls. Gods of the Peace Domain urge their followers to resolve conflicts and challenge those who disrupt harmony. These deities are honored by those seeking to uphold unity and promote tranquility.
Clerics of the Peace Domain mediate disputes, oversee treaties, and foster understanding among different parties. Their blessings unite people, encouraging support and cooperation, while their magic empowers those who champion peace. They actively work to cultivate a world where peace can thrive, guiding others toward harmony and respect.
Peace Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Implement of Peace
You gain Proficiency in one of the following skills of your choice: Insight, Performance, or Persuasion.
Emboldening Bond
You can forge an empowering bond among people who are at peace with one another.
As a Magic action, you can choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your Wisdom Modifier (minimum of 2). You create a magical bond among them for 1 minute or until you use this feature again. While a bonded creature is within 30 feet of another bonded creature and fails a D20 Test, it can take a Reaction to roll a d4 and add the number rolled to the result.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Balm of Peace
You make your very presence a soothing balm. As a {action Magic|XPHB} action, you expend a use of your Channel Divinity. When you do, 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 plus your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Protective Bond (Level 6)
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 take a 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 (Level 17)
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.
Peace Domain
Peace Domain (Level 3)
Channel Divinity: Peacebond (Level 3)
Impede Aggressor (Level 6)
At 6th level, as a reaction when a creature that you can see attacks a creature that has not yet taken a turn in combat, you can cause that attack roll to be made at disadvantage.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra radiant damage increases to 2d8.
Pacifism (Level 17)
Beginning at 17th level, as an action you can create an aura of pure pacifism for up to 1 minute. Each creature within 15 feet of you makes attack rolls with disadvantage. On your turn, you must spend your action maintaining this effect, otherwise it ends. After using this feature, you must compete a long rest before using it again.
Pestilence Domain
Pestilence Domain (Level 3)
Channel Divinity: Infection (Level 3)
Fester (Level 6)
Starting at 6th level, your infectious power festers and grows. You gain the following special abilities:
Whenever you deal necrotic or radiant damage, you can change the damage type to poison.
You ignore damage resistance to poison damage.
Your cleric spells and abilities ignore immunity to the poisoned condition and being diseased. A creature that is immune to being poisoned or diseased makes its saving throws against your effect with advantage.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with toxicity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Viral Infection (Level 17)
At 17th level, when you use Infection, the target also has disadvantage on ability checks and saving throws using one ability score of your choice while it is diseased.
Additionally, whenever a target of Infection is within 5 feet of another creature, you can use your reaction to cause the infection to spread to it as well. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.
Pestilence Domain
Pestilence Domain (Level 3)
Channel Divinity: Infection (Level 3)
Fester (Level 6)
Starting at 6th level, whenever you deal necrotic or radiant damage, you can change the damage type to poison. In addition, you ignore damage resistance to poison damage. Creatures you target with spells or abilities are not immune to being diseased or poisoned. Instead, a creature that is immune to disease or poison makes a saving throw against your effect with advantage.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with toxicity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Viral Infection (Level 17)
At 17th level, when you use Infection, the target also has disadvantage on ability checks and saving throws using one ability score of your choice. Additionally, any time a target of Infection is within 5 feet of another creature, you can choose for the infection to jump to it. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.
Plague Domain
Plague Domain (Level 3)
Hardened Survivor (Level 3)
Bonus Cantrip (Level 3)
Channel Divinity: Mist of Disease (Level 3)
Protection of Body (Level 6)
Beginning at 6th level, you can lessen some of the destructive elements that exist in the world. When you or a creature within 30 feet of you takes poison or necrotic damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8
Death Bringer (Level 17)
At 17th level, you may create three instances of the mist instead of one when you use Mist of Disease and the range of where you can place them increases to 60 feet. These instances of the mist cannot overlap.
Plague Domain
Plague Domain (Level 3)
Channel Divinity: Inflict Disease (Level 3)
Acolyte of Affliction (Level 6)
Starting at 6th level your dabbling with disease grants you special abilities:
You gain advantage on saving throws against poison, and resistance to poison damage.
Poison damage dealt by your cleric spells and subclass features ignores resistance to poison damage.
You are immune to the effects of diseases, but are still contagious.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 necrotic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Priest of Plague (Level 17)
At 17th level, your accursed affinity with pestilence and plague becomes more powerful:
You gain immunity to poison damage and the poisoned condition.
Whenever you cast a spell of 1st level or higher that deals poison or necrotic damage or inflicts the poisoned condition, you can choose a number of creatures equal to the spell's level within 15 feet of you to make a Constitution saving throw against your spell save DC. On a failed save they become poisoned for 1 minute. At the end of each of the target's turns, it can repeat the Constitution saving throw. On a success, the poisoned condition ends
Portal Domain
Portal Domain (Level 3)
Channel Divinity: Dimensional Shift (Level 3)
Portal Touch (Level 6)
At 6th level, you can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesn't occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades.You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Transpositional Divine Strike (Level 8)
At 8th level, you gain the ability to imbue your weapon strikes with portal magic. Once on each of your turns when you hit a creature with a weapon attack, you deal damage to the target as normal, and you open a brief portal next to your target or another creature you can see within 30 feet of you. That creature takes 1d8 damage of your weapon's type as a duplicate of your weapon lashes out at the creature from the portal. When you reach 14th level, you can choose two creatures, creating a portal next to each and dealing 1d8 damage of your weapon's type to each. Alternatively, you can choose one creature and deal 2d8 damage to it.
Portal Mastery (Level 17)
At 17th level, when you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again.
Portal Domain
Portal Domain (Level 3)
Channel Divinity: Fall Forward (Level 3)
Sense the Unnatural (Level 6)
6th-level Portal Domain feature
You are innately aware of the presence of extraplanar creatures and objects. As an action, you can sense the general location and creature type of the nearest creature you were not already aware of that is not native to your current plane of existence within one mile of you. Within the same range, you can also sense the general location of the nearest portal or object you were not already aware of that originated from or is connected to a different plane of existence.
You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.
Potent Spellcasting (Level 8)
8th-level Portal Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Shift to Safety (Level 17)
17th-level Portal Domain feature
When you or a friendly creature you can see within 30 feet of you is hit by an attack, you can use your reaction to teleport that creature to another location you can see within 30 feet of you, causing the attack to miss.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again.
Poverty Domain
Poverty Domain (Level 3)
Channel Divinity: Guardian's Shield (Level 3)
Warrior of Reconciliation (Level 6)
Your dedication to Poverty grants you a supernatural ability to spare your foes. Beginning at 6th level, when you reduce a creature to 0 hit points with a simple weapon or cleric spell, you can choose to charm the creature in place of killing it.
Instead of falling unconscious, the creature falls to 1 hit point and is charmed by you for 10 minutes. The charmed creature is docile, and will refuse to do anything unless you use a bonus action to command it to. You cannot order it to attack, or cause damage of any kind to itself or others. This effect ends early if you are incapacitated, or if the charmed creature takes any damage. If the creature still has hit points remaining when the effect ends it falls unconscious.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
Starting at 8th level, you god chastises those you strike. Once on each of your turns, when you hit a creature with a melee weapon attack, you can cause the attack to deal an additional 1d8 radiant damage to the target. When you reach 14th level, the extra radiant damage becomes to 2d8.
Ascetic Master (Level 17)
Your ascetic lifestyle has hardened your body against worldly harm. Upon reaching 17th level, you are immune to poison damage and the poisoned condition, and you gain resistance to all bludgeoning, piercing, and slashing damage.
Prophecy Domain
Domain of Prophecy (Level 3)
Channel Divinity: Prophetic Trance (Level 3)
Visions of Danger (Level 6)
Starting at 6th level, you experience flashes of foresight that reveal to you when your allies will be harmed, allowing you to react with uncanny speed. When you ready a spell that restores hit points, it does not require or break concentration. Additionally, when one of your allies takes damage or fails a saving throw, you may use your reaction to move up to your speed and cast a beneficial spell that only targets your imperiled ally. The casting time of the spell must be a reaction, action, or bonus action. You may use this feature twice, and you regain any expended uses when you finish a short or long rest.
Healing Vapors (Level 8)
Starting at 8th level, your healing spells are accompanied by a mist of restorative vapors. 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 your Wisdom modifier.
Additionally, when you cast a spell of 1st level or higher that restores hit points, you may choose to add the effect of fog cloud at the location of one of your targets. You must complete a long rest before you can create another fog cloud with this feature.
Perfect Foresight (Level 17)
Starting at 17th level, your prophetic powers are nearly infallible. When you enter a prophetic trance with Channel Divinity, you may choose to replace the result of either d20 prophecy roll with any number between 1 and 19 of your choice. Additionally, while you are in the trance, you gain darkvision out to a range of 60 feet, and you can see invisible creatures and objectives within 10 feet of you that are within line of sight.
Prophecy Domain
Prophecy Domain (Level 3)
Channel Divinity: One Move Ahead (Level 3)
Channel Divinity: Future Sight (Level 6)
At 6th level, you can use your Channel Divinity to declare an action or movement you just performed did not happen, allowing you to take a different action or make a different movement. You can do this after the result of your activity is known, so long as it didn't result in your unconsciousness or death. Only a single action or movement can be nullified. The mixing of future and present is disorienting, so you gain one level of exhaustion after using this ability.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
It Was Foretold (Level 17)
At 17th level, you gain advantage on Dexterity saving throws, Wisdom (Perception) checks, and Wisdom (Insight) checks. You also gain resistance to fire, poison, and psychic damage.
With GM cooperation, you can issue a prophecy from your deity once per month. You might become a renowned (and controversial) prophet, attracting both loyal followers and terrible enemies. Consult with your GM to find out what, if anything, your deity wants foretold.
Prophecy Domain
Prophecy Domain (Level 3)
Channel Divinity: Prophetic Vision (Level 3)
Cryptic Advice (Level 6)
Starting at 6th level, you can use a bonus action to give a piece of cryptic advice to a creature who can hear you that you share a language with. Once within the next hour, after that creature makes an attack roll, ability check, or saving throw, it can recall your cryptic advice to reroll the die, using the second result instead. It must choose to do this after it rolls but before the DM declares whether the result is a success or a failure.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all of your expended uses when you finish a long rest'24.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soothsaying (Level 17)
Starting at 17th level, when you cast the guidance cantrip, the casting time is 1 bonus action, the range is 30 feet, and it does not require your concentration.
Prophecy Domain
Prophecy Domain (Level 3)
Channel Divinity: Foretold Cascade (Level 3)
Foreseen Fortune (Level 6)
At 6th level, you can subtly guide the future down certain paths of the Prophecy. On your turn you can grant yourself or an ally within 60 feet of you the ability to apply advantage to an attack roll, ability check, or saving throw within 1 minute, after the player has seen the roll, but before the DM has announced the result. To use this feature roll 1d6 on the Table: Foreseen Fortune. The result describes requirement you must meet using your item interaction before you can grant advantage. Once you use this feature you can not use it again until you finish a short rest. If you can not fulfill the requirement the use is not wasted.
| d6 | Requirement |
|---|---|
1 | Knock over a standing object. |
2 | Take out (if not on hand) and blow a feather. |
3 | Break a small object, like a stick or maybe a clay vase. |
4 | Take out a liquid container (if not on hand) and pour a drop of liquid on the floor. |
5 | Take out (if not on hand) and drop a ball bearing, allowing it to roll. |
6 | Kick a piece of debris, such as a small stone. |
NOTE to Dungeon Masters: The requirements for Foreseen Fortune are meant to be evocative and spark your imagination as to how fulfilling the requirement results in advantage. Perhaps some unusual domino effect results in the advantage being granted, or maybe fulfilling the requirement invisibly alters the threads of fate. One thing the requirements should not be, is difficult to accomplish. If you find the requirements are too often unfulfillable in your campaign then you can construct your own table of item interactions.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Tools of Divination (Level 17)
At 17th level, you can add 4 divination spells from any spell list to your domain spells. Like your other domain spells they are always prepared for you.
Prosperity Domain
Prosperity Domain (Level 3)
Channel Divinity: Distilled Fortune (Level 3)
Channel Divinity: Divine Vault (Level 6)
At 6th level, you gain this additional Channel Divinity option. When you cast a spell that requires a material component with a gold cost, you can use this Channel Divinity to draw upon the Divine Vault of your god, substituting the material component of the spell with an object from their vault.
This Channel Divinity can be used to substitute material components worth up to 50 times your cleric level in gold.
Potent Spellcasting (Level 8)
Your god empowers your magic with their burning lust for material wealth. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Gilded Guardian (Level 17)
Beginning at 17th level, you can summon one of the Gilded Guardians that protect the Divine Vault of your god. Once per long rest, when you cast summon construct (metal), you can choose to cast it at 7th-level, without expending a spell slot. When cast in this way, the spell has the following changes:
The Guardian is made from gold, gems, and valuables.
The spell does not require your concentration.
The duration of the spell becomes 8 hours.
As an action, the Guardian can consume nearby treasure, regaining hit points equal to the gold value of the treasure.
You can only have one construct from summon construct conjured at a time, casting the spell again causes any other constructs, including a Guardian, to instantly disappear.
Protection Domain
Protection Domain (Level 3)
Channel Divinity: Radiant Armor (Level 3)
Rebuking Shield (Level 6)
Beginning at 6th level, whenever you use your Resolute Shield feature to impose disadvantage on an attack, and the attack misses, you can deal radiant damage to the attacker equal to half your cleric level as part of that reaction.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Bulwark of Faith (Level 17)
At 17th level, your faith allows you to protect your allies with powerful divine magic. As a bonus action, you can choose one ally within 30 feet of you to protect with a holy shield. As long as you are not incapacitated, that ally's AC becomes the same as your AC, unless it was already higher. The effect ends early if you and the ally are separated by more than 30 feet, or if you use this feature again.
Purification Domain
Purification Domain (Level 3)
Purge Sickness with Suffering
The Purification Domain believes sickness, mutation, and other forms of bodily corruption are signs of a corresponding spiritual malady. Virtue can't exist alongside impurity. The wickedness of humanity and other mortal, sentient creatures is a contagion that manifests plagues such as the Weeping Pox. When there's a risk of such corruption spreading, there's only one surefire way to contain the rot and atone for the sins that led to this point: Burn it out.
Cleanse with Fire
When you deal damage with a cantrip or an attack with a weapon or Unarmed Strike, you can deal an additional 1d8 Fire damage. You can use this feature a number of times equal to your Wisdom modifier plus your Proficiency Bonus (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
Purification Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Purification Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Unclean Brand
When you hit a creature with a melee attack with a weapon or Unarmed Strike, instead of dealing the strike's normal damage, you can expend one use of your Channel Divinity to sear a symbol into the creature's flesh, marking it with a glowing brand for 1 minute. During that time, the creature has Disadvantage on saving throws against your spells. Additionally, the creature gains Vulnerability to Fire damage you deal, even if it normally has Resistance or Immunity to Fire damage.
Ward Against Corruption (Level 6)
You have Advantage on saving throws to avoid or end diseases and against any effect that would change your form, such as the Polymorph spell.
As a Magic action, you can touch a willing creature to grant this benefit, but the creature takes Fire damage equal to your Wisdom modifier (minimum of 1). This damage ignores Resistance and Immunity. Once you grant this benefit, it lasts for 1 hour or until you grant this benefit again.
Sear Imperfections (Level 17)
You can cast Lesser Restoration and Greater Restoration on a willing creature without expending spell slots and without Material components, but the target takes 1d6 Fire damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.
Reason Domain
Reason Domain (Level 3)
Channel Divinity: Enforce Logic (Level 3)
Equivalent Exchange (Level 6)
Starting at 6th level, when you target a creature with a single-target spell of 1st level or higher, you can 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 cast.
Abjure the Arcane (Level 8)
At 8th level, you gain advantage on all saving throws made against spells.
Supreme Reason (Level 17)
At 17th level, when a creature fails a saving throw from a spell you cast, you can force the creature to take an action of your choosing and then move up to their movement speed in a direction you choose. You can only cause one creature to take this action per turn. The creature will not move into obviously dangerous terrain, such as fire.
Relic Domain
Relic Domain (Level 3)
Channel Divinity: Stand Guard (Level 3)
Wings of Deliverance (Level 6)
At 6th level, you carry your bearer upon wings of holy light or blackest shadow. You gain a flying speed of 30 feet. Whenever you cast a spell of 1st level or higher, you can use a bonus action to grant this flying speed to your bearer until the end of their next turn. Additionally, you can manifest your embodiment anywhere within 10 feet of your bearer, and it can be moved up to 20 feet during your turn. It must always remain within 10 feet of your bearer.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse the weapons of your embodiment with the power of your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Patron Saint (Level 17)
At 17th level, your god reveals your true purpose, and grants you the power to perform your assigned task. Whenever a creature that you can see inflicts a critical hit, you can use your reaction to negate the critical hit, reducing it to a normal attack. If you hit the creature that rolled the critical hit before the end of your next turn, your first attack is a critical hit. Once you use this feature, you can't do so again until you finish a short or long rest.
Revelry Domain
Revelry Domain (Level 3)
Channel Divinity: Spread the Revel (Level 3)
Instant Hangover (Level 6)
6th-level Revelry Domain feature
Starting at 6th level, immediately after a creature is no longer charmed by you, you can cause it to take psychic damage (requiring no action) equal to your Wisdom modifier (minimum of one).
Potent Spellcasting (Level 8)
8th-level Revelry Domain feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Inner Madness (Level 17)
17th-level Revelry Domain feature
Starting at 17th level, you are immune to being charmed and frightened, and you have immunity to psychic damage. When a creature would attempt to frighten you, charm you, or read your thoughts, they must succeed on a Wisdom saving throw or become stunned until the end of their next turn.
Rot Domain
Rot Domain (Level 3)
Channel Divinity: Rotting Sickness (Level 3)
Disciple of Decay (Level 6)
Starting at 6th level, when a creature fails its saving throw against your Rotting Touch feature, it can't regain hit points. It can repeat the saving throw at the end of its turns to end this effect.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Herald of Entropy (Level 17)
Starting at 17th level, your divine powers force structured organisms into disarray. Every time you damage a creature with a cleric spell of 3rd level or higher, you can force them to make a Constitution saving throw against your spell save DC. On a failed save, you choose an ability score. The creature has disadvantage on attack rolls, ability checks, and saving throws made with the chosen ability score.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A remove curse spell ends this effect as well. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. You can only target one creature per spell with this effect.
Ruin Domain
Ruin Domain (Level 3)
Channel Divinity: Beget Entropy (Level 3)
Channel Divinity: Disruption (Level 6)
At 6th level, you may use your channel divinity to bring low your enemies' abilities of creation, thought, and deed. As a bonus action, you present your holy symbol and each enemy creature within 30 feet must make a Wisdom saving throw against your spell save DC. On a failed save, a target immediately loses concentration and has disadvantage on ability checks for one minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw. On a success, the effect ends.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Cripple and Despoil (Level 17)
At 17th level, you can fracture and shatter the power of your enemies. When a creature within 30 feet would use a spell, action, or ability to deal damage, you can use your reaction to force the enemy creature to make a Constitution saving throw against your spell save DC. On a failed save that damage is negated, and damage caused by that spell, action, or ability is halved for 24 hours. If the damage source is a weapon it is sundered in this way until it is repaired, unless it is an artifact. On a successful save that damage is halved, with no lingering effects. Once you use this feature, you can't use it again until you finish a short or long rest.
Rum Domain
Rum Domain (Level 3)
Channel Divinity: Intoxicate (Level 3)
Rumrunner (Level 6)
By 6th level, you've learned the finer art of moving when nobody's paying attention. Whenever a hostile creature moves, you can use your reaction to move up to half your speed. This movement doesn't provoke opportunity attacks from the moving creature.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Next Round's On Me (Level 17)
At 17th level, you can call upon the gods of good times to bring your allies a round of shots. As an action, choose up to 6 friendly creatures you can see within 60 feet of you to gain a pleasant buzz. For the next minute, you and each of these creatures have advantage on Intelligence, Wisdom, and Charisma saving throws, and can subtract your Wisdom modifier from bludgeoning, piercing, or slashing damage they take.
Once you use this ability, you can't use it again until you finish a short ot long rest.
Scalykind Domain
Scalykind Domain (Level 3)
Channel Divinity: Dragontooth Warrior (Level 3)
Dragon Tooth Mastery (Level 6)
At 6th level, you have achieved mastery in creating dragon teeth as well as communing with your ancestor spirits to grant them the vigor they had in life. When you create a Dragontooth Warrior, it gains the following benefits:
When you use your bonus action to make a melee weapon attack, you can command your Dragontooth Warrior to make a single attack with one of its weapons instead of taking the Dodge action.
While wielding a swordclaw sickle, your Dragontooth Warrior can use its reaction or yours to protect another creature with its Defender trait, provided your Dragontooth Warrior is within your line of sight.
In addition, while wielding a swordclaw sickle in both your main and off-hand, attack rolls you make with your swordclaw sickles will score a critical hit on a roll of 19 or 20.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Lizard King (Level 17)
Starting at 17th level, you finally achieve the long awaited transformation you were promised, taking the form of one of your mighty ancestors. The "dragon" form is a little different from what you imagined, but no less deadly.
As a bonus action, you can transform into a dinosaur with the statistics of a spinosaurus (page 31). Your game statistics, except your mental ability scores, are replaced by the statistics of the spinosaurus. You retain your alignment and personality. You assume the hit points of your new form. You can revert to your normal form as a bonus action, and you automatically revert to your normal form if your hit points are reduced to 0. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. While in your dinosaur form, you can't wield weapons, nor can you use your class features, but you can issue commands. You can't cast spells while in this form, but you can maintain concentration on existing spells. This form grants you superior camouflage; while you are at least lightly obscured by natural phenomena (such as foliage or mist), you can take the Hide action as a bonus action, and you have advantage on Dexterity (Stealth) checks. You have advantage on attack rolls against surprised creatures. You can only speak Draconic while transformed, as this form's anatomy prevents you from speaking any other language. After losing this form, you can transform this way again after finishing a long rest.
Your primeval magic also causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Scalykind Domain
Scalykind Domain (Level 3)
Channel Divinity: Dragontooth Warrior (Level 3)
Dragon Tooth Mastery (Level 6)
At 6th level, you have achieved mastery in creating dragon teeth as well as in communing with your ancestor spirits to grant them the vigor they had in life. When you create a Dragontooth Warrior, it gains the following benefits:
When you use your bonus action to make a melee weapon attack, you can command your Dragontooth Warrior to make a single attack with one of its weapons instead of taking the Dodge action.
While wielding a swordclaw sickle, your Dragontooth Warrior can use its reaction or yours to protect another creature with its Defender trait, provided your Dragontooth Warrior is within your line of sight.
In addition, while wielding a swordclaw sickle in both your main and off-hand, attack rolls you make with your swordclaw sickles will score a critical hit on a roll of 19 or 20.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Lizard King (Level 17)
Starting at 17th level, you finally achieve the long awaited transformation you were promised, taking the form of one of your mighty ancestors. The "dragon" form is a little different from what you imagined, but no less deadly.
As a bonus action, you can transform into a dinosaur with the statistics of a spinosaurus (page 52). Your game statistics, except your mental ability scores, are replaced by the statistics of the spinosaurus. You retain your alignment and personality.
You assume the hit points of your new form. You can revert to your normal form as a bonus action, and you automatically revert to your normal form if your hit points are reduced to 0. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You aren't knocked unconscious as long as the excess damage doesn't reduce your normal form to 0 hit points.
While in your dinosaur form:
You can't wield weapons, nor can you use your Channel Divinity feature, but you can issue commands.
You can't cast spells while in this form, but you can maintain concentration on existing spells.
This form grants you superior camouflage; while you are at least lightly obscured by natural phenomena (such as foliage or mist), you can take the Hide action as a bonus action, and you have advantage on Dexterity (Stealth) checks.
You have advantage on attack rolls against surprised creatures.
You can only speak Draconic while transformed, as this form's anatomy prevents you from speaking any other language.
After losing this form, you can transform this way again after finishing a long rest.
Your primeval magic also causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Sea Domain
Sea Domain (Level 3)
Channel Divinity: Tidal Surge (Level 3)
Crashing Waves (Level 6)
Starting at 6th level, whenever one of your cleric spells pushes or pulls a creature, you can push or pull it 5 feet further. Also, whenever one of your cleric spells or class features restrains a creature, pushes or pulls a creature into a solid object that's at least one size larger than it (such as a wall, tree, or boulder), or knocks a creature prone, you can choose one of the following effects to apply to that creature:
It can't take reactions until the end of its next turn.
Its speed is halved until the end of its next turn.
It must make a Constitution saving throw against your cleric spell save DC. On a failed saving throw, it drops whatever it is holding, and if it is concentrating on anything, it loses concentration.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Cycle of the Tides (Level 17)
Starting at 17th level, when you use your Tidal Surge Channel Divinity feature, it deals 2d6 bonus damage, and the range and distance pushed or pulled are both doubled. At the end of your next turn, another wave of water washes around you and you repeat the effect without expending another usage of Channel Divinity. You can choose new targets and whether to push or pull.
Seership Domain
Seership Domain (Level 3)
Channel Divinity: Woesight (Level 3)
Twisting Fate (Level 6)
Your vision extends slightly into the future, alerting you to incoming danger and giving you a small window to alter it. When an enemy you can see hits an ally with a Critical Hit, you can use your Reaction to make them re-roll the attack.
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.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Sight (Level 17)
You have learned how to alter the vision of all creatures around you. As an Action, every hostile creature within 120 feet that can see you must succeed on a Constitution saving throw or become blinded for 1 minute. Each creature can make a new Constitution saving throw at the end of their turn, with a success ending the effect.
In addition, every ally within 120 feet that can see you can make a DC 10 Wisdom (Insight) check. On a success, whenever they make an attack roll, they can treat a d20 roll of 7 or lower as an 8 for 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
Serpent Domain
Serpent Domain (Level 3)
Channel Divinity: Serpent Stealth (Level 3)
Serpent's Blood (Level 6)
Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.
Divine Strike (Level 8)
Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.
Transformative Molt (Level 17)
Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the alter self spell, except it lasts until you finish a short or long rest.
In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.
Shadow Domain
Shadow Domain (Level 3)
Channel Divinity: Cloak of the Night (Level 3)
Shifting Shadows (Level 6)
You can twist shadow around other creatures to pull them through space.
As an action, you can target one creature you can see within 60 feet of you that is in dim light or darkness. You teleport that creature up to 60 feet to an unoccupied space of your choice you can see that is also in dim light or darkness. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. An unwilling creature that succeeds on a Wisdom saving throw against your spell save DC is unaffected.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Potent Spellcasting (Level 8)
You can add your Wisdom modifier to the damage you deal with any cleric cantrip.
Reborn in Darkness (Level 17)
You regain 10 hit points at the start of each of your turns while you are in darkness. If you take radiant damage, this regeneration doesn't function until the start of your next turn. You only die if you do not regenerate on your turn. Additionally, you do not age while you are in darkness.
Shadow Domain
Shadow Domain (Level 3)
Channel Divinity: Cloying Darkness (Level 3)
Improved Shroud (Level 6)
Starting at 6th level, you can use your Shroud of Shadow to impose disadvantage on an attack roll when a creature within 30 feet that you can see attacks another creature.
Potent Spellcasting (Level 8)
You dark god infuses your magic with the cloying power of eldritch darkness. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Terror of the Void (Level 17)
Upon reaching 17th level, you can momentarily open a window into the void beyond the stars. As an action, you produce an aura of magical darkness that emanates from you in a 60-foot radius. Creatures of your choice within the aura have disadvantage on saving throws against spells that deal cold or necrotic damage, or cause the frightened condition.
Shadow Domain
Shadow Domain (Level 3)
Channel Divinity: Shadow Grasp (Level 3)
Fade to Black (Level 6)
At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Army of Shadow (Level 17)
At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.
Shadow Domain
Shadow Domain (Level 3)
Channel Divinity: Shadow Grasp (Level 3)
Fade to Black (Level 6)
At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Army of Shadow (Level 17)
At 17th level, you can manipulate multiple shadows simultaneously. When you use Channel Divinity: Shadow Grasp , you can affect a number of creatures equal to your proficiency bonus.
Shelter Domain
Shelter Domain (Level 3)
Channel Divinity: Rest Easy (Level 3)
Comfort Zone (Level 6)
Starting at 6th level, you can center your Protection From the Elements feature on any creature within 90 feet of you that you can see, and do not need to be a target of the triggering area of effect to use it.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Safety First (Level 17)
Beginning at 17th level, you can conduct a 10-minute ritual that opens your eyes to dangers around you. You are aware of the following within 500 feet of yourself, which appear outlined in dim light visible only to you:
Traps and hazardous obstacles.
Ledges, edges, pitfalls, dropoffs, and areas of unstable ground.
Creatures that are hostile to you, or would become hostile to you when they become aware of your presence.
You remain aware of the location and position of the detected creatures and objects for the next hour. If you do not have a direct line of sight to a detected creature or object, you see its outline in dim light through all obstacles that appear between you and it.
After you use this feature, you can't use it again until you finish a long rest.
Shrine Warden Domain
Shrine Warden Domain (Level 3)
Channel Divinity: Consecration (Level 3)
Shrine Guardian (Level 6)
6th-level Shrine Warden Domain feature
When you create a shrine with your Consecration Channel Divinity, you also summon a Tiny Fey (yokai) spirit to act as its guardian. This shrine guardian is immune to all damage and conditions and can fly. As a bonus action, you can command it to move the shrine up to 20 feet in any direction.
The shrine guardian can also help or hinder nearby creatures. When a creature in the shrine's aura makes an attack roll, ability check, or saving throw, you can use your reaction to command the shrine guardian to intervene, rolling 1d4 and applying it as a bonus or penalty (your choice) to the creature's roll. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
Divine Strike (Level 8)
8th-level Shrine Warden Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Empowered Consecration (Level 17)
17th-level Shrine Warden Domain feature
When you use your Consecration Channel Divinity, the radius of the shrine's aura increases to 30 feet. In addition, you can choose all three Blessing options or all three Curse options to affect creatures you designate with this feature, rather than just one option.
Sky Domain
Sky Domain (Level 3)
Channel Divinity: Updraft (Level 3)
Channel Divinity: Protection of Wind (Level 6)
At 6th level, the gusts and breezes protect you from harm. As a reaction when you are hit by a ranged weapon attack you can see, you can use your Channel Divinity to create a gust of wind around you, causing the attack to miss.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Blessed Wings (Level 17)
At 17th level, your god places upon you the blessing of true flight. You grow a pair of wings, which grant you a flying speed of 60 feet. If you already have a flying speed, it increases to 90 feet, unless it is already higher. You can't use these wings while wearing armor unless the armor is made to accommodate them.
Sky Domain
Sky Domain (Level 3)
Channel Divinity: Updraft (Level 3)
Channel Divinity: Protection of Wind (Level 6)
At 6th level, the gusts and breezes protect you from harm. As a reaction when you are hit by a ranged weapon attack you can see, you can use your Channel Divinity to create a gust of wind around you, causing the attack to miss.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Blessed Wings (Level 17)
At 17th level, your god places upon you the blessing of true flight. You grow a pair of wings, which grant you a flying speed of 60 feet. If you already have a flying speed, it increases to 90 feet, unless it is already higher. You can't use these wings while wearing armor unless the armor is made to accommodate them.
Slime Domain
Slime Domain (Level 3)
Channel Divinity: Rebuke Ooze (Level 3)
Secrete Slime (Level 6)
At 6th level, you can secrete slime from your skin and orifices as an action. For the next minute, you have advantage on checks against being grappled and, when a creature within your reach hits you with a melee attack, you can use your reaction to deal 3d6 acid damage to it.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Summon Cube (Level 17)
Starting at 17th level, you can use your action to summon a gelatinous cube to envelop your enemies. Choose a space you can see within 120 feet for the cube to appear. If you summon the cube into a creature's space, the creature is subject to the cube's Engulf and has disadvantage on the saving throw. You can command the cube as with your Rebuke Ooze feature.
The cube's maximum hit points are increased by twice your level, and, if cube calls for a saving throw, it uses your spell save DC instead.
The cube vanishes if it is reduced to 0 hit points, or after one hour. After using this ability to summon an ooze, you can't do so again until you finish a long rest.
Slime Domain
Slime Domain (Level 3)
Corrosive Touch (Level 3)
Channel Divinity: Rebuke Ooze (Level 3)
Secrete Slime (Level 6)
At 6th level, you can secrete slime from your skin and orifices as an action. For the next minute, you have advantage on checks against being grappled and, when a creature within your reach hits you with a melee attack, you can use your reaction to deal 3d6 acid damage to it.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Summon Cube (Level 17)
Starting at 17th level, you can use your action to summon a gelatinous cube to envelop your enemies. Choose a space you can see within 120 feet for the cube to appear. If you summon the cube into a creature's space, the creature is subject to the cube's Engulf and has disadvantage on the saving throw. You can command the cube as with your Rebuke Ooze feature.
The cube's maximum hit points are increased by twice your level, and, if cube calls for a saving throw, it uses your spell save DC instead.
The cube vanishes if it is reduced to 0 hit points, or after one hour. After using this ability to summon an ooze, you can't do so again until you finish a long rest.
Solidarity Domain (PSA)
Solidarity Domain (PSA) (Level 3)
The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action.
Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Solidarity's Action
Also at 1st level, when you take the Help action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
Channel Divinity: Preserve Life (Level 3)
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.
Oketra's Blessing (Level 6)
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 Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Supreme Healing (Level 17)
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.
Sovereign Domain
Sovereign Domain (Level 3)
Channel Divinity: Omnitheist (Level 3)
Encouraging Whispers (Level 6)
Starting at 6th level, while you are concentrating on a cleric spell, you add your Wisdom modifier (minimum of 1) to concentration checks made to maintain your spell.
Divine Balance (Level 8)
Starting at 8th level, you gain the ability to infuse your attacks with divine energy. Once on each of your turns when you hit a creature with a weapon attack or deal damage with one of your cleric cantrips, you add your Wisdom modifier to the damage you deal.
Sovereign Vassal (Level 17)
At 17th level, choose five spells from any domain spell list (the five needn't be from the same list), one from each of the following levels of the table: 1st, 3rd, 5th, 7th, and 9th. Like your other domain spells, they are always prepared and count as cleric spells for you.
Speed Domain
Speed Domain (Level 3)
Channel Divinity: Burst of Speed (Level 3)
Quickness of the Gods (Level 6)
At 6th level, your movement speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity score by 10 until the end of the current turn. You can do this a number of times equal to your Wisdom modifier (minimum of 1). All uses recharge after you complete a long rest. This bonus can be used in all cases except your attacks.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: Time Stop (Level 17)
At 17th level, you can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell; you can take 3 turns in a row when the effect is triggered. You must complete a long rest before using this ability again.
Strength Domain (PSA)
Strength Domain (PSA) (Level 3)
The worthy shall hone a strong body that can withstand the boundless energies of the afterlife.
It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Acolyte of Strength
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Feat of Strength (Level 3)
At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails.
Rhonas's Blessing (Level 6)
At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.
Avatar of Battle (Level 17)
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Strife Domain
Strife Domain (Level 3)
Channel Divinity: Instigate Conflict (Level 3)
Strife-Born Resilience (Level 6)
Your divine connection to conflict grants you resilience when things go wrong. When you fail a saving throw or miss with an attack roll, you can choose to reroll the check. If you do, a creature of your choice within 30 feet of you takes psychic damage equal to your cleric level as your frustration lashes out.
You can use this feature once per turn, up to a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after a long rest.
Divine Strike (Level 8)
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fracture Alliances (Level 17)
You fully embody the divine force of conflict. When a hostile creature within 30 feet of you uses an ability to grant its ally a beneficial effect, such as Bardic Inspiration, the guidance or resistance spells, or an effect that restores hit points, the creature granting the benefit must make a Charisma saving throw against your cleric spell save DC. On a failed save, the effect works as normal, but the target of the effect takes psychic damage equal to 2d8 + #$prompt_number:min=1,title=Enter your Wisdom modifier$#|2d8 + your Wisdom modifier|Fracture Alliances (minimum of 1).
You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Sun Above Domain
Sun Above Domain (Level 3)
Channel Divinity: Mark of Judgement (Level 3)
Apologist (Level 6)
By 6th level, you have attained the much-coveted rank of Apologist within the faith, and are tasked with carrying the message of the Sun to all who will listen and banishing those who would obscure this message. Whenever you make a Charisma check, you can add your Wisdom modifier to the roll.
Additionally, you can bend non-believers before the Sun's authority. When you roll initiative and aren't surprised, you can choose one creature you can see within 60 feet to make a Wisdom saving throw, opposed by your spell save DC. On a failed save, that creature has a penalty equal to your Wisdom modifier to its AC and attack rolls for the first round of combat.
Divine Strike (Level 8)
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Solar Zenith (Level 17)
At 17th level, you can feel the sun's majesty at your fingertips and can summon it in immense waves. You learn the spell sunbeam, and it counts as a cleric spell for you. Sunbeam is always prepared for you, and doesn't count against your number of prepared spells.
Additionally, as an action on your turn, you can fill yourself with the luminous wrath of the Sun Above. You can cast sunbeam as an 8th level spell without expending a spell slot. When you cast the spell in this way, you regain hit points equal to your Wisdom modifier at the start of each of your turns if you have no more than half of your hit points left. You can't lose your concentration on this casting of sunbeam as a result of taking damage. Once you use this ability, you can't use it again until you finish a long rest.
Survival Domain
Survival Domain (Level 3)
Channel Divinity: Encourage the Troops (Level 3)
Channel Divinity: Push the Limits (Level 6)
At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Protection of the Tribe (Level 17)
Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. You regain the use of this ability when you finish a long rest.
Technology Domain
Technology Domain (Level 3)
Channel Divinity: Recharge (Level 3)
Urban Builder (Level 6)
Beginning at 6th level, while in an urban environment, you are considered proficient with the engineering kit and the mechanic tools, and you add double your proficiency bonus to checks using those tools instead of your normal proficiency bonus.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Techpriest (Level 17)
At 17th level, you gain resistance to lightning damage and you learn the spell chain lightning, which is always prepared and count as a domain spell for you.
Additionally, all electric devices that require batteries don't expend charges when you use it.
Tempest Domain
Tempest Domain (Level 3)
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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 (Level 3)
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 (Level 6)
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 (Level 17)
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Tempest Domain
Tempest Domain (Level 3)
Channel the Thunderous Might of the Divine
Tempest Domain gods control the wild forces of nature, like storms, seas, and skies, wielding lightning, thunder, and natural disasters. They embody strength, courage, and destruction, sometimes overseeing other deities and delivering justice through thunderbolts. In seafaring cultures, they're revered as ocean protectors and guardians of sailors.
Clerics of the Tempest Domain inspire awe and respect for storm gods, reminding mortals of their power and the delicate balance between favor and wrath. They promote sacrifices to appease the gods and prevent their divine anger.
Tempest Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Destructive Wrath
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 expend a use of your Channel Divinity to deal maximum damage, instead of rolling.
Wrath of the Storm
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can take a Reaction to cause the creature to make a Dexterity saving throw. The creature takes Lightning or Thunder (your choice) damage equal to 1d8 plus your Cleric level 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 1). You regain all expended uses when you finish a Long Rest.
Thunderous Strike (Level 6)
When you deal Lightning or Thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Stormcalled (Level 17)
The winds of the tempest lift your form into the air. You have a Fly Speed equal to your Speed and can hover.
Terror Domain
Terror Domain (Level 3)
Channel Divinity: Peep the Horrors (Level 3)
Scared Stiff (Level 6)
Your experience with utter dread has given you nerves of steel. You are immune to being charmed and frightened.
Additionally, if a creature within 60 feet of you is frightened of you, you can use your bonus action to force it to freeze in terror. The creature is stunned until the end of your next turn. Once you use this bonus action, you can't do so again until you finish a short or long rest.
Potent Spellcasting (Level 8)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Living Nightmare (Level 17)
Your dreadful powers grant you sway over even the most steadfast creatures. If a creature is normally immune to being frightened, your spells and abilities that frighten creatures can still cause that creature to be frightened. It has advantage on its saving throws against such effects.
If a creature normally has advantage on saving throws against being frightened, it can't benefit from advantage against your spells and abilities that frighten creatures.
Time Domain
Time Domain (Level 3)
Channel Divinity: Time Shift (Level 3)
Channel Divinity: Group Time Shift (Level 6)
Starting at 6th level, you can use your Channel Divinity to shift time for others as well as yourself. Choose up to three allies. When you use your Channel Divinity, you can also move them in the initiative order to any positions of your choosing. An allied creature can choose not to be affected
Prescient Strike (Level 8)
Beginning at 8th level, you intuitively know where your enemies will be in the immediate future and how they will attack. You gain advantage on one attack roll each turn when you take the Attack action. Alternatively, you can take a reaction when a creature attacks you to give that creature disadvantage on its attack roll against you.
Master of Time (Level 17)
At 17th level, you add foresight and time stop to your spell list. You are never surprised, and whenever you and your allies might be surprised, you can grant up to six allies the ability to make Wisdom saving throws to avoid being surprised, as if they had your Prescient Glimpses feature.
Time Domain
Time Domain (Level 3)
Channel Divinity: Chronal Flux (Level 3)
Moment of Intercession (Level 6)
Beginning at 6th level, you can delay an enemy's action to give others the opportunity to react. When a hostile creature takes an action, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, the creature's turn immediately ends. The described action does not immediately happen, but instead occurs at the start of the creature's next turn before it takes its turn. If the action had a specific target that is no longer in range, the creature can choose a new target for the action. On a successful save, the creature can take the action that turn but must choose a new target, if the action requires targeting a creature.
Once you use this feature, you can't use it again until you finish a long rest'24.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Hallowed Synchrony (Level 17)
At 17th level, your faith empowers you to halt the very flow of time. You can cast time stop without expending a spell slot. When you cast time stop using this feature, you can choose a number of creatures you can see up to the number of turns you rolled. Each of the chosen creatures takes one of the additional turns in your stead, following the rules described in the time stop spell. You choose the order in which the additional turns are taken.
Once you use this feature, you can't use it again until you finish a long rest'24.
Time Domain
Time Domain (Level 3)
Time Alter: Delayment (Level 3)
Time Alter: Rollback (Level 6)
Starting at 6th level, you can expend a use of your Channel Divinity to bring back a part of your power. As a bonus action, you touch your holy symbol, utter a prayer, and regain a spell slot you expended on this turn. The spell slot regained cannot be higher than a 5th-level spell slot.
Empowered Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Time Alter: Elongate (Level 17)
At 17th level, you are gifted with the power to become a constant in time. As an action, you can cause a loop in time that constantly rewinds your body's metabolism and aging.
Ending the effect can be done with an action, however, the flow of time corrects itself immediately, and any time that passed during the rewind hits you at once. While the effect is active, you gain the following benefits:
You do not need to eat, drink or breathe.
You don't need to sleep.
You do not age, and can't be aged magically.
Time Alter: Predict (Level 17)
Also at 17th level, you can cast the Foresight spell once per long rest.
Trade Domain
Trade Domain (Level 3)
Channel Divinity: Eye for Treasure (Level 3)
Channel Divinity: Divine Mediator (Level 6)
Starting at 6th level, as an action, you can use Channel Divinity to enhance your ability to negotiate, deal, and haggle. For one hour, you have advantage on all Charisma checks directed toward creatures that are not hostile to you.
The Language of Commerce (Level 6)
At 6th level, you gain the magical ability to understand and speak any language that a non-hostile creature knows and speaks to you. Knowledge of this language is imparted instantly, so you understand the first foreign word spoken by the creature, and knowledge of the language remains with you for up to a minute since it is last spoken to you by a non-hostile creature.
Improved Coin Toss (Level 8)
At 8th level, whenever you take the Attack action to make ranged attacks with coins magically imbued by your magic stones cantrip, you may make two attacks.
When you reach 14th level, you may make three attacks with imbued coins as part of the Attack action.
Supernal Negotiator (Level 17)
When you reach 17th level, your reputation for fair trade and equitable negotiation has reached other planes of existence. You may cast planar ally or plane shift without expending a spell slot once and regain the ability to do so when you finish a short or long rest.
Furthermore, whenever you cast planar ally and begin bargaining with the entity for its services, make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of the summoned creature. If your check succeeds, the creature requires only half the payment normally required for the task you request of it (modified after all other considerations, such as relative danger or if the task aligns with the creature's interests). If your check fails, bargaining with the entity proceeds as normal.
Trade Domain
Trade Domain (Level 3)
Channel Divinity: Instant Transaction (Level 3)
Channel Divinity: Defensive Deal (Level 6)
You gain the ability to magically entice your foes, momentarily reducing their commitment to an attack. When a creature within 30 feet of you makes an attack roll against you or an ally, you can use your reaction to present a coin, used as your holy symbol, and impose a -10 penalty to the roll, using your Channel Divinity. You can make this choice after you see the roll, but before you know whether the attack hits or misses.
Potent Spellcasting (Level 8)
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Buy Loyalty (Level 17)
You gain the ability to magically broker a deal with your enemies. As an action, you can present your holy symbol to force a creature within 60 feet of you that can hear and understand you to make a Wisdom saving throw. Creatures that can't be charmed are immune to this feature. On a failed save, you learn of an object the target desires most and enter into a magical bargain with it, promising to fulfil its desires within a day. If the creature desires no object, it instead specifies an amount of gold or a task it wishes to be completed.
For the next 24 hours, the creature is charmed by you. While charmed in this manner, the creature is friendly to you and your allies and will fight on your behalf, including turning against its former allies (though this may require a significantly larger, more costly reward). The creature will act in your best interests and follow your spoken commands, but won't take part in an activity that would lead to certain death.
If you provide the creature with its desire at the end of the 24 hours, the effect ends and the creature is indifferent towards you. The creature immediately turns hostile if you fail to provide the promised reward, or if you or your allies harm it while it is charmed. Once you use this feature, you can't use it again until you finish a long rest.
Transcendence Domain
Transcendence Domain (Level 3)
Channel Divinity: Self-Perfection (Level 3)
Channel Divinity: Shared Perfection (Level 6)
Starting at 6th level, you can use your Channel Divinity to allow another creature to transcend as you do.
As a bonus action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature can use its reaction to immediately use the Dodge action or any two of the Dash, Disengage, Help, Hide, or Search actions.
Bestowed Personage (Level 6)
Also at 6th level, your spells can augment the bodies or minds of others. When you use your Exalted Personage feature, you can choose to grant its effect to a creature you can see within 30 feet of you, rather than yourself.
Divine Strike (Level 8)
At 8th level, you can infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Transcendent Tutor (Level 17)
At 17th level, you grow powerful enough to push a multitude of creatures beyond their normal limits at once.
You can target up to four creatures, instead of one, when you use Shared Perfection. You can choose yourself as one of the targets, in which case you don't need to use your reaction.
Also, when you use your Exalted Personage feature, you can grant its effect to up to four creatures you can see within 30 feet of you. You can choose the same or different ability scores for each creature targeted. In order for you to gain the feature's effect, you must target yourself as one of the four creatures.
Travel Domain
Travel Domain (Level 3)
Channel Divinity: Safe Passage (Level 3)
Messenger of the Gods (Level 6)
At 6th level, the spirit of travel fills you and carries you further. You are always under the effects of a longstrider spell, and you have advantage on all ability checks and saving throws made to escape from a grapple.
In addition, at the end of each of your turns, if you are at least 30 feet away from where you were at the start of the turn, you gain a +1 bonus to AC and Dexterity saving throws until the end of your next turn.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Radical Freedom (Level 17)
Beginning at 17th level, you have advantage on saving throws against being charmed, and your speed increases by 10 feet.
Also, you are always under the effects of a freedom of movement spell. You can temporarily suppress this effect to cast freedom of movement without expending a spell slot or requiring components, unless the effect is already suppressed. You can use a bonus action to end the spell early. The effect remains suppressed until the spell ends.
Travel Domain
Travel Domain (Level 3)
Channel Divinity: Compass Rose (Level 3)
Lodestar (Level 6)
Those who travel by your side rely on you as a fixed point to find, even across great distances. As an action, a creature guided by your Compass Rose can teleport to an unoccupied space within 5 feet of it.
Once a creature uses this benefit, it cannot do so again until it completes a long rest.
Divine Strikes (Level 8)
You gain the ability to infuse your weapon strikes with divine energy. 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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Irrepresible Wanderlust (Level 17)
Journeying forevermore is the highest expression of your faith. You are always under the effects of a freedom of movement spell.
Travel Domain
Travel Domain (Level 3)
Channel Divinity: Traveling Companion (Level 3)
Spirit Link (Level 6)
At 6th level, you can tether yourself to a creature using your soul. As an action, you can expend 2 sorcery points to tether yourself to a willing creature within 15 feet of you for up to 1 minute. Your soul remains in that creature's space for the duration, regardless of distance. While you are tethered, whenever that creature takes damage you can use your reaction to reduce the damage they take by half your Sorcerer level, and whenever it deals damage you can use your reaction to increase damage dealt by half your Sorcerer level. You can end this effect as a bonus action.
In addition, you learn to further utilise the strong bond between you and your soul. You can expend 1 sorcery point as a bonus action on your turn to teleport to your soul's location if it is in an unoccupied space. You can still take this bonus action while using Projection.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Guided Teleport (Level 17)
Starting at 17th level, you gain the ability to prepare the teleport spell, which counts as a cleric spell for you. You treat your familiarity with the destination as very familiar, unless it is a false destination.
Additionally, any creatures you teleport (via any means, not just teleport) are granted the effects of a freedom of movement spell for 1 minute after arriving at their destination.
Travel Domain
Travel Domain (Level 3)
Channel Divinity: Reinvigorate (Level 3)
Trailblazer (Level 6)
Beginning at 6th level, if you are planning to travel any distance longer than 5 days' travel and you have a map of the region to be traversed or first-hand knowledge of the area, you can find a shortcut. Using the alternate path will reduce your travel time by 30 percent.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
World Traveller (Level 17)
At 17th level, you ignore difficult terrain and you gain resistance to cold and fire damage.
Travel Domain
Travel Domain (Level 3)
Channel Divinity: Divine Transportation (Level 3)
Overland Expedition (Level 6)
By 6th level, while traveling, you and up to 10 creatures traveling with you move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other nonmagical obstacles. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march.
Additionally, you are unaffected by difficult terrain.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with extra kinetic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Godspeed (Level 17)
Starting at 17th level, your walking speed doubles. If you make an attack while 30 feet or further away from where you began your turn, the extra damage of your Divine Strike increases to 4d8.
Travel Domain
Travel Domain (Level 3)
Channel Divinity: Fork the Road (Level 3)
Road to Misfortune (Level 6)
At 6th level you gain the ability to bestow misfortune upon a target. As a reaction to any creature moving within 60 feet of you, you can cause them to trip over one thing or another. The creature must make a Dexterity saving throw or be knocked prone. After using this ability, you must complete a short rest before using it again.
Freedom of the Road (Level 8)
At 8th level, movement becomes second nature to you, you may concentrate on 1 spell which affects movement in addition to concentrating on other spells normally. At 14th level this increases to 2 spells.
Channel divinity: Trip of a Lifetime (Level 17)
At 17th level, you gain the ability so send targets on a trip they will not soon forget. As an action, you present your holy symbol and cause one creature within 20 feet to make a Wisdom saving throw. On a failed save, the creature is teleported to a random plane (determined by the Planes Table) for 1d4 rounds and receives the given effect before returning. On a successful save, the creature does not travel to the plane, but is still affected by the energy of the plane, taking or healing half damage equal to half the amount rolled on the Planes Table (the Astral Plane has no effect.)
| d20 | Plane | Effect |
|---|---|---|
Nine Hells | 10d10 psychich damage | |
Fire | 8d8 fire damage | |
Water | 8d8 cold damage | |
Earth | 8d8 acid damage | |
Air | 8d8 lightning damage | |
Astral | Regain 2 spell slots of 5th level or lower (if applicable) | |
Positive | Heal 10d10 (0 if target is undead or construct) |
Travel Domain (Redux)
Travel Domain (Level 3)
Channel Divinity: Tail Wind (Level 3)
Freedom of the Road (Level 6)
At 6th level, as a bonus action, you can speak a prayer to the winds to clear your path of adversaries. Each creature that you choose within 20 feet of you must make a Strength saving throw or be pushed 15 feet away from you and knocked prone. Creatures that are Huge or larger have advantage on this saving throw.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all uses of this feature when you finish a short or long rest.
Divine Smite (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with extra kinetic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Nomad (Level 17)
At 17th level, you are more at home on the road than anywhere else. Opportunity attacks made against you automatically miss.
Trickery Domain
Trickery Domain (Level 3)
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their 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.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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 (Level 3)
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.
Channel Divinity: Cloak of Shadows (Level 6)
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Improved Duplicity (Level 17)
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.
Trickery Domain
Trickery Domain (Level 3)
Make Mischief and Challenge Authority
The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.
Trickery Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | Charm Person, Disguise Self, Invisibility, Pass without Trace |
5th | |
7th | |
9th |
Blessing of the Trickster
As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Invoke Duplicity
As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
Cast Spells
You can cast spells as though you were in the illusion's space, but you must use your own senses.
Distract
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.
Move
As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.
Trickster's Transposition (Level 6)
Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.
Improved Duplicity (Level 17)
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
Shared Distraction
When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.
Healing Illusion
When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.
Twilight Domain
Twilight Domain (Level 3)
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 gods of twilight guard against the horrors of the night.
Clerics who serve these deities-examples of which appear on the Twilight Deities table-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.
| Example Deity | Pantheon |
|---|---|
Boldrei | Eberron |
Celestian | Greyhawk |
Dol Arrah | Eberron |
Helm | Forgotten Realms |
Ilmater | Forgotten Realms |
Mishakal | Dragonlance |
Selûne | Forgotten Realms |
Yondalla | Halfling |
Domain Spells
1st-level Twilight Domain feature
You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
1st-level Twilight Domain feature
You gain proficiency with martial weapons and heavy armor.
Eyes of Night
1st-level Twilight Domain feature
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
1st-level Twilight Domain feature
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 (Level 3)
2nd-level Twilight Domain feature
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 (Level 6)
6th-level Twilight Domain feature
You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Twilight Shroud (Level 17)
17th-level Twilight Domain feature
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.
Twilight Domain
Twilight Domain (Level 3)
Hold the Line Between Light and Darkness
The twilight hours mark a gentle shift from day to night, a time of peace when work ceases and rest begins. Yet, this period also borders on darkness, which can conceal both comfort and dread. The gods of twilight guard against the horrors of the night.
Clerics of the Twilight Domain are guardians of this delicate transition, offering solace to those who seek rest and venturing into the deepening night to ensure safety and serenity. Their presence assures that twilight remains a time of calm rather than a prelude to fear.
Twilight Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Eyes of Night
The night has taught you to be vigilant, allowing you and your allies to see through the deepest gloom.
- Darkvision
- Darkvision Share
- Vigilant Blessing
Twilight Sanctuary
You can use your Channel Divinity to refresh your allies with soothing twilight. As a Bonus Action, you present your Holy Symbol, and a 30-foot Emanation of dim light appears around you. It lasts for 1 minute or until you have the Incapacitated condition or die.
- Moon Guard
- Night Will
Steps of Night (Level 6)
You can draw on the mystical power of night to rise into the air. When you are in dim light or darkness you can use your Bonus Action to give yourself a Fly Speed equal to your Speed for 1 minute. You can do so as part of the same Bonus Action you use to activate Twilight Sanctuary.
You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a Long Rest.
Twilight Shroud (Level 17)
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.
Ur-Priest
Ur Domain (Level 3)
Channel Divinity: Anti-Heal (Level 3)
Siphon Spell (Level 6)
Starting at 6th level, you can expend two spell slots of the same level to cast a spell as if you were using a single spell slot that is one level higher than the slots being expended.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Steal Magic (Level 17)
At 17th level, you learn how to siphon magic from spellcasters just as you do with the gods. When targeted by a spell, you can use your reaction to prepare the spell until you complete a long rest. The spell is considered a cleric spell for you, but does not count against the number of spells you can prepare.
A spell prepared in this manner is removed from your list of prepared spells if this feature is used again.
Vermin Domain
Vermin Domain (Level 3)
Channel Divinity: Swarm Step (Level 3)
Legion of Bites (Level 6)
At 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Verminform Blessing (Level 17)
At 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn't change as a result of this lycanthropy, and you can't spread the disease of lycanthropy.
Void Domain
Void Domain (Level 3)
Channel Divinity: Null Space (Level 3)
Malleable Positionality (Level 6)
At 6th level, you can use your action to target two creatures of your choice within 60 feet of you and immediately teleport each one to the space that the other occupies. An unwilling creature must make a Wisdom saving throw against your cleric spell save DC to resist this effect. If a target succeeds this saving throw, the effect fails for both creatures.
Once you use this feature, you can't use it again until you finish a short or long rest.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Voidbringer (Level 17)
Upon reaching 17th level, your worship grants you the ultimate favor which a great being of the void will impart upon a mortal:
When you finish a long rest, you choose between force damage, necrotic damage, or psychic damage. You gain resistance to that damage type until you choose a different one with this feature.
A creature affected by your Embrace of the Beyond feature has disadvantage on Intelligence and Wisdom saving throws against your cleric features and spells, as the tendrils you summon distract and slow their mind.
Void Domain
Void Domain (Level 3)
Channel Divinity: Hidden Knowledge (Level 3)
Channel Divinity: Dark Secrets (Level 6)
Starting at 6th level, you can use your Channel Divinity to inflict madness on creatures near you. When you present your holy symbol and speak of the void, up to three creatures of your choosing who can see and hear you must make successful Wisdom saving throws or be afflicted with temporary madness (selected randomly from the Short-Term Madness table). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Black Star (Level 17)
At 17th level, you can create crushing gravity in a 60-foot radius circle with you at the center. The area becomes difficult terrain for the duration. Creatures that start their turn in the area or that enter it during their turn must make a Strength saving throw. If the saving throw fails, the creature takes 7d6 bludgeoning damage and is slowed (as the spell) until the start of its next turn. You and up to three creatures you select are immune to the effect.
The gravity lasts for three rounds. All of the effects cease immediately if you move away from the spot you were in when you triggered the effect. After using this ability, you must complete a long rest before using it again.
Void Domain
Void Domain (Level 3)
Channel Divinity: Shape Void (Level 3)
Void Step (Level 6)
At 6th level, you can use your bonus action to step briefly into the Void, teleporting to an unoccupied location you can see within 20 feet. You can use this ability 3 times and regain all uses when you finish a long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Oblivion (Level 17)
By 17th level, you can use your action to open a rift in space and time into the Void around a creature or object of your choosing within 120 feet. A creature makes a Dexterity saving throw to avoid falling into the rift. On a successful save, the creature avoids falling into the rift, but sees a glimpse of the Void and takes 2d8 radiant damage and 2d8 psychic damage. On a failed save, the creature is banished to the Void for 1d4 rounds, taking 2d8 radiant damage and 2d8 psychic damage at the beginning of each of its turns there. At the end of your following turn, the target returns to the space it previously occupied, or the nearest unoccupied space. Objects larger than 20 feet in any dimension and Huge and larger creatures can't fall into the rift.
Once you use this ability, you must finish a long rest before using it again.
War Domain
War Domain (Level 3)
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. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
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 (Level 3)
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.
Channel Divinity: War God's Blessing (Level 6)
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 Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Avatar of Battle (Level 17)
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
War Domain
War Domain (Level 3)
Inspire Valor and Smite Foes
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. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
3rd | Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon |
5th | |
7th | |
9th |
War Priest
As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Guided Strike
When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.
War God's Blessing (Level 6)
You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Avatar of Battle (Level 17)
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Water Domain
Water Domain (Level 3)
Channel Divinity: Precipitate Holy Water (Level 3)
Change State (Level 6)
By 6th level, you can breathe normally underwater. Furthermore, you can emulate the transformative nature of water. You have three states: Gas, Liquid, and Solid.
Gas
While in this state, your weight is halved, and your speed increases by 10 feet.
Liquid
While in this state, whenever you deal damage to a creature using a spell from your Bonus Cantrips or Domain Spells list, you can also choose to push that creature up to 10 feet horizontally in a direction of your choice.
Solid
While in this state, the first time each turn that a creature within 5 feet of you hits a target with a melee attack, that creature also takes cold damage equal to your Wisdom modifier (minimum of 1).
In addition, you can change your state as part of casting any of your domain spells. Once you do, you can't do so again until you finish a short or long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Embody Water (Level 17)
By 17th level, you can always change your state as part of casting any of your domain spells. In addition, you gain the following bonuses while in each state.
Gas
You gain a flying speed equal to half your walking speed and can hover.
Liquid
You can now push a creature in this state whenever you deal damage to it. Furthermore, if you score a critical hit against a target or if a target rolls a 1 on a saving throw against a spell you cast that deals damage, you can also knock the target prone.
Solid
The cold damage increases by an amount equal to half your level in this class (rounded down).
Water Domain
Water Domain (Level 3)
Channel Divinity: Water Ward (Level 3)
Channel Divinity: Bless Water (Level 6)
Starting at 6th level, you can use your Channel Divinity to impart divine power onto water.
As an action, you present your holy symbol and choose a 20-foot-cube within 30 feet of you. For 1 minute, water in the area becomes imbued with divine energy. When a creature enters the water for the first time on a turn or starts its turn there, it regains 1 hit point if it is not a fiend or undead. A fiend or undead instead takes 2d6 radiant damage.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Rain's Blessing (Level 17)
Starting at 17th level, you can use your action to summon a torrent of rain in a 30-foot-radius, 40-foot-high cylinder, which lasts for 1 minute. When you do so, you can designate any number of creatures you can see to be protected by the rain. While an affected creature is within the area, it has advantage on attack rolls, and attack rolls made against it are at disadvantage.
The rain produces water at a rate of 1 gallon of water per round in each 5-foot square area it covers when it is summoned, and again at the start of each of your turns before it ends. The water extinguishes unprotected flames and forms a puddle in the area.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Once you use this feature, you must finish a long rest before you can use it again.
Water Domain
Water Domain (Level 3)
Channel Divinity: Turning Tides (Level 3)
Strength of the Seas (Level 6)
At 6th level, you can channel the strength of the seas into yourself and others. When you or an ally that you can see within 60 feet of you fails a saving throw, you can use your reaction to let them reroll that saving throw. If they reroll the saving throw this way, they must use the new roll. If that creature succeeds on the saving throw, they also regain hit points equal to 1d6 + your cleric level. You decide if they regain these hit points before or after taking the damage of the effect that forced the saving throw (if any).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Blessed Strike (Level 8)
At 8th level, when a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 cold damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. At 14th level, provided the creature takes damage from one of your weapon attacks, this damage increases to 2d8.
Eternal Waves (Level 17)
At 17th level, your healing is imbued with the persistence of the waves. When you restore hit points to a creature, that creature gains advantage on the next attack roll, ability check, or saving throw it makes within the next minute.
Water Domain
Water Domain (Level 3)
Channel Divinity: Water Ward (Level 3)
Channel Divinity: Bless Water (Level 6)
Starting at 6th level, you can use your Channel Divinity to impart divine power onto water.
As an action, you present your holy symbol and choose a 20-foot-cube within 30 feet of you. For 1 minute, water in the area becomes imbued with divine energy. When a creature enters the water for the first time on a turn or starts its turn there, it regains 1 hit point if it is not a fiend or undead. A fiend or undead instead takes 2d6 radiant damage.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Rain's Blessing (Level 17)
Starting at 17th level, you can use your action to summon a torrent of rain in a 30-foot-radius, 40-foot-high cylinder, which lasts for 1 minute. When you do so, you can designate any number of creatures you can see to be protected by the rain. While an affected creature is within the area, it has advantage on attack rolls, and attack rolls made against it are at disadvantage.
The rain produces water at a rate of 1 gallon of water per round in each 5-foot square area it covers when it is summoned, and again at the start of each of your turns before it ends. The water extinguishes unprotected flames and forms a puddle in the area.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Once you use this feature, you must finish a long rest before you can use it again.
Water Domain
Water Domain (Level 3)
Channel Divinity: Tidal Rush (Level 3)
Overflowing Spirit (Level 6)
Starting at 6th level, you can use your action to assume a watery form. For 1 minute, you emanate a 30-foot radius of clear water centered on yourself. While in this form, you gain the following benefits:
Hydro Jet
As a bonus action, you can target one creature within the water's emanation. Make a ranged spell attack roll against the target. On a hit, the target takes 2d10 bludgeoning damage and must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
Water Mirror
When a creature within the emanation hits or misses you or another creature within 30 feet with a melee or ranged attack roll, you can use your reaction to mirror the attack. Make an ability check using your spellcasting ability. If your roll equals or exceeds the attacker's roll, the attack is reflected back at the attacker, who takes half of the attack's damage, if the attack includes any additional effects upon hitting, such as a saving throw, the attacker must make that saving throw as if they were the original target.
Once you use this feature, you can't use it again until you finish a long rest.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 bludgeoning damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Salvation's Rain (Level 17)
At 17th level, you can summon a holy rainstorm that heals your enemies. As an action, you conjure a 30-foot radius, 40-foot high cylinder of rain centered on yourself, which lasts for 1 minute. The rainstorm imposes the following effects:
Cleansing Waters
At the start of each of your turns, you and friendly ceatures who start their turn within the radius or enter it for the first time on their turn regain hit points equal to your Wisdom modifier (minimum of 1).
Torrential Hinderance
Hostile creatures with the rainstorm has disadvantage on Strength and Dexterity saving throws and treat the area as difficult terrain.
Once you use this feature, you can't use it again until you finish a long rest.
Water Domain
Water Domain (Level 3)
Channel Divinity: Refresh (Level 3)
Channel Divinity: Moisture Shield (Level 6)
At 6th level, you can use your Channel Divinity as an action to form a 5-foot-radius sphere of churning water around you, while you concentrate on this effect for up to 1 minute. Ranged weapon attacks targeting you or any other creature within the sphere have disadvantage.
Additionally, as a bonus action while the sphere is formed, you can lash out with a tendril of water from the sphere. This acts as a whip that uses your spell attack bonus for attack rolls, adds your Wisdom modifier to damage instead of Dexterity, and can originate from any point on the surface of the sphere.
Divine Strike (Level 8)
By 8th level, you gain the ability to infuse your strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 cold damage. At 14th level this increases to 2d8.
Water Shape (Level 17)
At 17th level, you have been blessed by elemental water, and as a bonus action can assume a form composed of water. For 1 minute, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you can't be grappled, paralyzed, poisoned, restrained, or prone. After using this ability, you must complete a long rest before doing so again.
Watery Death Domain
Watery Death Domain (Level 3)
Channel Divinity: Engulf (Level 3)
Watery Double (Level 6)
6th-level Watery Death Domain feature
As an action, you can create a transparent duplicate of yourself made of water in an unoccupied space you can see within 30 feet of you. The duplicate blocks ranged attacks from enemy attackers who shoot through the duplicate's space. It also blocks enemy movement through its space.
An enemy creature can attempt a Strength check against your spell save DC as part of its movement to attempt to move through the duplicate's space. On a successful save, the creature can move through the space, which is considered difficult terrain. On a failure, the creature is unable to move through the duplicate's space and their speed is reduced to 0 until the start of their next turn.
As a bonus action, you can direct any of your watery duplicates to move up to 30 feet to spaces that you can see. A duplicate is immune to all damage except fire and cold damage, has AC 10 and 15 hit points, and disappears after 1 hour or if it is reduced to 0 hit points.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Potent Spellcasting (Level 8)
8th-level Watery Death Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessed Strikes (Level 8)
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Watery Aura (Level 17)
17th-level Watery Death Domain feature
Whenever you use your bonus action to control your watery duplicates, you can activate or deactivate a 10-foot radius watery aura that emanates from yourself and any of your duplicates that you choose. The area within the aura counts as difficult terrain, and spaces where the auras overlap require an additional foot of movement for each overlapping aura.
While your watery aura is active on yourself, you can use your reaction when a creature misses you with a melee attack to attempt to knock them prone. The creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is knocked prone.
If you roll initiative, do not have a watery duplicate summoned, and have no more uses of your Watery Double feature remaining, you regain one use of that feature.
Wealth Domain
Wealth Domain (Level 3)
Domain Spells (Level 3)
Bonus Cantrip (Level 3)
Vestment Investment (Level 3)
Channel Divinity: Vaunted Vault (Level 3)
Good as Gold (Level 6)
At 6th level, you can use a bonus action to open your eyes to those who would dare deceive you. Until the start of your next turn, you know if a creature or object you see has been shapechanged, has its appearance hidden by an illusion, or is a fake item, such as a potion of poison, a cursed magic item, or a counterfeit art object. You do not know the nature of the effect, only that it exists.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mandatory Donation (Level 17)
At 17th level, you can demand offerings to your god even from those unwilling to give. When a creature you can see within 30 feet of you is targeted by a spell, you can use your reaction to make a Wisdom check with a DC equal to 10 + the spell's level. On a success, you become a target of the spell instead.
Spells that target areas of effect, such as the fireball spell, can't be stolen in this way.
Wealth Domain
Wealth Domain (Level 3)
Channel Divinity: Golden Cauldron (Level 3)
Wealth Points (Level 6)
At 6th level, you gain a new way to barter with your deity, called wealth points. You have a number of wealth points equal to half your cleric level, rounded up, and you regain any spent points whenever you finish a long rest.
You can spend wealth points in the following ways:
Influence
You can spend 1 wealth point to reroll a Charisma check that you fail. If you do so, you must use the new roll.
Power
You can use an action to spend 2 or more wealth points to regain an expended spell slot. The spell slot level depends on the number of wealth points spent: 1st level (2 points), 2nd level (3 points), 3rd level (5 points), 4th level (6 points), or 5th level (7 points).
Alternatively, you can spend 1 or more wealth points to automatically turn a number of damage dice from your Hand of Midas feature into a 12: one die (1 point), two dice (3 points), or three dice (5 points).
Safety
When you make a saving throw, you can spend a number of wealth points up to your Wisdom modifier to gain a +1 bonus to the roll for each point spent. You spend these points after making the saving throw, but before you know the results.
Riches
You can use an action to spend 1 or more wealth points to purchase one item, as if by your Golden Cauldron Channel Divinity; 1 wealth point is equal to 500 gp. Any item purchased with wealth points in this way appears in your open hand or at your feet (your choice). It is golden, obviously magical, and disappears after 1 hour. An item immediately corrodes and turns to dust if you attempt to use it as a material component for a spell or if you attempt to sell or otherwise trade it.
Alternatively, you can spend 3 wealth points to create a special gilded chest in the nearest unoccupied space within 5 feet of you. The chest is 3 feet long, 2 feet wide, and 2 feet tall. It is magically weightless and can be used in place of the normal material components for the secret chest spell. When you cast the spell using this special chest, it does not require you to have a Tiny replica of it. Instead, to recall the chest or send it back to the Ethereal Plane after casting the spell, you must use an action to spend 1 wealth point, in place of using the replica. The gilded chest disappears from the Material Plane if you are ever more than 30 feet away from it, ending the spell early and dropping its contents on the ground.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip and your Hand of Midas feature.
Divine Coffers (Level 17)
By 17th level, your piety has earned you access to limitless wealth when used for divine purposes. When you cast a cleric spell that has a material component with a listed cost of no more than 1,000 gp, you can ignore the material component of that spell. Once you ignore a spells material component in this way, you can not do so again when casting that spell until you finish a long rest.
In addition, your Golden Cauldron can remain indefinitely once you summon it, although its other restrictions still apply. When you command the cauldron to move, it can magically fly up to 30 feet, and at the end of its movement, you can choose to cast a spell as though you were in its space (instead of delivering your Hand of Midas attack). You must use your own senses, and the spell must have a casting time of 1 action.
Wealth Domain
Wealth Domain (Level 3)
Channel Divinity: Riches (Level 3)
Bribe (Level 6)
When you reach 6th level, you can use your divine understanding to determine how to bribe almost any creature. As an action, you can choose a hostile creature you can see to make a Charisma saving throw against your spell save DC. If the creature fails its save, you can bribe it with rare or luxurious goods, or simply a bag of gold, which teleports into the creature's possession. The bribe costs an amount in gp equal to half the creature's XP value and, once completed, that creature can't be hostile towards you or your allies for 24 hours. The effect ends early if the creature takes damage from you or your allies. You can't bribe any creature with an Intelligence of 3 or lower, or any creature the GM deems inappropriate.
Potent Spellcasting (Level 8)
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Tycoon (Level 17)
By 17th level, your deity showers you with vast riches. Whenever you would gain money, be it through selling goods and services, receiving gifts, conducting downtime activities, picking pockets, or simply finding treasure in a dungeon, the amount of money you gain is doubled.
Wind Domain
Wind Domain (Level 3)
Channel Divinity: Grasp Not the Wind (Level 3)
Stormshield (Level 6)
At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike (Level 8)
At 8th level, you infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Dire Tempest (Level 17)
At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4×10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.
In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4×10 feet into the air, taking falling damage as normal and landing prone.
Once you use this feature, you can't use it again until you finish a long rest.
Wind Domain
Wind Domain (Level 3)
Channel Divinity: Arm of the Bracing Breeze (Level 3)
Grasp of the Carefree Cyclone (Level 6)
Beginning at 6th level, you can cast feather fall at will, without expending a spell slot.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Wrath of the Terrifying Tornado (Level 17)
At 17th level, you can cast investiture of wind as a bonus action. When you have its benefits, your flying speed is increased to 90 feet, you can cast gust as a bonus action, and you have advantage on Strength and Dexterity saving throws.
Winter
Winter Domain (Level 3)
Channel Divinity: White Walker (Level 3)
Chilled to the Bone (Level 6)
Starting at 6th level, the dread of an oncoming winter echoes through your spells.
Creatures you frightened move at half their normal speed until the effect ends. In addition, you can inflict up to the third level of exhaustion with your Blood Runs Cold feature, rather than the first, and can choose to blind the target instead of choosing one of the other options.
Finally, cold damage you deal ignores resistance and immunity to cold damage.
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sculpture of Snow (Level 17)
Beginning at 17th level, you can create lifelike imitations of reality from nothing more than snow and ice. You can cast creation without material components, and must complete a short rest before you do so again. Similarly, you can cast simulacrum without material components, and must complete a long rest before you do so again.
These spells are considered cleric spells for you, and do not count against the number of cleric spells you have prepared.
Winter Domain
Winter Domain (Level 3)
Channel Divinity: Icy Embrace (Level 3)
Cold Numbness (Level 6)
At 6th level, you gain resistance to cold damage, and you have advantage on saving throws made to maintain concentration when you take damage or to resist the effects of magical pain (such as the power word pain spell).
Potent Spellcasting (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Relentless Winter (Level 17)
When you reach 17th level, you gain immunity to cold damage, and you ignore all the effects of exhaustion other than death.
In addition, you are always coated with protective rime. Whenever you are hit with a melee attack by an attacker within 5 feet of you, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next turn.
Winter Domain
Winter Domain (Level 3)
Channel Divinity: Snow Walker (Level 3)
Deep Cold (Level 6)
Beginning at 6th level, when you deal cold damage to a creature, it must make a successful Constitution saving throw against your spell save DC or become stunned until the end of its next turn.
Divine Strike (Level 8)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Bringer of Winter's Wrath (Level 17)
Starting at 17th level, you gain resistance to cold.
Additionally, you can use your action to surround yourself with swirling snow that fills a 20-foot radius. All other creatures have disadvantage on Wisdom (Perception) checks and attack rolls against you. Creatures other than you inside the snow-filled area have disadvantage on saving throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus action.
Zeal Domain (PSA)
Zeal Domain (PSA) (Level 3)
The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way.
The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Priest of Zeal
From 1st level, Hazoret 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: Consuming Fervor (Level 3)
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Resounding Strike (Level 6)
At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Blaze of Glory (Level 17)
Starting at 17th level, you can delay death for an instant to perform a final heroic act.
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can't use it again until you finish a long rest.