SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

WIS , CHA

Cleric

Level Proficiency Bonus Features Cantrips Known
1 + 2 Spellcasting Divine Domain 3
2 + 2 Spellcasting Divine Domain 3
3 + 2 Spellcasting Divine Domain 3
4 + 2 Spellcasting Divine Domain 4
5 + 3 Spellcasting Divine Domain 4
6 + 3 Spellcasting Divine Domain 4
7 + 3 Spellcasting Divine Domain 4
8 + 3 Spellcasting Divine Domain 4
9 + 4 Spellcasting Divine Domain 4
10 + 4 Spellcasting Divine Domain 5
11 + 4 Spellcasting Divine Domain 5
12 + 4 Spellcasting Divine Domain 5
13 + 5 Spellcasting Divine Domain 5
14 + 5 Spellcasting Divine Domain 5
15 + 5 Spellcasting Divine Domain 5
16 + 5 Spellcasting Divine Domain 5
17 + 6 Spellcasting Divine Domain 5
18 + 6 Spellcasting Divine Domain 5
19 + 6 Spellcasting Divine Domain 5
20 + 6 Spellcasting Divine Domain 5

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Divine Domain 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Divine Domain 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Divine Domain 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Divine Domain 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Divine Domain 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Divine Domain 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Divine Domain 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Divine Domain 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Divine Domain 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Divine Domain 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Divine Domain 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Divine Domain 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Divine Domain 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Divine Domain 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Divine Domain 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Divine Domain 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Divine Domain 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Divine Domain 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Divine Domain 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Divine Domain 4 3 3 3 3 2 2 1 1

Class Features

Level 1

Spellcasting
Divine Domain

Level 10

Divine Intervention

Level 11

Destroy Undead (CR 2)

Level 12

Ability Score Improvement

Level 14

Destroy Undead (CR 3)

Level 16

Ability Score Improvement

Level 17

Destroy Undead (CR 4)
Divine Domain feature

Level 18

Channel Divinity

Level 19

Ability Score Improvement

Level 2

Channel Divinity
Channel Divinity: Harness Divine Power
Divine Domain feature

Level 20

Divine Intervention Improvement

Level 4

Ability Score Improvement
Cantrip Versatility

Level 5

Destroy Undead (CR 1/2)

Level 6

Channel Divinity
Divine Domain feature

Level 8

Ability Score Improvement
Destroy Undead (CR 1)
Divine Domain feature

Caster Progression

Caster Progression: full

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Proficiencies

Armor

light

medium

shield

Weapons

simple

Skills

Starting Equipment

(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
Alternatively, you may start with: 5d4 × 10|5d4 × 10|Starting Gold

Class Features

Spellcasting (Level 1)

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain (Level 1)

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity (Level 2)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

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

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

Channel Divinity: Harness Divine Power (Level 2)

2nd-level cleric optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Divine Domain feature (Level 2)

At 2nd level, you gain a feature from your Divine Domain.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility (Level 4)

4th-level cleric optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead (CR 1/2) (Level 5)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Channel Divinity (Level 6)

Beginning at 6th level, you can use your Channel Divinity twice between rests.

Divine Domain feature (Level 6)

At 6th level, you gain a feature from your Divine Domain.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 1) (Level 8)

Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domain feature (Level 8)

At 8th level, you gain a feature from your Divine Domain.

Divine Intervention (Level 10)

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Destroy Undead (CR 2) (Level 11)

Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 3) (Level 14)

Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 4) (Level 17)

Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domain feature (Level 17)

At 17th level, you gain a feature from your Divine Domain.

Channel Divinity (Level 18)

Beginning at 18th level, you can use your Channel Divinity three times between rests.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Divine Intervention Improvement (Level 20)

At 20th level, your call for intervention succeeds automatically, no roll required.

Multiclassing

Multiclassing Requirements

{"wis":13}

Proficiencies Gained

Armor light , medium , shield

Subclasses

Subclass Features

Abyssal Domain

Abyssal Domain (Level 1)

It is a common misconception that the members of demon-worshiping cults are all mindless slaves, crazed hedonists, or violent murderers. The truth is that many of them are perfectly sane, with dreams of enslaving demons for themselves, rather than the other way around. A select few are even strong enough to do so, rising through the ranks of their cult to become powerful priests and summoners, capable of calling upon armies of fiends and mortals alike to do their bidding.

Blood Sacrifice

When you choose this domain at 1st level, you can use dark magic to siphon power from dying creatures. Whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier. Furthermore, whenever you reduce a willing creature to 0 hit points, you gain temporary hit points equal to your cleric level plus twice your Wisdom modifier and have advantage on the first attack roll you make in the next minute. Creatures that you have summoned or dominated are always considered to be willing for the purposes of this ability.

Ruthless

Also at 1st level, the experience you have gained dealing with cunning fiends and treacherous cultists equips you well for future conflicts. Whenever you make a contested ability check against a creature, you can add twice your proficiency bonus to the roll.

Channel Divinity: Dust to Dust (Level 2)

Starting at 2nd level, you can use your Channel Divinity to augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.

When you cast a spell that deals damage to one or more creatures, you can use your Channel Divinity to add your Wisdom modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.

Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.

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 1)

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.

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 2)

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.

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.

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 1)

The Anathema domain isn't part of any deity's portfolio. Rather, it is the purview of those who become subjects of a deity's contempt. Clerics who turn to this domain are just as capable of weaving magical wonders as their devout peers, but rather than doing so by divine grace, their rites harness the ire of gods and channel it into bouts of transient power.

Clerics who master these anathematic rites are called the scorned. While their relationship with their deities is antagonistic and gods-fearing societies shun them, there's nothing inherently evil about the scorned's practices. Some join their ranks voluntarily, believing it their duty to stand in opposition to gods who threaten the cosmological order. These clerics form secret orders dedicated to ensuring that those gods who lie chained, slumbering, dead, or forgotten remain that way.

Domain Spells

The following domain spells are available to you upon reaching the cleric levels listed in the Anathema Domain Spells table.

Anathema Domain Spells

Anathematic Rites

At 1st level, your knowledge of forbidden rituals allows you to access magic normally unreachable to other clerics. You can cast cleric spells that have the ritual tag as rituals, even if you don't have them prepared, so long as their level doesn't exceed the maximum spell level you can cast as a cleric.

However, when you cast an unprepared spell in this way, you take 1d6 psychic damage per level of the spell. This damage can't be reduced in any way.

Divine Rancor

As one of the scorned, you wield your deity's rancor as a tool to hinder your foes. Starting at 1st level, you always have the bane spell prepared, and it doesn't count against the number of spells you can prepare.

When you cast bane, you can change the casting time to 1 bonus action, instead of 1 action. You can cast the spell as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Divine Derogation (Level 2)

At 2nd level, you learn to use your Channel Divinity to diminish the capabilities of creatures of faith. As an action, you create a 30-foot aura of discordant divinity around you that lasts for 1 minute or until you fall unconscious. When a creature in the aura magically regains hit points, or takes radiant or necrotic damage, you can roll a d6. On a 4 or higher, the amount of hit points regained or damage taken is reduced to 0.

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 1)

The Anathema domain isn't part of any deity's portfolio. Rather, it is the purview of those who become subjects of a deity's contempt. Clerics who turn to this domain are just as capable of weaving magical wonders as their devout peers, but rather than doing so by divine grace, their rites harness the ire of gods and channel it into bouts of transient power

Clerics who master these anathematic rites are called the scorned. While their relationship with their deities is antagonistic and gods-fearing societies shun them, there's nothing inherently evil about the scorned's practices.

Some join their ranks voluntarily, believing it their duty to stand in opposition to gods who threaten the cosmological order. These clerics form secret orders dedicated to ensuring that those gods who lie chained, slumbering, dead, or forgotten remain that way.

Anathematic Rites

At 1st level, your knowledge of forbidden rituals allows you to access magic normally unreachable to other clerics. You can cast cleric spells that have the ritual tag as rituals, even if you don't have them prepared, so long as their level doesn't exceed the maximum spell level you can cast as a cleric.

However, when you cast an unprepared spell in this way, you take 1d6 psychic damage per level of the spell. This damage can't be reduced in any way.

Divine Rancor

As one of the scorned, you wield your deity's rancor as a tool to hinder your foes. Starting at 1st level, you always have the bane spell prepared, and it doesn't count against the number of spells you can prepare.

When you cast bane, you can change the casting time to 1 bonus action, instead of 1 action. You can cast the spell as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Divine Derogation (Level 2)

At 2nd level, you learn to use your Channel Divinity to diminish the capabilities of creatures of faith. As an action, you create a 30-foot aura of discordant divinity around you that lasts for 1 minute or until you fall unconscious. When a creature in the aura magically regains hit points, or takes radiant or necrotic damage, you can roll a d6. On a 4 or higher, the amount of hit points regained or damage taken is reduced to 0.

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.

Angelic Scribe

Angelic Scribe (Level 2)

An angelic scribe studies the angelic seals that harness the power of celestial messengers through their names and shapes that power into magical effects. Beyond the seals and wardings themselves, you learn esoteric spells to call down the essence of the angelic host.

Wizard or Cleric Specialty

Most angelic scribes take up their craft out of reverence and a desire to protect the righteous; a few tempt angelic wrath with their lust for power that's otherwise beyond their grasp.

How to Start: If you're a wizard who wants to become an angelic scribe, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the angelic scribe exclusively, you can forego the selection of an arcane tradition and gain the features of the angelic scribe specialty instead.

You can also pursue the angelic scribe specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Angelic Savant. Also at 2nd level, you choose whether to gain Seal Scribe or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a conjurer might select Seal Scribe at 2nd level and Minor Conjuration at 6th level, followed by either Warding Seal or Benign Transposition at 10th level.

For a cleric, the process is much the same except that it involves making choices between angelic scribe features and the features provided by your domain. These decisions occur at 2nd, 6th, 8th, and 17th level instead of at the levels indicated for wizards.

Paladins, although they can cast angelic spells and gain angelic feats, cannot become angelic scribes.

Angelic Savant

Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy an angelic spell into your spellbook is halved.

Seal Scribe

Also at 2nd level, you learn the Celestial language if you don't already know it, and you gain the ability to scribe angelic seals.

Seals

You learn two angelic seals of your choice. You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other surface or object that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder material. Once you have scribed a seal, you can activate it as an action.

  • You can have one seal active at a time. The number of active seals you can maintain increases by one at 6th level (two seals), 10th level (three seals), and 14th level (four seals).

  • A seal's magic is suppressed while you are concentrating on maintaining a spell or a similar effect. A suppressed seal still counts against the number of active seals you can maintain.

  • As a bonus action, you can deactivate a seal prior to activating another one. A broken or defaced seal deactivates immediately and must be replaced.

  • You can give an active seal to another creature, enabling it to gain the benefit of the seal while it holds or openly wears the seal, except when it is concentrating on maintaining a spell or a similar effect.

  • You learn one additional angelic seals of your choice at 6th, 10th, and 14th levels. Each time you learn a new seal, you can also replace one seal you know with a different one.

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 1)

Gods with the Apocalypse domain promote fear, judgment, punishment, and the end of all things.

Divine Domain Option

Their priesthoods often consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many, but not all, civilized places.

Ranting Ruin

At 1st level, you learn the vicious mockery cantrip. You also gain proficiency in either Arcana or Survival (your choice).

Channel Divinity: Damnation (Level 2)

Starting at 2nd level, you can use your Channel Divinity to lash out at those who defy your deity's messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers. Each hostile creature that can see you and is within 30 feet of you takes 3d6 + your Cleric level necrotic damage, or half damage with a successful Wisdom saving throw. A creature that has total cover from you is not affected.

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 1)

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.

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 2)

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.

Arcane Banishment
Cleric levelBanishes 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.

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.

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.

Arctic Domain

Arctic Domain (Level 1)

An arrow flies through the air, silence, the noise of frost breaking. The enemy recoils in fear, the allied soldier laughs and jumps back into the fray. The cleric keeps chanting as another layer of ice surrounds his allies, protecting them.

Cleric of the Arctic domain channel the power of the unyielding winter. Where many fear the bite of the arctic, they embrace it and use it to protect their loved ones from harm.

Winter's Protection

At level 1, you know the armor of agathys spell, it becomes a cleric spell for you, it doesn't count against the number of spells you can prepare each day and you always have it prepared.

When you cast this spell using a spell slot level of up to half your cleric level (rounded up), the temporary HP and damage dealt by the spell increases by a number equal to half your Wisdom Modifier and the range becomes touch instead of self.

Bonus Proficiency

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

Channel Divinity: Ice prison (Level 2)

Starting at 2nd level, as an action, you can brandish your holy symbol, facing a creature you can see within 30ft of you. It must make a Strength saving throw or the ice forming around it will encase it for 1 minute.

While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Strength saving throw, breaking free of the ice on a success.

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 1)

Art Domain clerics are those who, in their religious temples, churches and abbeys, chant praises and songs that enchant and excite all the faithful, but their main aim is to show the beauty of art when it is directed towards their god. A bard who, faced with the difficulties of life, needed shelter in a convent and there learned the beauties of religious life and there converted to Art Domain, a minstrel who dedicated his poetry and texts to magnify the deeds of his god and his church. In all these cases, art was the means they found to live out their faith, and this is what a religious artist strives for.

These clerics are not tied to specific deities, as their songs and praises can be dedicated to any deity or belief, as long as their art is required. Cultists who worship Vecna may want songs and poems in their rites that intone the beauty of necromancy, and devotees of Pelor may request the presence of these clerics to worship the sun at a summer solstice festival.

Artistic versatility

By choosing this domain at level 1, you gain proficiency in 2 skills and a musical instrument of your choice. You can use musical instruments as a conjuring focus for your cleric spells.

You also learn the Vicious Mockery trick, which counts as a cleric spell for you, but does not count towards the number of tricks you know.

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 1)

Gods of artistry—such as Deneir, Milil, Branchala, and Apollo—promote creativity and imagination above all. These gods value all of the arts, including music, painting, sculpting, and other skilled crafts, though they often specialize in one craft above the others. Clerics of a god of artistry are creative souls infused with the desire to create and share their emotions with others, whether through song, artwork, or other means.

Artistry Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Performance skill, and one of the following artisan's tools: calligrapher's supplies, glassblower's tools, jeweler's tools, painter's supplies, potter's tools, or woodcarver's tools. Also, you gain proficiency in a musical instrument of your choice.

Artistic Compositions

Also at 1st level, you can conjure magical pieces of artwork that you design in your mind. Over a long rest, you can create musical compositions, paintings, and sculptures. You can create a number of these objects equal to your Wisdom modifier (a minimum of 1), and they can last until you complete your next long rest. You can create a single option multiple times, or create a variety of different options. The options are described below:

Musical Composition

You write a musical composition upon a few conjured pages. As an action, you can cause the music to magically play within the mind of a creature you can see within 15 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. A creature charmed this way can't willingly move away from you.

As you use this action, the pages disintegrate into nothingness.

Painting

You conjure a painting of your design that fits within a rectangular area no larger than 3 feet on a side, and no smaller than half a foot on a side. As an action, you can enter into the painting if you are within 5 feet of it. You, along with anything you're wearing or carrying, disappears before appearing at a location of your choice within the painting. You can remain within the painting for up to 10 minutes, though you are also forced out if the painting takes any damage. While within the painting, you can see, hear, and smell as normal.

Once you leave the painting, it disintegrates into nothingness.

Sculpture

You conjure a tiny sculpture of yourself. While you are within 30 feet of the sculpture, you can use your bonus action to teleport to its location. If there is insufficient room at the sculpture's location, you teleport to the location nearest to the sculpture that has sufficient room for you.

Once you teleport, the sculpture disintegrates into nothingness.

Channel Divinity: Deluge of Creativity (Level 2)

Beginning at 2nd level, you can use your Channel Divinity to fill a creature's mind with music and color, drowning out reality.

As an action, you present your holy symbol, and a creature you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is blinded and deafened until the end of your next turn or until it takes any damage, as vibrant colors fill its vision and beautiful music drowns out all other noise. On a successful save, the creature is not blinded nor deafened, but it still has disadvantage on attack rolls until the end of your next turn or until it takes any damage.

Regardless of whether the creature succeeded or failed its save, if it takes any damage before the end of your next turn, it is dealt additional psychic damage equal to 1d4 + half your cleric level.

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 1)

Clerics of the Aspiration domain consider themselves mentors--though others are more likely to call them tempters. They offer forbidden knowledge and challenge people to live up to their full potential, eschewing the con-fines of what others might consider right, proper, or safe. The most common clerics to earn these gifts of the faith are followers of the Shadow under the Cazhaak Creed.

You gain domain spells at the cleric levels listed in the Aspiration Domain Spells table. See the Divine Domain class feature for how domain spells work.

Dark Revelations

Your divine studies have revealed a wealth of knowledge to you. You gain proficiency in one skill or tool of your choice, and your proficiency bonus is doubled for any ability check you make using that skill or tool. Whenever you finish a long rest, you can change the proficiency granted by this feature to another skill or tool.

Eyes Unveiled

Your sight is unhindered, and you can see in the deepest shadows. You have darkvision out to a range of 120 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. In addition, you have advantage on saving throws against illusion spells and on ability checks to determine whether some-thing is an illusion.

Channel Divinity: Awaken Ambition (Level 2)

You can use your Channel Divinity to invoke the secrets of the Shadow, allowing you and your charges to turn forbidden potential into strength. As an action, you and each willing creature of your choice that you can see within 15 feet of you take necrotic damage equal to 1d10 plus your Wisdom modifier, and gain twice that many temporary hit points. This damage can't be reduced in any way.

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 1)

Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important, balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something, and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the astral domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Bonus Cantrip

When you choose this domain at 1st level, you gain the guidance cantrip if you don't already know it.

Planar Reach

At 1st level, you can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of touch, you can target a creature within 30 feet of you that you can see instead. 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: Create Void (Level 2)

Starting at 2nd level, you can use your Channel Divinity to create a brief tear in the planar fabric that leads to the Astral Plane. As a bonus action, you can point your finger at a point you can see within 60 feet to create a planar tear. The tear is minuscule, but creates a powerful vacuum that forces each creature within 15 feet of the point to make a Dexterity saving throw. On a failed save, a creature takes force damage equal to 2d10 + half your cleric level and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much force damage and is not pulled. The tear vanishes immediately after drawing in any nearby creatures.

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 1)

While some deities are stern in their edicts and unmoved by mortal nuance, others accept those who come looking for a second chance. Gods of redemption, renewal, and suffering might be particularly inclined to accept such supplicants, so long as their pleas are genuine, and their will to atone remains resolute.

Clerics who approach these gods looking for forgiveness are granted the Atonement domain, either becoming permanent seekers of redemption or serving the god until they can intercede on the cleric's behalf with another deity.

Domain Spells

The following domain spells are available to you upon reaching the cleric levels listed in the Atonement Domain Spells table.

Atonement Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and either the Medicine or Religion skill (your choice).

Selfless Reprieve

Also at 1st level, you gain the ability to magically intercede on behalf of other creatures at the cost of your own well-being. When you make a saving throw against an effect that targets multiple creatures, you can choose to automatically fail the save and grant another creature targeted by the same effect that you can see an automatic success. You must make this choice before any rolls are made.

Once you use this feature, you can't use it again until the start of your next turn.

Channel Divinity: Shield of Martyrdom (Level 2)

Starting at 2nd level, you learn to employ your Channel Divinity to make a noble sacrifice. As a reaction, when a creature you can see within 30 feet of you would be reduced to 0 hit points as a result of taking damage, you can use your Channel Divinity to magically take the damage yourself, in place of the target. If this damage would reduce you to 0 hit points, it reduces you to 1 hit point instead. This redirects all the damage the creature would have taken to you, but the target is still subject to other effects as if it had taken the damage.

Your sacrifice also bestows your target with a divine ward, granting it temporary hit points equal to your cleric level.

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 1)

While some deities are stern in their edicts and unmoved by mortal nuance, others accept those who come looking for a second chance. Gods of redemption, renewal, and suffering might be particularly inclined to accept such supplicants, so long as their pleas are genuine, and their will to atone remains resolute.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and either the Medicine or Religion skill (your choice).

Selfless Reprieve

Also at 1st level, you gain the ability to magically intercede on behalf of other creatures at the cost of your own well-being. When you make a saving throw against an effect that targets multiple creatures, you can choose to automatically fail the save and grant another creature targeted by the same effect that you can see an automatic success. You must make this choice before any rolls are made.

Once you use this feature, you can't use it again until the start of your next turn.

Channel Divinity: Shield of Martyrdom (Level 2)

Starting at 2nd level, you learn to employ your Channel Divinity to make a noble sacrifice. As a reaction, when a creature you can see within 30 feet of you would be reduced to 0 hit points as a result of taking damage, you can use your Channel Divinity to magically take the damage yourself, in place of the target. If this damage would reduce you to 0 hit points, it reduces you to 1 hit point instead. This redirects all the damage the creature would have taken to you, but the target is still subject to other effects as if it had taken the damage.

Your sacrifice also bestows your target with a divine ward, granting it temporary hit points equal to your cleric level.

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 1)

Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something more...distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit them worthy of wielding it.

These clerics know they're worthy. Ambition leads to profit. Profit leads to power. They aren't evil misers, jealously guarding their jeweled temples—they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for everyone—including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their collaborators.

Avarice Domain Spells

Avarice Domain Spells

Prophet Motive

Divine assistance is most efficient when it synergizes between the Avarice cleric and whomever they deem worthy or capable enough allies. After choosing this domain at 1st level, when you cast a domain spell on an object or another creature, you can replicate the effect on yourself or an object you are touching without the need for additional components. If the spell requires concentration and your concentration ends, the spell ends on both you and the other creature, or both objects.

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: Object of Desire (Level 2)

Starting at 2nd level, you can distract those who wish to do you harm by tapping into their material desires. When you are attacked by another creature within 30 feet of you who can see you, you can use your Channel Divinity as a reaction to project an illusion of whatever the creature desires most from your holy symbol. The target must succeed on a Wisdom saving throw or become stunned until the end of your next turn.

The player or GM can roll a d10 on the Object of Desire table to determine what the creature most desires, or the GM is free to invent a craving. Savvy clerics take note of what illusion appears, wielding the knowledge of a creature's desires against it should they cross paths again.

Object of Desire

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 1)

Divine might invokes terror and reverence in equal measure. Celestials, mere shadows of the gods, must remind the creatures they visit to feel no fear in the face of their majesty, even as existential terror grips their audience. Clerics of this domain act as an open conduit for the sheer might of their gods, whose power far exceeds their breathtaking servants. The powers of this domain astonish and terrify both sinners and the devout.

Most gods can grant this domain to their followers when in short temper, and divine rulers like Zeus, Odin, El Shaddai, and Marduk favor it. Alternatively, these clerics represent divine organizations like the Circle of Greater Powers, Mount Olympus, or the Aesir, instead of one god.

Domain Spells (Level 1)

You gain domain spells at the cleric levels listed in the Awe Domain Spells table. See the Divine Domain class feature for how domain spells work.

Holy Fire (Level 1)

When you choose this domain at 1st level, you learn the sacred flame cantrip, which doesn't count against the number of cleric cantrips you know. If you roll an 8 on a d8 when rolling damage for this spell, you can roll another d8 and add it to the damage, including whenever you roll an 8 on the additional die.

Avatar of Authority (Level 1)

Also at 1st level, when you cast a cleric spell that affects an area, you can expand that area by a number of feet equal to 5 × the level of the slot used to cast the spell. The spell must either be one of your domain spells or have an Instantaneous duration. You can use this feature a number of times equal to your Wisdom modifier, and can't do so again until you finish a long rest.

Channel Divinity: Reverent Dread (Level 2)

Starting at 2nd level, your Channel Divinity reveals the overwhelming power of your god. As a bonus action, you can present your holy symbol and force a number of creatures within 120 feet of you equal to your Wisdom modifier (a minimum of 1) to make a Wisdom saving throw. A target must be able to see or hear you. On a failed save, a target is restrained in place and cannot move for 1 minute, though flying creatures remain aloft.

Each target repeats its saving throw every time it takes damage, and creatures immune to being frightened have advantage on saving throws against this feature.

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 1)

There is a delicate time for beginnings and endings, but there is always time for balance, do not doubt.

— Jarlaxle

Underdark clerics of the balance domain are committed to neutrality and order in all that they pursue. Many slyths follow this path for those reasons, but adherents of all races can be found walking this path. These clerics prefer diplomacy to combat, and are well versed in the art of calming individuals and helping parties that are at odds come to a peaceful, or at least a non-violent, resolution.

At each indicated cleric level, add the listed spells to your spells prepared.

Bonus Proficiency

1st-level Balance Domain feature

You gain proficiency in Charisma (Persuasion), and may double your proficiency bonus when you attempt to persuade a creature to forego a violent course of action.

You may also use your Wisdom modifier, instead of your Charisma modifier when making Charisma (Persuasion) and Charisma (Deception) checks.

Persuasive Renewal

1st-level Balance Domain feature

When you make a successful Charisma (Persuasion) or Charisma (Deception) check, you gain one balance point. The maximum number of balance points you can have is equal to twice your proficiency bonus. As a bonus action, you can spend an even number of balance points to restore one spell slot. The level of the spell slot restored is equal to half the number of balance points expended.

Channel Divinity: Wisdom's Ward (Level 2)

2nd-level Balance Domain feature

As a reaction, you can present your holy symbol when hit by an attack to summon a magical ward that grants you a bonus to your AC equal to your Wisdom modifier, potentially turning the hit into a miss. The ward lasts for 1 minute, or until you are hit by an attack, in which the ward explodes, causing all creatures of your choice within 5 feet of you to make a Strength saving throw against your spell save DC or be pushed back 10 feet and take force damage equal to 1d10 + your cleric level.

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 1)

Beauty is a concept that is interpreted differently by every culture, creed, and individual. For some it is an objective standard, unchanging and permanent. For others, true beauty must be fleeting and temporary to be appreciated. The beautiful can be used to uplift and inspire, but it can also be used to twist, control, and manipulate the naive.

Bonus Cantrip

When you adopt this Divine Domain at 1st level, you learn the friends cantrip. It counts as a cleric cantrip for you, but it doesn't count against your total number of Cantrips Known.

When you cast friends targeting a creature that is already friendly towards you, they do not realize they have been charmed and don't become hostile when the spell ends.

Shelter the Beautiful

Beginning at 1st level, you can rebuke those that attempt to destroy beauty with violence. As a reaction, when a creature within 60 feet that you can see is hit by an attack, you can grant them a bonus to their Armor Class against that attack equal to your Wisdom modifier (minimum of +1).

Once you use this feature, you must complete a short or long rest before you can use it again. If you wish to use it an additional time you can expend a cleric spell slot of 1st-level or higher to use this reaction again.

Channel Divinity: Impulsive Infatuation (Level 2)

Starting at 2nd level, you can use your Channel Divinity to overwhelm a creature with a flash of intense admiration for you, driving them to rash action in your defense. As an action, present your holy symbol and force one creature you can see within 30 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.

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 1)

[Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls]

Beauty can both bend minds and inspire hearts. It is the force that compels others to lose control and give in to their impulses, but it can also awaken strength and determination to steel a forlorn heart.

Clerics of Beauty bring joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. They seek to bring peace and amity among the world's folk. They fight only when they must, and prefer to use their magic to end fights with as little bloodshed as possible.

At each indicated cleric level, you add the listed spells to your spells prepared.

Beauty's Refuge

Starting at 1st level, your mere presence is enough to inspire hope and determination in others. When you complete a short or long rest, up to 12 allies of your choice gain temporary hit points equal to your Charisma modifier (minimum 1).

Rebuke the Defiler

When you select this domain at 1st level, you gain the ability to rebuke those who lash out at your in violence.

As a reaction when a creature you can see within 30 feet of you inflicts damage, you force that creature to make a Wisdom save. On a failed saving throw, it takes psychic damage equal to the damage dealt. On a successful save, it takes half that damage.

If the creature made multiple attacks, select one attack to determine the damage dealt. If the creature used one or more effects that damaged multiple targets, choose the damage take by one of those targets from one of the effects.

Once you use this feature, you can't use it again until you complete a short or long rest.

Channel Divinity: Beauty's Truce (Level 2)

Starting at 2nd level, you can use your Channel Divinity to quell the flame of violence.

As an action, you force all creatures within 100 feet of you to make Charisma saving throws. Each creature that fails this saved is charmed by every other creature that also failed the saving throw. This benefit lasts for one hour. While charmed by this ability, creatures consider all other creatures charmed by it to be their allies. They fight to defend them from attackers.

While this ability persists, absent any threat creatures charmed by it will rest, talk among themselves, share stories of their lives, create a communal feast using food and drink they carry, and generally act as if they are old friends, long separated and brought together again for a joyous reunion.

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 1)

The heady brew of fortitude, courage, and companionship is your nectar, and you share its blessings with those who need it.

Disciple of the Draught

At 1st level, you learn the message cantrip. You also gain proficiency in either Insight or Medicine (your choice), and you gain proficiency with brewer's supplies. Your proficiency bonus is doubled for any ability check you make that uses those supplies.

Channel Divinity: Blessed Brew (Level 2)

Starting at 2nd level, you can use your Channel Divinity to transform a container of nonmagical liquid into blessed brew; the number of doses equals 3 + your Wisdom modifier. Any special attributes the liquid previously had are negated. Anyone who imbibes one dose of this brew can choose one of the following benefits: advantage on Charisma-based skill checks, a +1 bonus to AC, or a +1 increase to the DC of saving throws against their castings of enchantment spells. This bonus lasts for 1 hour, leaving a warm buzz behind when it fades. A creature can benefit from only one dose of blessed brew between rests. An hour after creating blessed brew, the liquid turns into tasty, but mundane, beer.

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 1)

The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, reveling just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain.

Domain Spells

Black Powder Domain Spells
Cleric LevelSpells

1st

fog cloud, thunderwave

3rd

heat metal, shatter

5th

fireball, stinking cloud

7th

confusion, wall of fire

9th

cloudkill, deadly salvo*

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with alchemist's supplies or gunsmith's tools (your choice). You also gain proficiency with all simple and martial weapons that have the gunpowder weapon property (see the Adventuring Gear chapter), and when throwing an item with the gunpowder weapon property, such as a bomb, you don't treat the item as an improvised weapon.

Gunpowder Blessing

Also at 1st level, you can use an action to touch a weapon held by a willing creature. The weapon gains the gunpowder weapon property. This blessing lasts for 1 minute or until you use this feature again.

Channel Divinity: Imbue/Remove Explosivity (Level 2)

Starting at 2nd level, you can use your Channel Divinity to harness the power of black powder, infusing it into the weapons of allies to make them more deadly, or revoke your god's blessing, lessening the effects of enemy firearms.

As an action, you present your holy symbol and evoke explosive energy that instills your Gunpowder Blessing on one weapon possessed by each creature of your choice within 30 feet of you for 1 minute.

Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores its full function.

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 1)

The Blizzard Domain encompasses all things cold, from the raging snowstorm to the smallest ice cube. Gods of this domain include many gods of storm, destruction, and even the sea. Many of these gods are worshipped by mortals dwelling in arctic regions, such as the Frozenfar of Faerûn and the Frostfell of Eberron, in hopes that their favor will protect towns and camps from the destructive power of a raging ice storm. See the Blizzard Deities table for a list of some of the gods associated with this domain.

Blizzard Deities
Example DeityPantheon

Aegir

Norse

Auril

Forgotten Realms

Gruumsh

Orc

Poseidon

Greek

Rellavar Danuvien

Eberron

The Devourer

Eberron

Umberlee

Forgotten Realms

Domain Spells

You gain domain spells at the cleric levels listed in the Blizzard Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Cantrip

You gain the ray of frost cantrip if you don't already know it. This cantrip counts as a cleric spell for you but doesn't count against the number of cleric cantrips you know.

Bundle Up

Your deity's power protects you from the cold. You gain resistance to cold damage.

Channel Divinity: Cold Front (Level 2)

You can use your Channel Divinity to freeze your enemies in their tracks. As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 2d8 + #$prompt_number:min=2,max=20,title=Enter your cleric level,default=2$#|2d8 + your cleric level|Channel Divinity: Cold Front cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and suffers no additional effects.

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 1)

The Blood domain asserts that the ultimate divinity does not lie with the gods, but with the blood that sustains all living creatures. Seekers of the divinity within value mortal power above all, work to sustain life and the community, and aim to avoid death at all costs. Acolytes following the principles of this domain often have a complex relationship with the undead; intelligent undead may be pitied or hated for having lost their spark of the divine, or they may be venerated as tragic heroes having made the ultimate sacrifice in the service of the faith. Deities of any alignment are unlikely to claim influence over this subversive domain. Instead, it is typified by anti-theistic faiths such as the Blood of Vol.

Domain Spells

You gain domain spells at the cleric levels listed in the Blood Domain Spells table.

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Sanguine Sacrifice

Starting at 1st level, you can give the gift of the divinity within your own blood. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you can choose to restore an additional 1d6 hit points. If you do, you take 1d4 necrotic damage. For each spell level above 1st, you restore a further 1d6 hit points and take a further 1d4 necrotic damage.

If the spell restores hit points to multiple targets, you can choose whether to use this ability with each target separately. However, you take necrotic damage for each target you choose. For example, if you cast mass healing word using a 3rd level spell slot and choose to restore additional hit points to two targets, each gains an additional 3d6 hit points and you take 6d4 necrotic damage.

The necrotic damage you take from this ability cannot be reduced by any means.

Channel Divinity: Thief of Life (Level 2)

Starting at 2nd level, you have learned to steal the lifeblood of those who do not deserve its blessing.

When you deal necrotic damage to a creature, you can use your Channel Divinity to restore hit points to yourself or to one willing creature within 30 feet. The number of hit points you restore is equal to half the amount of necrotic damage you dealt (rounded down). If you dealt necrotic damage to multiple creatures, the amount of hit points you restore is determined by the damage you dealt to only one target.

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

Channel Divinity: Crimson Bond (Level 2)

Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).

While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.

Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.

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:

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 1)

The gods of blood are patrons of all varieties of slaughter—including war, battle, murder, and even hunting—and accept any shedding of blood as an offering to their domain. They are the patrons of warriors, particularly those of a more chaotic disposition. While many clerics that follow a blood deity resemble deranged, blood-thirsty cultists, others are comparable to the followers of particularly violent war deities. Examples of the deities of this domain are Bhaal, the Lord of Murder, and Shezmu, the Lord of Blood.

Bonus Cantrip

(1st-level Blood Domain feature)

When you choose this domain at 1st level, you gain the bloodletting† cantrip if you don't already know it.

Wrath of the Blood God

(1st-level Blood Domain feature)

Also at 1st level, you can cause the blood of your enemies to lash out at surrounding creatures, draining the life from them. When a hostile creature you can see within 30 feet of you is reduced to 0 hit points or subjected to a critical hit, you can use your reaction to unleash a burst of necrotic energy from its wounds. Constructs, elementals, and undead are invalid targets. Each creature of your choice within 10 feet of the target, which can include the target, must make a Dexterity saving throw. A creature takes 2d4 necrotic damage 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: Drain Spirits (Level 2)

(2nd-level Blood Domain feature)

Starting at 2nd level, you can use your Channel Divinity to sap the life of nearby creatures, using their vitality to heal a portion of your wounds.

As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 1d8 + half 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. You regain hit points equal to the damage dealt, up to a maximum of three times your cleric level.

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

Channel Divinity: Blood Puppet (Level 2)

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature's actions against their will.

As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw.

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 Examples
HealthState

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 1)

Blood magic is one of the most ancient forms of divine power. Clerics that serve gods of this Domain draw upon the primal power of life-blood to perform great and terrible feats. When there are no creatures from which to draw life-blood, these Clerics must sacrifice their own vitality to work their magic. Blood Clerics most often serve gods that revel in suffering, but some wield this ancient power to serve noble ends.

Drawing on the primal magic of life-blood, they become terrible warriors who strike fear into the hearts of their foes.

Bonus Proficiencies

Clerics of the Blood Domain are familiar with implements of all sorts that draw blood. When you adopt this Divine Domain at 1st level you gain proficiency with all martial weapons that deal slashing and piercing damage.

Bloodwell

Starting at 1st level, when you draw blood you can channel it into a sanguine ward, known as a Bloodwell. Whenever you deal necrotic, piercing, or slashing damage to a creature with blood in its veins, your Bloodwell gains hit points equal to half the damage you dealt to the creature. Whenever you take damage, your Bloodwell takes the damage first, and if it is reduced to 0 hit points, you take any remaining damage.

Your Bloodwell can have a maximum number of hit points equal to your Wisdom modifier + your cleric level.

You can sacrifice your vitality to fuel your Bloodwell. As a bonus action, you can expend 1 Hit Die, adding hit points to your Bloodwell equal to 1d8 + your Wisdom modifier.

The Magic of Life-Blood

If one of your features specifies that the target must have blood flowing in its veins, then that ability has no effect of constructs or undead creatures. Talk to your Dungeon Master if you wish to lift this restriction for your Blood Domain Cleric.

Channel Divinity: Blood Curse (Level 2)

At 2nd level, you gain access to this Channel Divinity. As an action, you can curse a target within 60 feet, as long as it has blood in its veins, forcing it to make Constitution saving throw. On a failed save, it is restrained for 1 minute as its blood congeals in its body. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

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 1)

There is divine blessing in the fruits of nature, but nowhere is this most pronounced than through fermentation. Gods whose portfolios include the Brewing domain—including Aegir, Azul, Chauntea, Dionysus, Lliira, Sharess, Sucellus, Vergadain, Wenta, and Yondalla—offer enlightenment through the power of alcohol.

Clerics with the brewing domain bring the knowledge of fermentation to the people; offering not only a safe beverage, but enlightenment through intoxication. True followers find joy and courage through drink and hear the words of their deity through consumption of this holy beverage.

In some pantheons this domain might be reflavored to include the fermentation of grape, honey, or another sugar source besides grain.

Bonus Proficiencies

At 1st level, you gain proficiency with a set of artisan's tools (brewer's or vintner's supplies) and your choice of Nature or Persuasion.

Liquid Courage

At 1st level, you gain the ability to imbue magic into any liquid, turning it into an alcoholic spirit. At the end of a long rest, you can touch a number of drinks up to your Charisma bonus (minimum 1). A creature can use an action to drink the imbued brew, gaining temporary hit points equal to your level and enough nourishment to sustain the creature for one day. A creature can't gain temporary hit points from this ability again until it has finished a short or long rest. The imbued drinks lose their potency if they have not been consumed when you take your next long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity: Intoxicating Song (Level 2)

Starting at 2nd level, you can use your channel divinity to intoxicate your enemies, making them less effective in combat.

As an action, you hoist your holy symbol while singing a boisterous song. Each enemy that can see or hear you within 30 feet of you must make a Constitution saving throw. On a failed save, it becomes intoxicated and is poisoned for 1 minute. A poisoned creature may attempt another saving throw at the end of each of its turns to rid itself of the condition.

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 1)

Clerics that revere the meditative toll of bells are practitioners of the carillon domain. Typically bellringers, parishioners, or pilgrims, clerics of this domain are equally devoted to all places of worship and interpret deities through the temple bells that sing their praise. They understand the power that bells hold as holy creations responsible for decreeing time, warning the innocent, and mourning the loss of those who pass on. Through bells, these clerics can rally the good and condemn the wicked, all while wordlessly proclaiming their reverence of the divine. While no specific deities are likely to claim ownership of this domain, each is as likely as the next to empower these clerics with their blessing in exchange for their proselytizing and sounding of the bells in their name.

Bonus Proficiencies

At 1st level, you gain proficiency with flails, mauls, morningstars, warhammers, and heavy armor.

Blessing of the Bell

Also at 1st level, you can hear the ringing of divine bells throughout the day. You always know what time it is, up to the nearest quarter hour. The bells also ring to signify the beginning of battle, granting you a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +0).

Channel Divinity: Frightful Knell (Level 2)

Starting at 2nd level, when a creature that you can see within 60 feet of you is reduced to 0 hit points, you can use your reaction to emit a foretelling death knell from it, using your Channel Divinity. The death knell is audible out to a range of 10 feet, and each creature of your choice that can hear it must make a Wisdom saving throw. On a failed save, the creature is frightened of the triggering target (or whatever is left of it) until the end of its next turn. A frightened creature is incapacitated for the duration as it contemplates its own mortality. Each time the creature takes damage, it can repeat the saving throw, ending the effect on itself on a success.

When you reach 17th level in this class, the death knells audible range increases to 30 feet.

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 1)

You embody the grace, strength, and resilience of felines. Eventually, you become able to transform physically into a lion or tiger.

A Claw in the Clowder

On choosing this domain at 1st level, you learn the true strike cantrip and you gain proficiency in the following skills: Acrobatics and Stealth.

Channel Divinity: Feline Finesse (Level 2)

At 2nd level, you can use your Channel Divinity to add a +10 bonus to any Dexterity ability or skill check made by you or someone you designate within 30 feet.

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 1)

The gods of the Cataclysm Domain are those that rule over the primal elements of stone and flame. The deities of this Domain are nearly always chaotic in nature, and they revel in the destruction caused by their chosen clerics.

Bonus Proficiencies

When you choose this Divine Domain at 1st level, you gain proficiency with all martial weapons and with heavy armor.

Earthen Rebuke

Starting at 1st level, you can rebuke your foes with stone and flame. As a reaction when a creature within 5 feet of you hits you with an attack, you can force it to make a Strength saving throw. On a failed save the creature takes 1d8 bludgeoning or fire damage (your choice) and falls prone. On a success, the creature takes half as much damage and doesn't fall prone.

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.

Channel Divinity: Cataclysmic Eruption (Level 2)

At 2nd level, you gain this Channel Divinity option. When you deal fire or bludgeoning damage, you can use this Channel Divinity to deal maximum damage, instead of rolling.

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 1)

In the sacred bonds between the divine and mortal realms, there exist enigmatic clerics pledged to serve deities of typically evil influence. Among them, the Chain Domain clerics stand as devoted mediators, seeking to harness or redirect the selfish whims of their deity in unconventional ways. These clerics perceive themselves as intermediaries, embracing chains as tools for guidance, understanding, and, at times, restraint. They aim to navigate the tumultuous relationship with their enigmatic deity, weaving the chains as symbols of both connection and potential liberation, in pursuit of channeling their deity's influence toward a tempered purpose.

Many of these clerics are considered intense by outsiders, and they may even be reformed cultists or regularly engage in fiendish contracts. And, while pious self-flagellation is never a requirement among clerics of this domain, it is nevertheless a common practice.

You gain domain spells at the cleric levels listed in the Chain Domain Spells table. See the Divine Domain class feature for how domain spells work.

Chain Domain Spells
Cleric LevelSpells

1st

command, grease

3rd

branding smite, hold person

5th

bestow curse, slow

7th

evard's black tentacles (the tentacles appear as thrashing chains), freedom of movement

9th

dominate person, hold monster

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with flails and whips, as well as ring mail and chain mail.

Repentant Chains

Also at 1st level, whenever you make an ability check or saving throw to escape or resist being grappled or restrained, you can use your Wisdom modifier instead of Strength or Dexterity.

Whenever you hit a target with a weapon attack, you can immediately use a bonus action to cause divine chains to wrap around the target. That target must make a Strength saving throw against your cleric spell save DC or become grappled by the chains until the start 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.

Channel Divinity: Bind the Faithless (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bind your foes with divine power.

As a bonus action, you present your holy symbol and conjure spectral chains that wrap around a creature you can see within 30 feet of you. That creature must succeed on a Strength saving throw or be restrained by the chains for 1 minute or until you end the effect (no action required). At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

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 1)

What is life but a series of changes, one after another? Clerics of change believe that the current moment could be the thing to change everything, the first step on the journey of a lifetime, the single spark that starts a revolution. Most serve gods of chaos, skilled trades, and travel, especially the Traveler. However, anyone seeking inspiration or pursuing change could find value in it, whether an adept of Onatar pursuing magical innovation or a skilled con artist with utter confidence in their skills.

Domain Spells

You gain domain spells at the cleric levels listed in the Change Domain Spells table.

Hearts and Minds

At 1st level, you embrace that society is fluid and ever-changing; you've not only learned how to compensate, but to exult in the flux. you gain one cantrip of your choice from the bard spell list. For you, this cantrip count as a cleric cantrip.

You also become proficient in your choice of two of the following skills: Deception, Insight, Intimidation, or Persuasion. Choose one of these skills; your proficiency bonus is doubled for any ability check you make that uses that skill.

Channel Divinity: Chaos of Battle (Level 2)

Starting at 2nd level, you can use your Channel Divinity to force foes to redirect their attacks. When a creature you can see within 30 feet of you makes an attack roll against you or casts a spell that targets only you, you can use your reaction to brandish your holy symbol and cause the creature to make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature must instead target another creature of your choice that is within range of the attack or spell. If there is not another creature within range, this ability fails. You must choose to use this feature before you make a saving throw or know whether the attack against you hits or misses.

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 1)

Only worshiped by the most unhinged devotees, or believers in pure anarchy, gods (and other entities) of Chaos, care little for the wellbeing of their followers. Their desires are often incomprehensible to mortals, and for the clerics who access the power that comes with from the Chaos Domain, it is only a matter of time before they are overtaken by insanity. These strange acolytes spread discord and chaos wherever they go.

Shattered Mind

When you adopt this Domain at 1st level, your mental state is irrevocably altered by the twisted power of your god. You gain resistance to psychic damage, and you are immune to having your thoughts read unless you allow it.

Words of Chaos

You can also project the chaos within your mind into the world through your twisted words. At 1st level, you learn vicious mockery. It counts as a cleric spell for you, but it doesn't count against your total number of Cantrips Known.

Optional Rule: Indefinite Madness

Servants of Chaos are often inflicted with insanity. At the end of each long rest, roll on the Indefinite Madness table from the Dungeon Master's Guide. The effect takes hold until your next long rest.

Channel Divinity: Touch of Madness (Level 2)

At 2nd level, you gain this additional Channel Divinity option. As an action on your turn, you can grasp your holy symbol and force a creature within 30 feet to make a Wisdom saving throw. On a failed save, the madness of your god infects their mind, and they are incapacitated for up to 1 minute. While incapacitated, they spend their turn babbling incoherently, and use their movement to move in a random direction.

At the end of each turn, the creature can repeat the saving throw, ending this effect on a successful save.

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 1)

Gods of Civilization—including Amaunator, Erastil, and Athena—concern themselves with the ideals of communities and laws. They oversee the construction of towns, cities, and empires. Devouts of Civilization are leaders of small villages and sprawling metropolises, they are pioneers and settlers, taming the wilds in the name of order and society. Whether grand cathedrals or humble abbies, the gathering places of followers of Civilization gods tend to become the centers of communities.

Well-Traveled

At 1st level, you gain proficiency with land and water vehicles, as well as navigator's tools. You also learn one language of your choice.

Quicken Pace

At 1st level, you are blessed with quickened travel. Your speed is increased by 5 feet. At 10th level, this bonus increases to 10 feet. While you are mounted, your mount is also granted this bonus.

Channel Divinity: Traveling Companion (Level 2)

Starting at 2nd level, level, you can use your Channel Divinity to share beneficial magic with a traveling companion.

When you cast a spell targeting a single friendly creature, you can use your Channel Divinity to target a second friendly creature (including yourself) in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

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 1)

Rava, the Goddess of Gear, has blessed her followers with unusual powers, but she is not the only being in the multiverse that can grant the clockwork domain. Historical gods of blacksmiths such as Hephaestus/Vulcan, Govannon, or Gu can serve as patrons, as can mortals-turned-gods renowned for their engineering skill, like Daedalus. The emergence of clockworks in a society represents both a shift in magic and in thought, and the clockwork powers seek careful, dedicated, and unrelenting followers. They are guardians of order, progress, and industry. Some, the followers of evil gods, seek to grind everything under the ceaseless cogs of might, while followers of neutral or good clockwork gods seek instead to shape society under the belief that all benefit when everything works in harmony.

Bonus Proficiencies

At 1s level, you gain proficiency in clockmaker's tools and heavy armor.

Blessing of the Gears

At 1st level, your divine insight grants you advantage on attacks made against clockwork creatures and other constructs.

Clockwork Domain Spells

The following spells are available to you, in addition to the standard cleric's spell list.

Clockwork Gods

Having trouble coming up with patrons for your clockwork clerics? Here are two options.

DeityAlignmentSuggested DomainsSymbol

Volund the Smith

NG

Clockwork, Knowledge

Crossed hammer and wrench

Molech Childeater

CE

Clockwork, Death

Black furnace with demonic grin

  • Volund:
  • Molech:

Channel Divinity: Construct Mastery (Level 2)

At 2nd level, you can use your Channel Divinity to bring constructs under your control. As an action, you can compel one construct you can see within 30 feet of you to make a Wisdom saving throw against your cleric spell save DC. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 minute or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 1 hour, until you use this ability again, or until the construct takes damage from you or one of your allies. When the effect ends, the construct is aware that it was magically controlled by you.

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 1)

Clerics, priests, and shamans living in the harsh environments of the arctic tundra must work with the tools at their disposal. Those tools are, more often than not, bitter cold, driving snow, wicked ice, hunger, and darkness. The gods of cold represent the harshness and fragility of life on the edges of civilization and on the bleakness of freezing dark. The clerics of cold sometimes venerate that brutality and darkness, while others bow to the powers of cold as a way to respect them while holding the darkness and death at bay like the borealis lights the way

The gods most associated with the cold domain are those representing the elements or storms, those associated with the season of winter, or those whose uncaring natures are synonymous with death and undoing. In the Forgotten Realms, Auril, the Frostmaiden and the Goddess of Winter, is the deity most closely associated with cold. The frost giant god, Thrym, has a large, icy foot firmly in the cold domain, as does Ulutiu, a forefather of the giant pantheon that held sway over glaciers, polar environs, and creatures that dwell in the arctic.

Domain Spells

You gain domain spells at the cleric levels listed in the Cold Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cold Influence

Also starting at 1st level, choose either necrotic or radiant damage. When you cast a cantrip or spell that deals cold or your chosen damage, you can change the damage to cold or the damage type you chose at 1st level. 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.

Channel Divinity: Icy Flesh (Level 2)

Starting at 2nd level, you can use your Channel Divinity to turn your body into chilling ice. As an action, you can turn your flesh into ice as hard as plate armor for 1 minute. Your armor class becomes 18, and a creature that hits you with a melee attack takes 1d6 cold damage. This damage becomes 3d6 cold damage at 11th level.

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 1)

The gods of commerce oversee the trade of goods and services. These deities understand that business lubricates the gears of society and keeps everything running smoothly. Some gods see commerce as a force which must be regulated so that all may benefit from fair trade. Other gods see it as a competition, where the accrual of wealth and power are the goal. In the cutthroat world of megacorporations and massive economic inequality, the latter deities often hold greater sway.

Clerics of these gods put great stock in the open market and the true value of all things. A cleric's station may range from the lowly accountant with dreams of starting their own business, to a ruthless mid-level executive looking to climb the ranks into the executive boardroom, or they may just be a rogue economist trying to bring balance to the commercial world.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with one type of artisan's tools of your choice, and in one of the following skills: Deception, History, or Persuasion.

Aggressive Bargaining

At 1st level, you can trade a bit of vital energy in order to twist fate. As a reaction, when you or a willing creature within 30 feet of you makes an attack roll, an ability check, or a saving throw, you and the willing creature can each choose to spend Hit Dice, up to a combined maximum of 4 Hit Dice. For each Hit Dice spent in this manner, the target adds 1d4 to the result. You can only use this ability after the roll, but before any effects of the roll are applied.

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: Mediation (Level 2)

Starting at 2nd level, you can use your Channel Divinity to exchange vital energy in a way that is profitable and beneficial for all.

As an action, you present your holy symbol, choose up to six willing creatures (which can include yourself) within 30 feet of you. Each creature can spend one or more Hit Dice to cause one other creature affected by this Channel Divinity to regain an equal amount of spent Hit Dice.

Additionally, until the end of your next turn, each creature can spend a hit die on its turn (no action required) if it is not incapacitated. The creature rolls the Hit Dice and regains hit points equal to the die roll + the creature's Constitution modifier + your cleric level.

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 1)

The Commerce domain values trade, proper management of resources, and entrepreneurship above all else, believing a healthy economy is the best path to create a more perfect world. Gods of commerce and trade — including Gond, Kol Korran, and Waukeen — promote enterprise and the development of marketable crafts and skills. Some clerics of this domain, however, eschew the worship of gods to instead focus their faith on the almighty coin, believing that wealth is the best resource for enacting lasting change and living long, happy, and healthy lives.

Regardless of what gods, or lack thereof, clerics of this domain worship, they are always on the hunt for the best deal, and travel the planes marketing their talents as healers and appraisers. In larger cities, temples of Commerce are often found offering a variety of services: from the standard spellcasting services of healing and revival, to the exchange of goods and coin, to the selling of magical tinctures, to high-risk venture capitalist groups in which others can invest their money.

Blessings of Commerce

When you choose this domain at 1st level, you gain the mending cantrip if you don't already know it, and you can use a money pouch or coin purse as a holy symbol.

Instant Gratification

Also starting at 1st level, you can bypass the lengthy process of haggling for mundane items and wealth by converting goods to coins and vice versa. As an action, you can use this feature for one of the following effects:

  • You magically transform a nonmagical object you're touching into its monetary worth in coins. For example, a mundane longsword you transform this way becomes 15 gp.

  • You magically transform a number of coins you're touching into a nonmagical object worth an amount equal to or less than the net value of the coins you transform. For example, you can transform 2 or more cp into an ink pen, or at least 1,500 gp into a set of plate mail.

This feature has no effect on objects or coins belonging to an unwilling creature.

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'24.

Channel Divinity: Irrefusable Offer (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bribe a creature into changing the way it attacks. When a hostile creature you can see within 30 feet makes an attack against you or one of your allies, you can use your reaction to cause 5 gp to appear at the creature's feet. If the creature can see the gold, it changes the target of the attack to another target of your choice within range of the attack, other than itself. If there are no other valid targets within range, the creature loses the attack.

This feature has no effect on creatures that are immune to the charmed condition, or that place no value in gold or money, such as creatures of Intelligence 4 or lower.

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 1)

The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.

Clerics of such gods value unity, and praise the strength that can be gained when people support each other.

Blessing of the Hearth

From 1st level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.

Additionally, you gain proficiency with Cook's Utensils.

Channel Divinity: Magnificent Feast (Level 2)

Starting at 2nd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to 2d4 + your cleric level, and can remove either the frightened or poisoned condition from that creature (chosen by the creature when consumed).

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 1)

Dogs that find their way into the worship of deities usually do so out of a desire to protect and aid others. Consequently they are drawn to pantheons whose ethos is one of protection, friendship and family. For such dogs, being stalwart friends and faithful companions is more than a cause; it is a calling from a higher realm.Some dogs who follow this path imagine canine deities sitting at the sides of the principal Gods. An example of such deities is the Good Mother; the principle locus for Awakened Canine faith and belief.

Aspect of the Amicable

When you choose this Domain at level one, you can use the Best Friends ability once per short rest.

Channel Divinity: Invoke Companionship (Level 2)

Starting at 2nd level you can use your Channel Divinity to reaffirm your allies' bonds.

As an action you present your Holy Symbol and evoke a positive energy which can heal and stir your allies. Choose any number of creatures within 30 feet. Each creature affected may gain temporary hit points equal to your cleric level.

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 1)

Shepherds of their flocks and great orators, these clerics can heighten the potency of their prayers when others of their faith reinforce them. The congregation's strength is in numbers, and clerics who follow this domain almost never serve alone and are almost always found in at least pairs. Priests of the congregation can favor war or competence over battle might, but all are dedicated to leading large groups of worshippers, sharing faith, and lending a hand to their co-religionists.

Domain Spells

Starting at 1st level, You gain the following domain spells.

Bonus Cantrip

When you choose this domain at 1st level, you gain the guidance cantrip, which does not count against the number of cleric cantrips you now.

Bonus Proficiency

Starting at 1st level, you become proficient in the Persuasion skill.

Communal Prayers

Starting at 1st level, you can make your spells more potent if others cast the same spell as you. When another friendly creature casts the same spell in the same round as you, but before your spell takes effect, creatures targeted by your spell have disadvantage on saving throws against your spell.

Channel Divinity: Mass Aid (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bolster your allies with toughness and resolve. As an action, you present your holy symbol and evoke healing energy that increases the hit point maximums and current hit points by your proficiency bonus x 5 for eight hours for all creatures you choose within 30 feet of you. This trait has no effect on undead or constructs.

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 1)

Gods and faiths of corruption—including Tharizdun, the Shadow, and Cults of the Dragon Below—exist to warp and debase all around them in mind or body, or both. While usually evil, clerics of corruption oftenbelieve they are improving those whose lives they touch, and sometimes amass cults that willingly submit to the change they bring about.

Domain Spells

You gain domain spells at the cleric levels listed in the Corruption Domain Spells table.

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Fleshcraft

At 1st level, you gain the ability to magically warp the flesh of those you deem worthy of the honor. As an action, you may target up to 2 creatures within 60 feet. Each target must succeed on a Constitution save or take 1d4 necrotic damage and have disadvantage on the next attack roll they make before the end of their next turn. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). This ability has no effect on constructs and plants.

Channel Divinity: Pernicious Twisting (Level 2)

Starting at 2nd level, you can use your Channel Divinity to intensify effects that debase your foe's minds and bodies.

When you roll psychic or necrotic damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

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 1)

Clerics of the cosmic domain (somtimes called Clerics of Spacetime) are a new addition to the varied pantheon of clerics that came about with the discovery of Arcana thousands of years ago. With that came understanding of the flow of time and the matter of cosmic space. Clerics of this domain the study of the rules of the cosmos, which by extension is the rule of the gods, as they created the cosmos we live in. This order of clerics attracts those drawn to knowledge and wonder, they may be the most travelled of the clerics, looking to document some of the worlds most weird and wonderful godly and arcane artefacts. The magic they have found with their deities is new, and some consider dangerous.

Clerics of the cosmic domain can be found side by side by wizards and sorcerers, understanding the way of the world and the magic that permeates through it. As a result, they are sometimes met with suspicion or animosity by clerics of more ancient traditions. Where they are welcome, Time and Space cleric are often known as great educators or sometimes even detectives, as they are most often driven to find the facts that are sometimes not evident to the layman.

Domain Spells

1st-level Cosmic Domain feature

You gain domain spells at the cleric levels listed in the Cosmic Domain Spells table. See the Divine Domain class feature for how domain spells work.

Implement of the cosmos

1st-level Cosmic Domain feature

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Cosmic Influence

1st-level Cosmic Domain feature

You understand the nature of space, not just that people occupy it, how they physically and spiritually interact with it and 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: Flow of Time (Level 2)

2nd-level Cosmic Domain feature

You can use your Channel Divinity to slow time for an enemy for a brief moment. 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.

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 1)

The Courage domain focuses on personal heroics, and acts of valor and self-sacrifice. While the Courage domain bears many similarities to the War domain, it is more individualistic and isn't directly connected to war. Clerics of this domain often take part in smaller conflicts, and focus on personal battles over grandois wars. Many war-like deities can claim influence over this domain, however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah. Gods of endurance and loss, such as Ilmater and Shar, can claim some influence over this domain as well, as they promote courage in the face of hardship. Regardless of their patron deity, clerics of this domain make for heroic warriors, eager to face their fears and fight against the odds to achieve their goals.

Courage Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Renewed Spirit

Also at 1st level, you learn to rally yourself or your allies against danger, pushing them to fight on. As a bonus action, you can choose yourself or another creature you can see within 30 feet of you, and cause one of the following effects:

  • If the target is afflicted by the charmed or frightened condition, you end one of those conditions on it.

  • The target can use its reaction to move up to its speed towards a hostile creature of its choice that it can see, without provoking opportunity attacks.

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: Force of Will (Level 2)

Starting at 2nd level, you can use your Channel Divinity to unleash a wave of divine energy that invigorates your allies and enervates your foes.

As an action, you present your holy symbol and invoke the name of your deity. Each friendly creature within 30 feet of you gains temporary hit points equal to 1d10 + half your cleric level, and each hostile creature within 30 feet of you takes force damage equal to 1d10 + half your cleric level. A creature that has total cover from you is not affected.

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 1)

Gods of creation—including Hephaestus, Gond, Onatar, and The Traveler—embody ideals of innovation, craftsmanship, skill. Clerics of creation see beauty in craftsmanship of many kinds, and most believe any creative endeavor is worthwhile. These clerics specifically look to constructs as perfect examples of achievements in ingenuity.

Domain Spells

You gain domain spells at the cleric levels listed in the Creation Domain Spells table.

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Anointed Craftsmanship

Also at 1st level, you become proficient in your choice of two kinds of artisan's tools. Your proficiency bonus is doubled for any ability check you make that uses either of those tools.

Additionally, you can affect constructs with any spell that restores hit points as if they were living creatures.

Channel Divinity: Benediction Ward (Level 2)

Starting at 2nd level, you use your Channel Divinity to utter a quick prayer, fortifying your armor and delivering you from harm. When you are attacked while wearing armor, you can use your Channel Divinity to gain a +10 bonus to your Armor Class against that attack. You make this choice after the attack hits, but before the DM describes the results of the attack (such as damage).

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 1)

If the Light Domain represents the beauty and joy of day and the Twilight Domain the calm and serenity of dusk, then the Darkness Domain represents the full submersion into unknowable night. Upholding the ideals of nihilism, secrecy, and self-reliance, clerics of darkness often reject their pride and material desires and instead focus on the pursuit of training and self-improvement. Acknowledging their insignificance in this world and yet refusing to fade away completely, clerics of darkness typically act as assassins, mercenaries, monster hunters, vigilantes, gatekeepers of knowledge, and other professions typically seen as "undesirable" or beyond the threshold of normal society.

Evil deities such as Lolth, Tenebrous, and Zehir are most known for being gods of darkness, but gods of trickery, illusion, or death, such as Mask, Sehanine, and The Raven Queen, may also extend their influence to the Darkness Domain. On a rare occassion, even a god of light might take on clerics of darkness, drawing on the power of the divine shadow they cast to create servants that can operate effectively in corners of the world that traditional clerics of light would normally avoid.

Pierce the Night

1st-level Darkness Domain feature

Your dread power allows you and your allies to see through the darkness. You have darkvision out to a range of 120 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 proficiency bonus. 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.

Rebuke the Light

1st-level Darkness Domain feature

You can rebuke attackers with the power of darkness. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn.

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.

Channel Divinity: Shadow Purge (Level 2)

2nd-level Darkness Domain feature

You can use your Channel Divinity to harness darkness, banishing light and dealing necrotic damage to your foes.

As an action, you present your holy symbol, and any magical light sources within 30 feet of you are dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic 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.

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 1)

Darkness enshrouds our private affairs and shelters our secrets. The shadows may protect the hunted from the hunter or conceal danger. Emissaries of the gods who claim dominion over the darkness may provide protection for those in need or aid those who hunt in the night, if they are not themselves the hunters.

Creature of Darkness

When you choose this domain at 1st level, you gain proficiency in either Deception or Stealth skill (your choice). While in dim light or darkness, you can take the Hide action as a bonus action.

Channel Divinity: Shadowsight (Level 2)

Starting at 2nd level, you can use your Channel Divinity to gain darkvision (60 feet) for 1 hour. If you already have darkvision as a racial characteristic, using your Channel Divinity this way allows you to see in magical darkness to a distance of 30 feet as if it were dim light, for 1 hour.

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 1)

Gods of darkness and shadow — such as Set, Shar, and the Raven Queen — are not often depicted in the best light, being associated with terror, desolation, and unending night. Dwelling in their gloomy, often lightless realms, these deities don't tend to attract many followers. So when a cleric chooses to devote their life to the service of one of these gods, they are imbued with great power over the shadows, becoming able to cause fear in the hearts of mortals. These gods teach their followers to think like the forces of evil in order to slay and conquer them, countering dark powers with their own black gifts.

While some clerics of the Darkness Domain are evil fearmongers, most instead make it their mission to rehabilitate the image of their deity through acts of heroism using their shadowy powers, becoming dark champions that bring comfort to innocents in the darkest of nights.

Umbral Vision

When you choose this domain at 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range of your darkvision instead increases by 30 feet.

Once you reach 6th level in this class, magical darkness no longer impedes your darkvision.

Tendril of Darkness

Also at 1st level, you gain the ability to use your shadow as a weapon, channeling fear and despair into those you strike with it. This shadow whip counts as a simple melee weapon, though only you can use it. It has the finesse and light properties, as well as 15 feet of reach. It deals 1d8 psychic damage on a hit, including your Strength or Dexterity modifier as normal. You must have a free hand to make attacks using your shadow whip.

When you hit a Large or smaller creature with an attack using your shadow whip, you can attempt to drag the target toward you. The creature must succeed on a Strength saving throw against your spell save DC or be pulled to the nearest unoccupied space to you.

You can attempt to pull a creature this way a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest'24.

Channel Divinity: Grasping Shadows (Level 2)

Starting at 2nd level, you can summon shadow energies that constrict a creature, using your Channel Divinity. As an action, choose a creature you can see within 60 feet. That creature must succeed on a Strength saving throw or become restrained for 1 minute. The target makes the initial saving throw with disadvantage if it's within an area of dim light'24 or darkness'24. As an action during each of its turns, an affected creature can repeat the saving throw, freeing itself on a successful save.

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 1)

The clerics of the Darkness Within are secretive individuals who detach themselves from society and keep to the shadows. They accommodate themselves to darkness and operate unseen, focusing on hiding what they deem significant from the eyes of those who seek them. The imprint of the Dark Star's reign still resonates with the populace of Aglarion, manifesting in the subconscious memory of the society as a whole. Those who follow the Darkness Within keep their faith to themselves even if they are not devoted to the ideology of the dark solar avatar of their dualistic god. They pray at midnight and venerate the new moon as the absolute peak of their god's power.

Domain Spells

Starting at 1st level, You gain the following domain spells.

Darkness Domain Spells
Cleric LevelSpells

1st

fog cloud, sleep

3rd

darkness, darkvision

5th

fear, nondetection

7th

greater invisibility, phantasmal killer

9th

dream, mislead

Dark Sight

Starting at 1st level, you gain darkvision 60 ft. and magical darkness does not impede your sight. If you already have darkvision, its range increases by 60 ft.

Cloak of Darkness

Starting at 1st level, as a bonus action, you can weave shadows around you into a magical cloak that hides your form and protects you from attacks. For 1 minute, creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it does not rely on sight, as with blindsight or tremorsense, or can see through illusions, as with truesight. Once you use this feature, you cannot use it again until you finish a short or long rest.

Channel Divinity: Darkness Descends (Level 2)

Starting at 2nd level, as an action, you can use your Channel Divinity to harness darkness, summoning darkness and banishing light. As an action, you present your holy symbol and summon a 30 foot radius globe of darkness that functions as the darkness spell that lasts for 1 minute. The globe appears in a space that you can see within 30 feet of you. Any magical light effect within the globe is dispelled. Additionally, each hostile creature within the globe must make a Constitution saving throw against your spell save DC when the globe of darkness appears. A creature takes necrotic damage equal to 2d6 + 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 unaffected.

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 1)

[Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls]

Custom built for clerics of Zehir, and perhaps Lolth.

At each indicated cleric level, you add the listed spells to your spells prepared.

Child of Night

When you choose this domain at 1st level, you gain the chill touch cantrip. If you do not have darkvision, you gain it with a range of 30 feet.

Shield of Ineffable Darkness

Starting at 1st level, you can invoke the power of darkness to punish anyone fool enough to harm you. As a reaction when a creature you can see damages you, you cause that creature to become blinded until the end of your next turn.

Once you use this feature, you can't use it again until you complete a short or long rest.

Channel Divinity: Shadow Spawn (Level 2)

Starting at 2nd level, you can use your Channel Divinity to fade into the darkness.

As a bonus action, you become a creature of darkness that can blend into the shadows. You gain advantage on all Dexterity (Stealth) checks. If a creature cannot see you, your spells and attacks deal maximum damage to them. The shadows seem to draw around, as if they seek to protect you. This benefit lasts for one minute.

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 1)

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.

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 2)

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.

Divine Strike (Level 8)

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric 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.

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.

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.

Demonic Domain

Demonic Domain (Level 1)

The demonic domain subclass allows clerics to channel the essence of demonic beings, gaining demonic features and powers. As they progress, their physical form transforms, granting them natural armor, claws, or wings. They can also summon minor demons to aid them in battle or use their demonic presence to strike fear into the hearts of their enemies.

Demonic Resilience

Starting at 1st level, whenever you take fire or necrotic damage, you can use your reaction to reduce it by half.

Channel Divinity: Demonic Wrath (Level 2)

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to tap into the raw fury of the demonic realm. For 1 minute, your melee weapon attacks deal an additional 1d4 fire damage and 1d4 necrotic damage. Furthermore, during this duration, you gain advantage on Intimidation checks.

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 1)

Among the more superstitious, inland-dwelling folk of Castea, the oceans and seas are things to be feared. According to myth and legend, the seas swallowed up ancient civilizations during the Great Storm, bringing about untold amounts of death and destruction. These people view the gods and clerics of the Depths domain in much the same way: as bringers of ill-fates. However, those who have a closer connection to the seas, such as those who reside on the coasts or islands, recognize that a swift death is only guaranteed if you fail to offer the proper respect. They know that if one offers deference and respect, the waters of the deep will return the gesture. Clerics of the Depths domain embody this dichotomy. They are people to be feared and respected, deliverers of both punishment and bounty. They are people of little patience and infinite wrath, and at the same time, deeply caring and giving souls.

On Castea, clerics of the Depths domain typically worship Ashiadne Azai, the Ancestor goddess of ill omens and the seas, or another lesser deity of the ocean. These gods of the depths expect of their clerics two things: to warn the masses of the dangers of the sea, and to demonstrate what happens when you disrespect their power. They loathe above all else arrogance and ignorance, and command their clerics to punish such behaviour with the wrath of the waves. Additionally, clerics of this domain will act as stewards and guides for those who wish to go to sea. They will make offerings or sacrifices to their deity to ensure a seafaring crew's safe return, bless ships and other vessels, or even accompany sailing crews to provide safe passage on treacherous journeys.

Domain Spells

You gain domain spells at the cleric levels listed in the Depths Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiency

At 1st level, you gain proficiency with tridents and nets.

Waters of Life

Also at 1st level, whenever you finish a short rest, if you spent that rest submerged in a body of water (such as a river, lake, pond, or ocean), you may choose one of the following options:

  • All hit die you rolled during the short rest are treated as having rolled their maximum value.

  • Regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

  • Cast the augury spell without requiring components, expending a spell slot, or having it prepared.

You can only choose each option once before you take a long rest.

Additionally, you are know the approximate direction and distance of any bodies of water within 1 mile of you.

Blessing of the Deep

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature to bless it.

While blessed, the target can breathe underwater, gains a swimming speed equal to its walking speed, and can speak normally and gains darkvision with a range of 60 feet while underwater.

This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Song of the Sea (Level 2)

Starting at 2nd level, you can use your Channel Divinity to lure your enemies to their inevitable demise. As an action, you present your holy symbol, causing a creature of your choice that you can see within 60ft and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, the target is charmed by you for up to one minute or until it takes damage or fails a saving throw.

While charmed in this way, the target can't take any actions or reactions, has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you, and spends its turn moving up to 10 feet towards you if it is able to. Additionally, if a creature charmed this way is within 10 feet of you, it has disadvantage on all saving throws and attacks made against it have advantage. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, it is no longer charmed.

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 1)

Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon the world; in others, they have pleaded with the god for priesthood to destroy a single foe; others still simply worship their god out of reverent fear.

Devastation Initiate

When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.

Channel Divinity: Calamity (Level 2)

Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell's damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.

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 1)

Some gods revel only in the crushing of walls and the burning of cities. The gods of destruction - such as Bane, Erythnul, Sirrion, and Maglubiyet - train their clerics to oppose the forces of creation. These deities need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth.

Clerics who follow gods of destruction often have a deep personal connection with their chosen deity. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; other still simply worship their god out of fear.

Bonus Proficiencies

At 1st level, you gain proficiency with one martial melee weapon and one martial ranged weapon of your choice.

Devastation Initiate

At 1st level, you learn two evocation cantrips of your choice which count as cleric cantrips for you.

Channel Divinity: Ruin (Level 2)

By 2nd level, as a bonus action, you can visit destruction on a single creature you can see within 60 feet. This creature must make a Constitution saving throw. On a failed save, the creature's Armor Class is reduced by 4 for 1 minute, or is reduced by 2 on a successful save.

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 1)

[Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls]

Custom built for clerics of Gruumsh, and perhaps Tiamat.

At each indicated cleric level, you add the listed spells to your spells prepared.

Armed for Destruction

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Destructive Fury

Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability, you cannot use it again until you complete a short or long rest.

When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the slot's level and a bonus to weapon damage rolls equal to half the slot's level (minimum 1). This benefit lasts for one minute.

Channel Divinity: Sundering Invocation (Level 2)

Starting at 2nd level, you can use your Channel Divinity to channel destructive energy.

As an action, you touch a creature or a an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your cleric level thunder damage on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage.

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 1)

With their connections to the gods of the Stone Court, clerics are important contributors to raiding life. The Discovery Domain concerns itself with sailing, exploring, and seizing the riches to be found. These clerics often serve as raid captains or navigators and within each clan they are honored, respected, and at times, feared.

You have a favored god but respect them all and your divine power comes from the entirety of the Stone Court.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and navigator's tools. You also gain proficiency with vehicle (land) or vehicle (water).

Eye of the Navigator

Starting at 1st level, when you are traveling through any environment other than urban or dungeon, you have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make. Additionally, your experience at sea—and the blessing of your god—gives you a swim speed equal to your walking speed and you are able to hold your breath twice as long as normal.

Channel Divinity: Guided by the Divine (Level 2)

Your years of exploration, combined with the bond you share with your god, grant you exceptional abilities to locate areas of interest. Starting at 2nd level, you may use an action to use your Channel Divinity to help locate a destination. Until your next long rest, you know the following information about any known location:

  • How far it is to your chosen destination in hours, days, or weeks.

  • The compass direction you need to take to reach your destination.

You cannot determine the distance to a location that you have only heard of by story or myth, but you can determine the direction. If the location is not known by any mortal, the location is not on the same plane of existence, or is magically hidden, you learn neither direction nor distance, but this ability will confirm whether the destination actually exists.

You may only use this ability to focus on one location at a time—the most recent use of this feature overrides any previous uses.

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 1)

The gods of the rivers, lakes, rains, and seas vary from wrathful storm lords to gentle life bringers. The more violent gods of storms hold sway over the Tempest domain, but the gods of sea life, healing waters, flowing rivers, and blessings of rain belong to another domain: Water. These gods can include beings like Anuket of Egypt, Glaucus of Greece, Chaac of the Maya, Habbakuk from Dragonlance, Eldath from the Forgotten Realms, and Obad-Hai from Greyhawk. The priests of these deities bless fishermen with safety and a plentiful catch and farmers with rain for a strong harvest, utilize the life-giving waters to cleanse disease and heal the sick, and protect the sanctity of the rivers, lakes, and seas as well as the creatures that reside there. Don't confuse this peaceful nature with pacifism, though, as Water clerics will defend their charges, violently if need be.

Bonus Cantrip

At 1st level you learn either the Shape Water or Ray of Frost cantrips. These are considered Cleric cantrips for you. If you already know both of those, you may learn another from the Cleric spell list.

From the Depths

At 1st level you gain proficiency with the trident, gain a swim speed of 30, and can breathe underwater.

Channel Divinity: Watery Spirit (Level 2)

Starting at 2nd level, you can use your Channel Divinity to protect an ally with a spirit of the ocean. As an action, you present your Holy Symbol and touch an ally, granting him your god's blessing. A small watery spirit in the shape of an aquatic creature begins to hover over their shoulder, and for the next minute they are healed for an amount equal to half your Cleric level rounded down at the start of each of their turns, minimum of 1. In addition, they are healed for the same amount whenever you cast a spell of first level or higher. Until this effect ends, you can use a bonus action to switch the spirit to another ally.

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 1)

Fate is seen by some as a power above the gods themselves; the cosmic force to which all, mortal and immortal, are bound. Clerics of such a force are seers, oracles, and prophets. They attempt to unravel the mysteries of destiny. Through their art they gain secret knowledge of things past, present, and future.

At each indicated cleric level, you add the listed spells to your spells prepared.

Oracle

At 1st level you learn the Thaumaturgy cantrip.

Vestal Teachings

At 1st level you become proficient in your choice of two of the following skills: Arcana, Religion, Insight.

Channel Divinity: Seer's Omen (Level 2)

Starting at 2nd level, you can use your Channel Divinity to force a creature you can see within 30 feet to make a Wisdom saving throw. If the creature fails its saving throw, then for the next minute whenever it makes an attack roll or a saving throw, it must roll a 1d4 and subtract the number rolled from the attack roll or saving throw.

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 1)

The Prophecy domain focuses on foretelling danger and preventing harmful outcomes. Clerics of this domain are also known as "oracles." Oracles pay special attention to dreams, intuitive thoughts, and hallucinatory visions. They are widely believed to be capable of predicting the future, though their visions are often misinterpreted. They live by the phrase, "know thyself."

Oracles often carry special varieties of incense and holy water with them. The holy water may be boiled to produce vapors, which the oracle inhales in order to enter a trance-like state. During such a trance, the oracle thrashes and wails as they experience flashes of divine insight. They often employ scribes to write down their words, so that they may be recalled later.

Prophecy Domain Spells
Cleric LevelSpells

1st

identify, detect magic

3rd

augury, locate object

5th

beacon of hope, clairvoyance

7th

divination, death ward

9th

dream, scrying

Mindful Senses

When you choose this domain at 1st level, you gain the message cantrip if you don't already know it. Additionally, you gain proficiency in the Perception skill.

Blessing of Foresight

Starting at 1st level, you use your divination spells to protect your allies from future events. Whenever you cast a divination spell of 1st level or higher, choose one creature you can see. That creature gains temporary hit points equal to your Wisdom modifier + your cleric level.

Channel Divinity: Prophetic Trance (Level 2)

Starting at 2nd level, you can use your Channel Divinity to enter a prophetic trance. As an action, you inhale hallucinatory vapors and enter a trance-like state for 10 minutes. Roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these prophecy rolls. You must choose to do so before the roll is made. Each prophecy roll can be used only once. You lose the prophecy rolls when your trance ends.

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 1)

The remnant of divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god. In his short stint of divinity, Tenebrous slayed countless gods and began the Great Modron Match cementing his cult following, even long after he vanished from the multiverse. What attraction his followers feel to this deceased god of darkness and undeath is a mystery known only to his worshippers. Whatever the reason, some clerics choose to shirk their ties to the pantheon, and embrace Tenebrous, the Shadow that Was.

Although Tenebrous exists only as a vestige, clerics who worship him receive spells from somewhere. Perhaps the remnants of his divinity are sufficient that he can still grant spells, or perhaps godhood and apotheosis are far more complex and riddled with mystery than anyone ever imagined.

Darkvision

When you choose this domain at 1st level, you gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already possess darkvision from another source, its range increases by 60 feet.

Starting at 6th level, magical darkness no longer impedes your darkvision.

Visage of the Dead

Also at 1st level, you appear gaunt with grey-green skin, much like an undead creature. You can use your bonus action to focus this undeath and gain a number of temporary hit points equal to your cleric level + your Wisdom modifier. After using this ability, you must complete a long rest before doing so again.

Channel Divinity: Control Undead (Level 2)

Beginning at 2nd level, as an action expending your Channel Divinity, you can target one undead creature you can see within 30 feet. This target must make a Wisdom saving throw. On a failed save, the undead must obey your commands for the next 24 hours, or until you use this Channel Divinity Option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.

On each of your turns, you can use a bonus action to mentally command any creature you command if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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 1)

The remnant of divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god. In his short stint of divinity, Tenebrous slayed countless gods and began the Great Modron Match cementing his cult following, even long after he vanished from the multiverse. What attraction his followers feel to this deceased god of darkness and undeath is a mystery known only to his worshippers. Whatever the reason, some clerics choose to shirk their ties to the pantheon, and embrace Tenebrous, the Shadow that Was.

Although Tenebrous exists only as a vestige, clerics who worship him receive spells from somewhere. Perhaps the remnants of his divinity are sufficient that he can still grant spells, or perhaps godhood and apotheosis are far more complex and riddled with mystery than anyone ever imagined.

Darkvision

When you choose this domain at 1st level, you gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already possess darkvision from another source, its range increases by 60 feet.

Starting at 6th level, magical darkness no longer impedes your darkvision.

Visage of the Dead

Also at 1st level, you appear gaunt with grey-green skin, much like an undead creature. You can use your bonus action to focus this undeath and gain a number of temporary hit points equal to your cleric level + your Wisdom modifier. After using this ability, you must complete a long rest before doing so again.

Channel Divinity: Control Undead (Level 2)

Beginning at 2nd level, as an action expending your Channel Divinity, you can target one undead creature you can see within 30 feet. This target must make a Wisdom saving throw. On a failed save, the undead must obey your commands for the next 24 hours, or until you use this Channel Divinity Option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.

On each of your turns, you can use a bonus action to mentally command any creature you command if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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 1)

Clerics that follow the light of the Great Golden Goose seek to shower others in gold, riches and joy, whoever and wherever they may be. They are fierce fighters and close lovers of nature, drawing upon their divine deity for golden blessings they can bestow upon their allies and shining wrath they can rain down on their foes.

Golden Goose Domain Spells

Golden Goose Domain Spells

Bonus Proficiency

You gain proficiency with Wisdom (Survival) checks. If you are already proficient, your proficiency bonus is instead doubled for any ability check you make using the aforementioned skill.

Friends of Gold

You learn the animal friendship spell. The spell counts as a cleric spell for you, but you always have it prepared, and it doesn't count towards the number of spells you can prepare each day. When you target Geese or other birds with this spell, they have disadvantage on the save.

Channel Divinity (Level 2)

You gain the following Channel Divinity options:

Wings of Gold

You conjure forth a pair of golden spectral wings that float behind you and last for 1 minute. The wings shed bright light in a 5 foot radius, and dim light for an additional 10 feet. As an action on your turn, you can have the wings flap furiously, creating a sudden rush of wind which extends out from you in a 15-foot cone. Each Huge or smaller creature in the cone's area must succeed on a Strength saving throw versus your cleric spell save DC or be pushed 5 feet away from you and knocked prone. When you reach 17th level in this class, the cone's size increases to 30 feet.

Feathered Defense

You surround yourself in an armor of golden feathers, which lasts for 1 minute. For the duration, you have a +1 bonus to AC, and whenever you take nonmagical bludgeoning, piercing or slashing damage, that damage is reduced by 2. The armor is made up of hundreds of golden feathers. As an action on your turn, you can grab a handful of these feathers and present them to one willing creature within 5 feet of you. When the creature holding the feathers makes a saving throw or ability check, they can call upon the feather's magic to gain advantage on the roll. After the roll is made, the bundle of feathers then vanishes with an ethereal honk.

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 1)

When it comes to beings of awesome power, dragons reign supreme. How much more awe-inspiring, then, must be the gods dragons worship? Dragons embody many things: mastery of the elements and the most unforgiving environments, sagacity, long life, and an eternal hunger to acquire greater wealth and power. Those who worship dragons or the gods of dragons may strive to embody several, or perhaps even all, of these qualities themselves.

Bonus Proficiency

You are proficient in the Arcana skill, and your proficiency bonus is doubled for any ability check you make that uses this skill. You also have advantage on saving throws against being frightened.

Channel Divinity: Charmer of Reptiles (Level 2)

Starting at 2nd level, you can use your Channel Divinity to charm nonintelligent reptiles. As an action, you present your holy symbol and invoke the name of your deity. Each reptilian creature within 30 feet of you that can see you must make a successful Wisdom saving throw or be charmed by you for 1 minute or until it takes damage. While a reptile is charmed by you, it is friendly to you and to other creatures you designate.

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 1)

Gods of dragons - including Bahamut, Tiamat, Faluzure, Io, and various lesser deities - are few compared to other gods but inspire fear and awe from many. Their followers are mighty dragons or more humanoid servants such as dragonborn, kobolds, half dragons, or others that revere the legendary dragon gods. In particular, Bahamut and Tiamat both have a strong following of non-draconic worshippers. Devotees of the Platinum Dragon, king of metallic dragons, spread their god's ideals of justice, compassion, and goodness. Meanwhile, worshippers of the evil Dragon Queen, mother of chromatic dragons, revel in her greed and need to elevate dragons above all others. Clerics of the dragon gods glorify the power of dragons, while seeking to assist and protect those dragons who are aligned with their dragon god.

Domain Spells

You gain domain spells at the cleric levels listed in the Dragon Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiencies

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

Draconic Blessing

From 1st level, your god bestows you with the blessing of one of its draconic children. You must choose a dragon from the Draconic Blessing table. The damage type and breath weapon associated with each dragon is used by features you gain later.

Draconic Blessing
DragonDamage TypeBreath Weapon

Black

Acid

10 by 60ft. line (Dex. Save)

Blue

Lightning

10 by 60ft. line (Dex. Save)

Brass

Fire

10 by 60ft. line (Dex. Save)

Bronze

Lightning

10 by 60ft. line (Dex. Save)

Copper

Acid

10 by 60ft. line (Dex. Save)

Gold

Fire

30 ft. cone (Dex. Save)

Green

Poison

30 ft. cone (Con. Save)

Red

Fire

30 ft. cone (Dex. Save)

Silver

Cold

30 ft. cone (Con. Save)

White

Cold

30 ft. cone (Con. Save)

If you choose Bahamut as your deity, then you must choose a metallic (brass, bronze, copper, gold, or silver) dragon for your Draconic Blessing. If you choose Tiamat as your deity, then you must choose a chromatic (black, blue, green, red, or white) dragon for your Draconic Blessing.

When you deal damage of the type associated with your Draconic Blessing to other creatures, you can choose a number of them equal to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against it (if any), and suffer no damage from it.

Additionally, when you deal damage with a domain spell, you can change the damage type to the one associated with your chosen Draconic Blessing.

You can read, write, and speak Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

NOTE: When playing as a half gold dragon, and your Reserved Companion trait causes fire damage you deal to become radiant damage against fiends and undead creatures instead, then this radiant damage retains all the benefits that would come with dealing fire damage.

Channel Divinity: Dragon's Wrath (Level 2)

Starting at 2nd level, as an action, you can use your Channel Divinity to unleash a devastating exhalation of energy; your breath weapon. Your Draconic Blessing determines the size, shape, and damage type of your breath weapon.

When you use this breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Blessing. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.

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 1)

Domain Spells

You gain domain spells at the cleric levels listed in the Dragon Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus proficiencies

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

Draconic Blessing

From 1st level, your god bestows you with the blessing of one of its draconic children. You must choose a dragon from the Draconic Blessing table. The damage type and breath weapon associated with each dragon is used by features you gain later. If you choose Bahamut as your deity, you must choose a metallic dragon (brass, bronze, copper, gold, silver, or steel) for your Draconic Blessing. If you choose Tiamat as your deity, you must choose a chromatic dragon (black, blue, deep, gray, green, red, or white) for your Draconic Blessing. If you choose Asgorath (or another dragon god) as your deity, you can choose any dragon for your Draconic Blessing. Amethyst, crystal, emerald, sapphire and topaz dragons are gem dragons; and celestial, fang, moonstone, and song dragons are their own subspecies of dragon. For game purposes; gem, moonstone, and song dragons count as metallic dragons; while celestial and fang dragons count as chromatic dragons.

When you deal damage of the type associated with your Draconic Blessing to other creatures you can see, you can choose a number of them equal to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against it (if any) and take no damage from it.

Additionally, when you deal damage with a domain spell, you can change the damage type to the one associated with your chosen Draconic Blessing.

You can read, write, and speak Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Ancestry
DragonDamage TypeBreath WeaponAbility Score

Amethyst

Force

30 ft. cone (Str. save)

Wisdom

Black

Acid

10 by 30 ft. line (Dex. save)

Constitution

Blue

Lightning

10 by 30 ft. line (Dex. save)

Constitution

Brass

Fire

10 by 30 ft. line (Dex. save)

Charisma

Bronze

Lightning

10 by 30 ft. line (Dex. save)

Wisdom

Brown

Acid

10 by 30 ft. line (Dex. save)

Constitution

Celestial

Radiant

30 ft. cone (Con. save)

Charisma

Copper

Acid

10 by 30 ft. line (Dex. save)

Charisma

Crystal

Radiant

30 ft. cone (Con. save)

Charisma

Deep

Psychic

30 ft. cone (Wis. save)

Intelligence

Emerald

Psychic

30 ft. cone (Int. save)

Intelligence

Fang (Officially do not have a Breath Weapon)

Acid

10 by 30 ft. line (Dex. save)

Constitution

Gray

Acid

10 by 30 ft. line (Dex. save)

Constitution

Gold

Fire

30 ft. cone (Dex. save)

Wisdom

Green

Poison

30 ft. cone (Con. save)

Intelligence

Moonstone

Radiant

10 by 30 ft. line (Dex. save)

Wisdom

Red

Fire

30 ft. cone (Dex. save)

Constitution

Sapphire

Thunder

30 ft. cone (Con. save)

Intelligence

Silver

Cold

30 ft. cone (Con. save)

Intelligence

Song

Lighting

30 ft. cone (Con. save)

Charisma

Steel

Acid

10 by 30 ft. line (Dex. save)

Intelligence

Topaz

Necrotic

30 ft. cone (Con. save)

Charisma

White

Cold

30 ft. cone (Con. save)

Constitution

NOTE

When playing as a half gold dragon, and your Reserved Companion trait causes fire damage you deal to become radiant damage against fiends and undead creatures instead, then this radiant damage retains all the benefits that would come with dealing fire damage.

Channel Divinity: Dragon's Wrath (Level 2)

Starting at 2nd level, as an action, you can use your Channel Divinity to unleash a devastating exhalation of energy; your breath weapon. Your Draconic Blessing determines the size, shape, and damage type of your breath weapon. When you use this breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Blessing. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.

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 1)

Mighty creatures of awesome size and primal magics, dragons have inspired awe in the common folk for eons — sometimes being worshipped like gods, other times worshipped as gods: Bahamut the platinum dragon, Tiamat the rainbow wrym and Sardior the flawless. These god like beings imbue a fraction of their power unto their most devout followers.

Domain Spells

You gain domain spells at the cleric levels listed in the Dragon Domain Spells table. See the Divine Domain class feature for how domain spells work.

*The target is always reincarnated as a Dragonborn.

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armour.

Dragon's Eye

Also at 1st level, the cunning sight of your god has been passed onto you, You gain proficiency in the Perception skill.

Your proficiency bonus is doubled for any ability check that uses this skill.

Draconic Gift

Choose a Dragon type from the Draconic Gift table. The damage type, breath weapon and colour associated with each dragon is used by features you gain later.

Draconic Gift
DragonDamage TypeBreath Weapon

Black

Acid

5 by 30 ft. line (Dex. save)

Blue

Lightning

5 by 30 ft. line (Dex. save)

Brass

Fire

5 by 30 ft. line (Dex. save)

Bronze

Lightning

5 by 30 ft. line (Dex. save)

Copper

Acid

5 by 30 ft. line (Dex. save)

Gold

Fire

15 ft. cone (Dex. save)

Green

Poison

15 ft. cone (Con. save)

Red

Fire

15 ft. cone (Dex. save)

Silver

Cold

15 ft. cone (Con. save)

White

Cold

15 ft. cone (Con. save)

Channel Divinity: Heart of the Dragon (Level 2)

At 2nd level, as an action, you can present your holy symbol and channel the draconic might of your gods into a destructive exhalation of energy. Your Draconic Gift determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Gift. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.

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 1)

Dread dwells deep within the heart of every man, a gloom that darkens the visage of the brave, and reduces cowards to outright terror. Dread is mankind's oldest and strongest emotion, and so it empowers sinister, antediluvian gods which thrive in the darkness. Clerics of Dread can seize the lingering anxiety within one's soul and drive it to terror, showing others their deepest fears and simply letting their psyche do its work.

Gods of the Dread Domain are Erebus, the Shadow Interminable, Somber, the Mourning God, and the Shroud, God of Death and Secrets.

Bonus Proficiencies

When you choose this domain at 1st level, you have proficiency with martial weapons and heavy armor.

Frightful Visage

Also at 1st level, you can use your action to stare into the depths of a creature's soul, revealing flickering nightmares in your eyes. Choose a creature within 30 feet that you can see and that can also see you to make a Wisdom saving throw against your cleric spell save DC. On a failed save, the target is frightened of you and can't move until the end of your next turn.

You can use this ability a number of times equal to your Wisdom modifier (a minimum of once) and regain all expended uses when you finish a long rest. When you reach 17th level in this class, you can use this ability at will.

Channel Divinity: Grim Exemplar (Level 2)

Starting at 2nd level, you can utter a prayer as a bonus action to become an envoy of dread. You gain the following benefits for 1 minute:

  • Your weapon attacks deal additional psychic damage equal to your Wisdom modifier.

  • Once on each of your turns, while you are in dim light or darkness, you can turn invisible as a bonus action. This invisibility ends at the end of your turn, or when you make an attack roll or cast a spell. While invisible as a result of this feature, you move silently, regardless of the armor you are wearing.

  • You add double your proficiency bonus to any Charisma (Intimidation) check you make.

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 1)

Clerics of the Dream Domain draw upon the power of the ethereal realm of dreams, using their connection to this mystical place to heal allies, control enemies, and shape the dreams of those around them. They follow gods of dreams, creativity, art, music, and the moon.

Domain Spells

You gain domain spells at the cleric levels listed on the Dream Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Dreamweaver

At 1st level, you can protect and guide the dreams of others around you. Up to 4 + your Cleric level other creatures of your choice sleeping within 120 feet of you have advantage on saving throws against beings intruding into or influencing their dreams.

Additionally, when they take a long rest and sleep during that rest, you can shape and guide their dreams to grant them tranquil sleep or prophetic preparations. You can apply one of the following options to all affected creatures:

  • Focused Dreams. The creature gains the effect of guidance on a number of skill checks of their choice equal to your proficiency bonus, losing any unused uses when they complete their next long rest.

  • Restful Dreams. The creature regains additional expended hit dice equal to one quarter of your Cleric level (rounded down).

  • Tranquil Dreams. The creature gains 1d4 + your Cleric level temporary hit points at the end of their long rest.


Dream Domain Quirks

The following are some optional quirks for a player of this Domain to choose from.

d6Quirk

1

You tuck all of your companions into their bedrolls each night.

2

People report seeing you fighting their nightmares.

3

You request lullabies from the tavern bard.

4

You get mad people for things they did in your dreams.

5

Your "prayers" are really just elaborate bedtime routines.

6

You firmly believe nothing can be created without dreaming it first.

Channel Divinity: Dream Trance (Level 2)

Starting at 2nd level, you can use your Channel Divinity to pull a creature's mind into dreaming trance.

As an action, you present your holy symbol and choose a creature within 60 feet, attempting to pull their mind into the dreamscape for up to 10 minutes. An unwilling creature can make a Wisdom saving throw, preventing the effect on a successful save. If they fail and become ensnared, they can repeat their saving throw at the end of each of their turns, escaping the trance on a success.

While their mind is in the dreamscape, the creature is incapacitated, restrained, and deafened to the real world. As a bonus action, you can guide the dreams of an affected creature, ending the effect and causing one of the following conditions:

  • Terrifying Visions. The creature takes psychic damage equal to 4 times your Cleric level and becomes frightened of you until the start of your next turn.

  • Tranquil Visions. Any charmed or frightened condition on the creature is ended, and they gain temporary hit points equal to 4 times your cleric level, waking at the end of their next turn.

Creatures that are already asleep automatically fail their initial saving throw against this effect. A creature that takes damage is broken out of their dream trance, ending the effect. A creature that cannot be charmed automatically passes their saving throw against this ability.

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 1)

Understanding your dreams is to peek into a wider reality, occupied by spaces and beings scarcely imaginable to the waking mind. Clerics of Dreams venerate nameless, ancient gods that slumber unseen, whose very dreams send ripples throughout the multiverse. They feel the presence of these beings in their own dreams, and are unshakable in their conviction that they will one day awaken.

You understand that there is precious little difference between the visions we have when asleep and the wishes that consume us while awake, for the world that we live in is but a dream that we share. Ultimately, the power of one's dreams can supplant reality, for the two are not so different.

Dreamtelling

At 1st level, you can interpret the symbolism of a dream to learn what sort of fears, concerns, or prophecy inspired it. If a dream originates due to fear or stress on the part of the dreamer, you can gain insight into its reasoning, its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates.) If the dream is divine in origin, the dreamtelling acts as a commune spell, with the question asked relating to a great fear or concern of the dreamer. After interpreting the dreams of a creature, you have advantage on Charisma checks you make against it for 1 hour.

Channel Divinity: Slumber (Level 2)

Starting at 2nd level, you can use your Channel Divinity as an action to force a creature you can see within 60 feet to fall into a deep magical sleep. This creature must make a Wisdom saving throw or fall unconscious for up to 1 minute. Undead and creatures immune to being charmed automatically succeed this saving throw. The creature can reattempt this saving throw with advantage when it takes damage.

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 1)

The Dust domain is most often espoused by clerics that are surrounded by it, who have lived most of their lives in deserts, badlands, plains, prairies, or similar areas. In addition to their command of the earth, they expand their definition of dust to include gunpowder, and make formidable foes. Many different gods can claim influence over this domain, but it finds particular favor with Chauntea, Ilmater, Silvanus, Fharlanghn, Incabulos, Obad-Hai, Ulaa, The Devourer, Moradin, and Semuanya.

Proficiency

Starting when you choose this domain at 1st level, you gain proficiency with advanced firearms.

Gunsmith

Upon choosing this domain at 1st level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Spellcasting Focus

At 1st level, you gain the ability to bond with one firearm and thereafter use it as a spellcasting focus. This process takes an hour. If your bonded firearm is destroyed or lost, you may bond to a new firearm by spending another hour to repeat the ritual.

Gust of Dust

At 1st level, you can cause dust to rise up and distract your foes. When a creature within 30 feet that you can see makes an attack against you or an ally, you can use your reaction to impose disadvantage on the attack roll, causing gusts of wind to throw dust at the attacker's eyes 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: Gunhand (Level 2)

At 2nd level, you can use your Channel Divinity on your turn to instantly reload your firearm and make one additional attack with it, on top of your regular action and any possible bonus action. You still require sufficient ammunition, as normal.

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 1)

She moved so gracefully, I thought there was two of her. Turns out, it was her and her sword.

— Jarlaxle

The most elite clerics of Eilistraee are granted the title of Sword Dancer. These devoted individuals serve The Dark Maiden as warriors, infiltrators, and diplomats, taking their name from their agile, dancelike movements in battle. They often lead expeditions into Lolth-controlled portions of The Underdark, seeking to free the Drow there of her dangerous and divisive dogma.

As a Sword Dancer, you are no stranger to the blade, knowing that while mercy and kindness are important aspects of the Dark Maiden's teachings, violence must nonetheless be met with equal force.

Sword Dancers prefer to strike from the shadows, using subtlety and spells to disable their foes without killing them outright.

At each indicated cleric level, add the listed spells to your spells prepared.

Bonus Proficiencies

1st-level Eilistraee Domain feature

You gain proficiency in the Stealth skill. You also gain proficiency in weapons with the Finesse property.

Dance of Darkness

1st-level Eilistraee Domain feature

As a bonus action, you can begin a magic dance that lasts for 1 minute. The dance ends immediately if you are incapacitated or if your speed becomes 0. While dancing, you gain the following benefits.

  • You gain a +2 bonus to AC while in dim light or darkness.

  • Your walking speed increases by 10 feet.

  • You can add your proficiency bonus to the damage you deal with Finesse weapons.

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.

Channel Divinity: Shelter of Shadows (Level 2)

2nd-level Eilistraee Domain feature

As an action, you may invoke divine power to avoid detection. For 10 minutes, or until you end the effect using a bonus action, you or a willing creature you touch has advantage on all Dexterity (Stealth) and Dexterity (Acrobatics) checks, and make no noise while moving.

If the creature is in an area of dim light or darkness when this effect ends, it regains hit points equal to 1d8 + your cleric level.

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 1)

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.

Unpredictable Inspiration

At 1st level, choose any cantrip. The chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you can replace the chosen cantrip with any other cantrip of your choice.

In addition, you gain proficiency in a skill of your choice. Each time you finish a long rest you can replace the chosen skill with another skill of your choice.

Eldritch Contagion

Starting at 1st level, you've been gifted with the ability to impart a fleeting taste of the unknowable on others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a bonus action on the same turn to force one of the spell's targets to make a Wisdom saving throw. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again.

Eldritch Effects
d8Effect

1

The creature cannot speak or cast spells that have verbal components.

2

The creature takes 1d8 psychic damage at the start of each of its turns.

3

The creature is disoriented. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more.

4

The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (Perception) ability checks.

5

The creature is unsure of itself. It can move or take an action on its turn but not both and it cannot use reactions.

6

The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.

7

The creature is deafened and cannot see objects or creatures further than 30 feet away.

8

The creature is frightened of you.

Channel Divinity: Prophecy of Doom (Level 2)

Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures.

As an action, 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 the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.

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.

Elemental Domain

Elemental Domain (Level 1)

The Elemental Domain was removed because I wasn't very fond of its mechanics, and felt it didn't fit the compendiums themes very well.

Clerics of the Elemental domain are unique among their peers, as they often worship a group of deities, rather than focusing their prayers in the worship of only one god. This domain includes gods of fire, such as Kossuth or Sirrion, gods of water and oceans, such as Umberlee or Poseidon, gods of the earth, including Ulaa and Skadi, gods of air and storms, including Talos and Zeus, and other such deities. These clerics might devote themselves to any number of these gods, but they typically focus their worship on one or two of these deities, and specialize their magic accordingly. While some might train themselves in all these elemental magics equally, most clerics of this domain tend to value some elements above others. They might become masters of fire, devote themselves to learning the ins-and-outs of earth magic, or otherwise specialize themselves. Gods of this domain tend to be less involved with their clerics than those of other domains, but when they give out a decree their followers are usually quick to respond.

Elemental Domain Spells

Bonus Cantrips

When you choose this domain at 1st level, you gain two cantrips of your choice from the following list: control flames, gust, mold earth, and shape water.

Disciple of the Elements

Also at 1st level, you can imbue elemental power into your spells. When you cast a spell of 1st level or higher that affects one or more creatures, you can choose one of the creatures affected and select one of the following effects: air, fire, earth, or water. A creature that succeeds on its save or is missed by the triggering spell cannot be targeted, even if it would still suffer an effect.

Air

A gust pushes the target 5 feet in a direction of your choice. If the target is willing, it can be pushed up to 10 feet.

Fire

The target takes fire damage equal to 1 + the spell's level.

Earth

The target is covered in rocky armor, granting it temporary hit points equal to 1 + the spell's level.

Water

Ice envelopes the target, reducing its speed by 10 feet until the start of your next turn.

Channel Divinity: Elemental Avatar (Level 2)

Starting at 2nd level, you can use your Channel Divinity to summon the four elements to your command.

As an action, you present your holy symbol, causing elemental energies to begin swirling around you. For the next minute, you can use a bonus action on each of your turns to make a ranged spell attack against a creature you can see within 60 feet of you. That creature takes 1d6 + your Wisdom modifier bludgeoning, cold, fire, or lightning damage (your choice) on a hit.

This Channel Divinity ends early if you are incapacitated, or if you use a different Channel Divinity option.

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 1)

Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called "Entropy": a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant sphere of annihilation is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists.

Sanctity of Body

When you choose this domain at 1st level, you perform a ritual to anchor your soul to the Material Plane. You have advantage on death saving throws.

Channel Divinity: Arcane Distruption (Level 2)

Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your vicinity.

As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of your next turn, and moves with you, centered on you. While inside the aura, any creature that attempts to cast a spell must first succeed on a Constitution saving throw. If they fail the save, their spell fails to cast and the spell slot is wasted.

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 1)

Entropy, the end of all things, the return to chaos. Those who follow deities of this domain are rarely anything other than evil, and want all things to return to the chaos in which the universe originated.

Entropy Domain Spells
Cleric LevelSpells

1st

bane, inflict wounds

3rd

heat metal, shatter

5th

bestow curse, haste

7th

blight, dimension door

9th

cloudkill, wall of force

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in heavy armor and martial weapons.

Entropic Touch (Level 2)

At 2nd level, your touch can increase entropy and wither the life from living things. Make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d6 force damage. If one of these dice rolls a 6, roll an additional d6, rolling again if this die rolls a 6, and so on, to a maximum of 4d6 damage for the entire attack. This attack's damage increases by 1d6 and its maximum damage increases by 2d6 when you reach 5th level (2d6 / 6d6), 11th level (3d6 / 8d6), and 17th level (4d6 / 10d6).

Channel Divinity: Distortion Field (Level 2)

At 2nd level, you can use your Channel Divinity to increase or accelerate or decelerate entropy in a region of space. As an action, choose a 10-foot radius sphere that you can see within 30 feet. For 1d6 rounds, while you concentrate on this effect, whenever a creature enters the affected area for the first time on a turn or starts its turn there, the creature takes 2d6 necrotic damage. Alternatively, you can instead heal each creature in this region 2d6 hit points once at the time of casting.

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 1)

Entropy, the end of all things, the return to chaos. Those who follow deities of this domain - such as Tharizdun, Chaos, and The Shadow - are rarely anything other than evil and want all things to return to the chaos in which all things originated.

Entropy Domain Spells
Cleric LevelSpells

1st

bane, witch bolt

3rd

heat metal, shatter

5th

bestow curse, haste

7th

blight, dimension door

9th

cloudkill, wall of force

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in heavy armor and martial weapons.

Entropic Touch (Level 2)

St 2nd level, your touch can increase entropy and wither the life from living things. Make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d6 force damage. If one of these dice rolls a 6, roll an additional d6, rolling again if this die rolls a 6, and so on, to a maximum of 4d6 damage for the entire attack. This attack's damage increases by 1d6 and its maximum damage increases 2d6 when you reach 5th level (2d6 / 6d6), 11th level (3d6 / 8d6), and 17th level (4d6 / 10d6).

Channel Divinity: Distortion Field (Level 2)

At 2nd level, you can use your Channel Divinity to increase or accelerate or decelerate entropy in a region of space. As an action, choose a 10-foot radius sphere that you can see within 30 feet. For 1d6 rounds, while you concentrate on this effect, when a creature enters the affected area for the first time on a turn or starts its turn there, the creature takes 2d6 necrotic damage. Alternatively, you can instead heal each creature in this region 2d6 hit points once at the time of casting

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.

Exorcism Domain

Exorcism Domain (Level 1)

Clerics of the Exorcism domain dedicate themselves to protecting the innocent from supernatural evils. These valiant souls fight to drive out and exterminate fiends and undead, and to die in service of this duty is a great honor. Exorcists of the Silver Flame are common, as the Church of the Silver Flame holds the front lines against supernatural forces of evil across Khorvaire. Kalashtar following the Path of Light might choose the path of an Exorcism cleric as they seek to expel the nightmarish spirits of the Dreaming Dark from human and Chosen vessels alike. Rarely, a Gatekeeper might follow a different path than the traditional druid, instead choosing to specialize in finding and stamping out corruption.

Domain Spells

You gain domain spells at the cleric levels listed in the Exorcism Domain Spells table.

Bonus Proficiencies

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

Defy Possession

From 1st level, any time a creature attempts to possess you, such as the magic jar spell or the Possession ability of a ghost, you automatically succeed on the saving throw against it.

Spiritual Cleansing

From 1st level, your faith empowers you to break charms and force out possessing entities. As an action, you touch a creature that is possessed or charmed and cause them to immediately make another saving throw to resist the effect imposing that condition. On a successful save, the effect ends, and if it was possessed, it automatically succeeds on saving throws against possession from the creature that possessed it for the next 10 days. If a creature is both possessed and charmed, it makes a save against each effect.

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.

Censure Fiends (Level 2)

Starting at 2nd level, you can use your Channel Divinity to repel fiends. As an action, you present your holy symbol, and each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw against your cleric spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

After you reach 5th level you can censure fiends with divine affliction. When a creature fails its saving throw against your Censure Fiends feature, it is blinded and deafened for 1 minute or until it takes damage, if its challenge rating is at or below a certain threshold, as shown on the Fiendish Affliction table.

Fiendish Affliction
Cleric LevelAffects Fiends of CR...

5th

1/2 or lower

8th

1 or lower

11th

2 or lower

14th

3 or lower

17th

4 or lower

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 1)

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.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Charisma (Performance) skill and one musical instrument of your choice.

Blessing of the Drunk

Also at 1st 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.

Channel Divinity: Song of Inspiration (Level 2)

Starting at 2nd level, you can use 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.

Divine Strike (Level 8)

At 8th level, you gain the ability to infuse your weapon and unarmed 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.

Improved Divine Strike (Level 14)

At 14th level, the extra damage from Divine Strike increases to 2d8 acid damage.

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 1)

Gods of eating and drinking, such as Daghdha or Dionysus, promote the value of a good meal as much as they do the joy of sharing it with friends. As a follower of this domain, you believe that a good feast can be enough to settle most wars. You may know this first-hand: perhaps your life has been marred by poverty and survival with spoiled scraps, or maybe you've been blessed with lovingly-cooked meals and the joy of a full stomach. Regardless of your origins, you recognize the magic of a good meal and the power it has on a person's spirit and well-being.

Through your passion and devotion, you see mealtime as a joyous way to worship the magic of food and your chosen deity. You are a capable chef with an appreciation of all food, both good and bad. You know that a foul meal can turn even the most veteran of stomachs against themselves, and have learned to harness this power for yourself. Like food, most people will like you at your best, but everyone will fear you at your worst.

Festus Domain Spells

You gain domain spells at the cleric levels listed in the Festus Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiencies

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

Table-Turner

At 1st level, you can cause an attacker's own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn't poisoned.

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

Channel Divinity: Create Healing Draft (Level 2)

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

Strong Stomach (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 1)

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.

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 2)

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.

Divine Strike (Level 8)

At 8th level, 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 fire 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.

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.

Frost Domain

Frost Domain (Level 1)

Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offerings in return for helping people survive.

Domain Spells

You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiencies

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

Biting Frost

When you deal cold damage with a spell of 1st level or higher, you may apply one of the following additional effects to the spell:

  • Your enemies' limbs go numb. Creatures that take damage from this spell have disadvantage on the next weapon attack roll they make before the end of their next turn.

  • Your enemies begin to freeze in place. Creatures that take damage from this spell have their speed halved until the end of their next turn.

  • Your enemies' teeth chatter incessantly. Creatures that take damage from this spell must succeed on a Constitution saving throw against your spell save DC or be unable to perform verbal components of spells until the end of their next turn.

  • Your spell's temperature sinks even lower, a deep freeze dangerous even for beings acclimated to the cold. Creatures that take damage from this spell cannot benefit from resistance to cold damage from this casting of this spell.

Channel Divinity: Bitter Casting (Level 2)

You can use your Channel Divinity to alter your spells and infuse them with the power of your god. If a spell you cast would deal acid, fire, lightning, necrotic, or radiant damage, you can use your Channel Divinity to deal cold damage instead.

Channel Divinity: Blessing of the Hearth (Level 2)

You can use your Channel Divinity to protect you and your allies from the harsh effects of arctic environments.

As an action, you present your holy symbol and invoke your deity to bless you and your allies. A number of creatures within 5 feet of you ignore the effects of extreme cold (as described in chapter 5 of the Dungeon Master's Guide) for the next 24 hours.

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 1)

The Gambler's domain favors the reckless and the cunning - those in the world who are willing to place their lives in the hands of chance. The gods of gambling exemplify calculated risks, luck, impulsion, and misdirection. Deities from all alignments can influence this domain, but most have a tendency towards chaos. Gods of luck (such as Avandra, Tyche, and Tymora), trickery (such as Mask, Olidamarra, and Ormet), or patrons of gambling itself (like Norebo, or Olladra) may grant their clerics the Gambler's domain.

Stacking the Deck

Also at 1st level, you learn the Guidance 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.

In addition, when you cast Guidance you can choose to cast it without any somatic or verbal components. You can do this a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: On a Roll (Level 2)

Starting at 2nd level, when you hit a creature with a weapon or spell attack, you can use Channel Divinity to repeat your attack roll against that creature. If the new attack roll hits, add one additional damage die of the weapon or spell's type to your damage roll and repeat the attack roll again. You can make a number of additional attack rolls equal to your Wisdom modifier, adding an additional damage die for each successive hit.

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 1)

You are dedicated to the deities of the tastiest snack ever to be created: garlic bread. Or perhaps, instead, you are simply dedicated to its ideals or the idea of the holy bread itself. Either way, you believe in feeding the hungry and bringing garlic bread to all who need it. You stand against injustice, tyranny, and the evils that all garlic bread haters - like vampires - try to bring forth.

Bread Knife Expert

At 1st level, you become proficient with martial weapons and cook's utensils. If you are already proficient with cook's utensils, you instead become proficient with one of the following in order to make drinks or dishware to accompany your meals: alchemist's supplies, brewer's supplies, glassblower's tools, herbalism kits, or potter's tools.

Divine Baker

As an action, you can cause a piece of scrumptious garlic bread to appear in one of your free hands. The piece remains toasty and delicious until the end of your next long rest, when it turns into a sprinkle of garlic powder. A creature can eat one of these pieces of bread as a bonus action to gain temporary hit points equal to your Wisdom modifier.

You can have a number of pieces of garlic bread equal to your Wisdom modifier (a minimum of one) conjured at one time. If you conjure more, the oldest turns to powder early.

Channel Divinity: Satiate Hunger (Level 2)

Starting at 2nd level, you can use your Channel Divinity to feed those who need it.

As an action, you present your holy symbol to unleash a wave of food power. Choose up to 10 creatures within 30 feet of you (possibly including yourself). Each creature gains enough nutrients to survive and becomes comfortably full no matter how much they eat for 24 hours. They also each regain hit points equal to 1d8 plus half of your cleric level.

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 1)

Clerics who venerate the gods of machines - such as Primus, the One and Prime - are rare and secretive, promoting a divine idea of Order called the Gears of the Universe. It's not clear which events align with the Gears and which run counter to them, but Gearpriests employ constructs and magitech alike to see the Gears realized, employing the efforts of Tech Knights whenever possible to that end.

Turn Machines

Beginning when you choose this domain at 1st level, your Turn Undead Channel Divinity and Destroy Undead features can target constructs in addition to undead.

Repair

At 1st level, any spell you cast that restores hit points affects constructs as it would living creatures.

Channel Divinity: Armor Lock (Level 2)

Beginning at 2nd level, as an action on your turn you can expend your Channel Divinity to magnetically lock a construct, suit of metal armor, or machine of any type within 30 feet of yourself for 1 minute. If this target provides no resistance, such as an unoccupied cart, the object ceases all function and any moving components become immobile. If this target would provide resistance, such as an animate construct or an occupied suit of armor, the target must make a Strength saving throw, if possible, or be rendered immobile: unable to move and incapacitated. If applicable, the target may repeat this saving throw at the end of each of its turns to end this effect early.

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 1)

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.

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 2)

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.

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.

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.

Greed Domain

Greed Domain (Level 1)

Gods of greed—including Tiamat, Hiddukel, and the Keeper—are gods concerned with the amassing and hoarding of wealth. Clerics of greed are typically willing to employ unfair trade practices, legal loopholes, and outright deception to ensure they come out on top of any transaction. Additionally, they tend toward the paranoid, constantly worried about the security of their vaults, worried that their ill-gotten gains may be ill-gotten by others in turn.

Domain Spells

You gain domain spells at the cleric levels listed in the Greed Domain Spells table.

Acolyte of Avarice

At 1st level, you learn the friends cantrip. You also gain proficiency with the Deception skill and one of the following skills: Insight, Intimidate, or Persuasion.

Channel Divinity: Illusory Coins (Level 2)

Starting at 2nd level, you can use Channel Divinity to project the image of wealth.

As an action, you can present your holy symbol to cloak a collection of stones, wood chips, or other worthless items in an illusion that makes them feel, sound, and look like gold coins. You can cloak enough small worthless items to make up to 10 illusory coins per cleric level. The illusion lasts for 10 minutes.

A creature can use these fake coins to make themselves appear more affluent than normal. Flashing one or more of these coins while attempting a Charisma (Persuasion) check allows the creature to apply double their proficiency bonus to the check, instead of any proficiency bonus they may normally apply.

If these coins are handed over to a creature that is not informed of their nature, the creature may make a Wisdom saving throw against your spell save DC. If they succeed, they know the true nature of whatever worthless item your illusion was masking (and are likely to become hostile if you were attempting to defraud them). If they fail their save, they accept the coins as real (and will accept them as legal tender). However, after 10 minutes, the illusion will fade and they will act accordingly.

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 1)

Clerics of the grief domain carry a heavy weight with them and choose to help others carry their own. To them, grief is the primary modality through which we grow. It is the lifeblood of progress. These clerics can control grief to both heal and harm, releasing a person from its icy grasp or using unresolved pain to stop them in their tracks. They make formidable agents for their causes, as they do not fear loss. Why fear that which is inevitable?

Emotional Support

At first level, you gain proficiency with heavy armor. you also learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. You can cast it as a bonus action.

Wrestle with Grief

At 1st level, you gain the ability to bring wounds of loss to the forefront of a creature's mind. When you make an Athletics check for the purposes of grappling a creature, you can add your proficiency bonus twice instead of your normal bonus, and you use your Wisdom modifier instead of Strength.

While a creature is grappled by you, you can use a bonus action on your turn to make a melee spell attack roll against it. On a hit, you deal 1d8 cold or psychic damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level 3d8), and 17th level (4d8).

Channel Divinity: Griefstruck (Level 2)

Starting at 2nd level, you can use your Channel Divinity to cause a creature recall a deep unprocessed grief. As an action, you choose one creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failure, the creature suffers one level of exhaustion. On a success, all conditions and curses on the creature end.

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 1)

Clerics of the Radiant Church are venerated as saint-like figures, and those who walk the path of the guardian even more so. Such overwhelming praise was only heightened by the arrival of the scourge, and the countless heroic actions performed by the Church anchored it as a beacon of salvation in the heart of the citizens of Luyarnha. This abundant reverence has its risks, of course, though few dare point it out; a zealous crowd is best left well alone.

Guardian domain clerics were the first to jump into combat against the beasts, and to this day haven't backed down from the battle, despite the pain and loss they have endured. Their protective spirit is embodied in their magic—summoning guardian angels—which swoop to their side, protecting any who would ask under their wings. Although the features of these angels can be unsettling, none would dare doubt their intentions.

Guardian Domain Spells

Guardian Domain Spells

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor.

Protective Magic

Starting at 1st level, when you cast a spell that restores hit points, the targeted creature also gains half as many temporary hit points (rounded down). If a spell targets multiple creatures, choose one creature that benefits from this effect.

Channel Divinity: Guardian Angel (Level 2)

At 2nd level, you can use your Channel Divinity to summon a divine emissary to your aid.

As an action, you present your holy symbol, and in a flash of radiance, a Guardian Angel appears in an empty space of your choice within 5 feet of you. The angel is friendly to you and your companions and obeys your commands. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect abilities in the stat block.

See this creature's game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel's appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments, while many others espouse a more eldritch appearance.

In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge.

The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die.

Guardian Angel

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 1)

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.

Harvest Rites
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.

Domain Spells

Whenever you finish a short or long rest, choose an aspect of the harvest cycle: Sowing, Growing, or Reaping. You gain domain spells listed in the Harvest Domain Spells table for your cycle. See the Divine Domain class feature for how domain spells work.

Cornucopia

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.

Channel Divinity: Bountiful Harvest (Level 2)

You can use your Channel Divinity to magically invoke the spirit of the harvest. As an action, you present your holy symbol, and up to six creatures of your choice within 60 feet of you gain inspiration. A creature must finish a long rest before it can gain 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 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 1)

Gods of harvesting are some of the oldest and most entrenched deities in their pantheons. This is because virtually every burgeoning humanoid race prays at some point for a successful hunt and the resulting harvest of food and resources. While they may not be as powerful as other gods, they are among the most reliable. They ensure their followers always have what they need and the means to take what they want. The clerics of these gods are naturally good at harvesting but can also use their steady hands and calm wisdom to hunt down any quarry they choose.

Due to their overlap, gods of harvesting also tend to be gods of hunting like Artemis, Malar, or Uller. They may also be gods of nature, such as Silvanus and Osiris. Even gods of crafting like Ptah can extend their reach over the harvesting domain, due to their craft's reliance on the raw materials that only harvesting can provide.

Domain Spells

You gain domain spells at the cleric levels listed in the Harvester Domain spells table.

Harvester Domain Spells

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and harvesting kits.

Harvest's Bounty

At 1st level, when you harvest a creature, you can choose to lower the DC of all available materials by 5; the time taken to harvest them lowers correspondingly. You must choose to use this feature before you make your roll. 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: Bag Runneth Over (Level 2)

Starting at 2nd level, you can use your Channel Divinity to conjure harvesting equipment to ensure that you always have what you need to perform your duties. As an action, you choose either 2 daggers, 6 enchanted vials, or 3 sheets of spirit paper, conjuring them into your empty hands.

Daggers disappear 1 hour after being summoned. If they contain a harvest material, spirit paper and enchanted vials remain indefinitely. Otherwise, they disappear if left empty for 1 hour.

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 1)

Gods of the Hearth are patrons of all those who offer shelter to others. Clerics of this Domain are most often selfless individuals that put the comfort of their companions before all else. They strive to shelter to the weak, and bolster the spirits of the weary. Hearth clerics see themselves as the first line of defense in the cosmic battle against evildoers that seek to destroy the warm, cozy, and safe places of the world.

Bonus Proficiencies

A host has certain obligations to their guests, and you must be able to provide comfort and warmth to your friends. When you adopt this Domain at 1st level you gain proficiency with the herbalism kit, cook's utensils, and heavy armor.

Blessing of the Hearth

Starting at 1st level, your presence during respites allows your companions to rest without care. At the end of each short rest, you can choose a number creatures equal to your Wisdom modifier (minimum of 1). These creatures have their level of exhaustion, if any, reduced by 1, and they regain (additional) hit points equal to your cleric level.

In addition, you learn the create bonfire cantrip. It counts as a cleric cantrip for you, but it doesn't count against your total number of Cantrips Known.

Channel Divinity: Restful Sojourn (Level 2)

At 2nd level, you gain this additional Channel Divinity option. As an action on your turn, you can touch your holy symbol to a willing creature, causing them to fall under the effects of the catnap spell. When you cast catnap using this Channel Divinity, the spell has its duration reduced to 1 minute.

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 1)

The Hearth domain is not just about safety, security, and the gentle glow of a fire when the day is done. It's about finding warmth in the love of friends and family, supporting each other through thick and thin, and building a community that feels like home.

Clerics to Boldrei of the Sovereign Host often choose this domain, as well as devotees of the Path of Light, believing the best way to combat darkness is to seek goodness in community. A Cyran seeking a new home for their loved ones might gravitate toward such a calling, driven not by religion, but their own love for their people. A halfling bearing the Mark of Hospitality could dedicate themselves to furthering community, drawing on their mark's powers of hearth and home.

Domain Spells

You gain domain spells at the cleric levels listed in the Hearth Domain Spells table.

Community Spirit

When you choose this domain at 1st level, you gain the create bonfire cantrip, which counts as a cleric cantrip for you.

In addition, you can share your health and fortune with your allies. For every Hit Die you spend to regain hit points at the end of a short rest, you can touch one other creature that just finished a short rest taken within 30 feet of a fire lit by your create bonfire cantrip, restoring 1d8 hit points to them. You can spend Hit Dice to restore hit points to other creatures in this way even if you have reached your own hit point maximum, but any hit points you regain in excess of this maximum are lost.

Additionally, when you finish a long rest, all creatures of your choice that just finished a long rest taken within 30 feet of a fire lit by your create bonfire cantrip regain one extra spent Hit Die. The number of extra spent Hit Dice creatures regain from this feature increases when you reach certain levels in this class, increasing to two extra Hit Dice at 5th level, three extra Hit Dice at 11th level, and four extra Hit Dice at 17th level.

Channel Divinity: Bring Them Home (Level 2)

Starting at 2nd level, you can use your Channel Divinity to save a worthy ally from the brunt of an attack. When a willing creature within 60 feet of you takes damage, you can use your reaction to grant them resistance to all damage from the triggering attack, then teleport the creature to an unoccupied space of your choice within 5 feet of you.

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 1)

In a home the hearth is the center of the household, holding the fire which is used for heat, food, and light. It is symbolic of the power to hold the wilds and darkness at bay and the family within. The gods of hearth are concerned with protection of family and the sanctity of home. These gods such as Hestia, Bes, Mishakal, Boldrei, Yondalla, and Hathor are seldom well-known in their pantheons. But while there are few stories about them, they hold a small shrine in most every household. Clerics are rarely called to conflict by gods of hearth, but when they are there is usually something greater at stake than soldiers, heroes, and kings.

Domain Spells

You gain domain spells at the cleric levels listed in the Hearth Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Cantrip

When you choose this domain at 1st level, you gain the produce flame cantrip if you don't already know it.

Ephemeral Ward

At 1st level, boons you give to allies momentarily provide additional protection. When you cast a spell that affects one or more creatures, you can choose one creature affected by the spell. That creature gains resistance to one damage type of your choice until the beginning of your next turn.

Domain Spells (Level 1)

You gain domain spells at the cleric levels listed in the Hearth Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Cantrip (Level 1)

When you choose this domain at 1st level, you gain the produce flame cantrip if you don't already know it.

Ephemeral Ward (Level 1)

At 1st level, boons you give to allies momentarily provide additional protection. When you cast a spell that affects one or more creatures, you can choose one creature affected by the spell. That creature gains resistance to one damage type of your choice until the beginning of your next turn.

Channel Divinity: Hearthflame (Level 2)

At 2nd level you can use your Channel Divinity to summon a shred of hearthfire to protect you and allies.

As an action, you present your holy symbol and conjure a warm hearthflame to follow you. While the hearthflame is active it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. You can freely move the hearthflame to any spot within 10 feet of you. The hearthflame endures for 1 hour, or until you use this feature again.

When a creature you can see within the light of the hearthflame fails a saving throw, you can use a reaction to intervene with the hearthflame's power. You immediately make a Wisdom saving throw, and you can choose to replace the result of the failed saving throw with the result of that roll. After, the radius of the hearthflame's dim and bright light is reduced by 10 feet each (for a total of 20 feet). After you intervene three times, the hearthflame is extinguished.

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 1)

You have dedicated your life to the satisfaction of your appetites, sometimes at the cost of others' needs. You are never truly sated, but you know that hunger leads to power.

Unsated

When you choose this domain at 1st level, you learn the poison spray cantrip. You also gain proficiency in the Survival skill and with cooking tools.

Bonus Proficiency

You gain proficiency with heavy armor.

Channel Divinity: Ferocious Feast (Level 2)

At 2nd level, you can use your channel divinity to gain a bite attack for 1 minute. The bite does 1d6 + your Strength modifier piercing damage. On a critical hit, you can also add your Wisdom modifier to the damage roll in addition to the normal benefits of a critical hit.

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 1)

The gods of the hunt value skill above all else—whether it be skill as a tracker of cunning prey, a slayer of mighty beasts, or a marksman of unparalleled accuracy—it does not matter. Deities of this domain include Malar, Balinor, Sekolah, Artemis, and Uller. While rangers are often the most common servants of these deities, most of gods of the hunt employ clerics as well. The clerics of a hunting god often take a more active role in advancing their god's interests, compared to rangers. Followers of this domain might defend sacred groves and shrines to their god from the assault of evil monstrosities or hunt down the enemies of whatever deity they follow.

Hunt Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and either the Survival skill or the Stealth skill (your choice).

Hunter's Guidance

Also at 1st level, you can channel the divine power of the hunt into your weapon attacks. Once per turn when you hit a creature with a weapon attack, you can use this feature to apply a secondary effect to your attack. The secondary effect depends on whether the triggering attack was a melee or ranged attack.

Ranged Weapon Attack

The target of your attack takes 1d4 bonus damage and has their speed halved until the start of your next turn.

Melee Weapon Attack

The target of your attack takes 1d4 bonus damage. Your speed is increased by 10 feet until the end of your turn, and for that duration your movement doesn't provoke opportunity attacks from the target of your attack.

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: Prized Quarry (Level 2)

Beginning at 2nd level, you can magically reward a creature for its successful kill. When a creature you can see within 300 feet of you is reduced to 0 hit points, you can use your reaction and expend a use of your Channel Divinity to reward the creature that reduced it to 0 hit points. That creature regains a number of hit points equal to your Wisdom modifier + your Cleric level, and can immediately use its reaction to move up to its speed without provoking opportunity attacks. An undead or construct cannot be healed by this feature.

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 1)

Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can't be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.

Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.

Domain Spells

Blessing of the Hunter

At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Channel Divinity: Heart Strike (Level 2)

Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack's damage. If you score a critical hit with the attack, add +10 to the attack's damage instead.

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 1)

From Artemis to Diana, Skadi, and Wōden - all gods of the hunt relish the chase. They promote the ideals of a journey: finding a quarry, learning its habits, and finishing it with a swift, precise blow. Clerics of these gods might bless nobles before a hunt, work as mercenaries tracking dangerous monsters through the wilderness, or be employed as scouts within armies. They are adept at finding their prey and, once located, use their magic to ensure they are never outrun. Such priests teach that all useful materials must be harvested and consumed to properly honour a quarry, and to ensure the gods' blessing during the next foray into the wilds.

Domain Spells

You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiencies

You gain proficiency with two martial weapons of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Mark Prey

As a bonus action, you choose a creature you can see within 90 feet and mystically mark it as your quarry for the next hour. For the duration, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If you use this feature to mark a new creature, any previous marks disappear.

Channel Divinity: Honed Instincts (Level 2)

You can use your Channel Divinity to gain preternatural insights into one creature you can see within 120 feet of you (no action required). You can choose one of the following lists of information to learn about the target when you use this Channel Divinity:

  • Proficiencies
  • Physiologiy

In addition, the next time you hit the target with a weapon attack within the next minute, you deal the attack's maximum damage instead of rolling.

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 1)

You are master of the hunt. The bounty of the land is yours for the taking.

Forest Master

At 1st level, you gain proficiency with longbows and heavy crossbows. You also gain proficiency in the Nature and Survival skills.

Channel Divinity: Undetected (Level 2)

At 2nd level, you can use your Channel Divinity to camouflage yourself in any environment, gaining advantage on Stealth checks made to move quietly or to hide. You also leave no scent. The effect lasts for a number of rounds equal to your cleric level + Wisdom modifier.

Resolute Hunter (Level 6)

At 6th level, you select a favored enemy the same as if you were a ranger. You gain all the benefits of the ranger's Favored Enemy feature with one exception: you choose additional favored enemies (and languages) at 10th level and 16th level instead of at 6th level and 14th level.

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 1)

The Infernal Domain, as the name suggests, stems from the very depths of the Nine Hells. Cultists have always flocked to Asmodeus and archdevils, siphoning away their power with fervent faith or the promises of countless souls. The constant for any cleric of the Infernal Domain is that everything has a cost, and they are equipped to tempt you towards paying any cost no matter how dear.

Not all clerics who walk this infernal path are evil. Some actively seek out wrong-doers and ensure their swift delivery to the Nine Hells, though others are driven solely by their self-interest. Regardless of their moral position, these clerics are typically lawful individuals, modeling their methodology on the letterof-the-law approach the Nine Hells is so infamous for.

Devil in the Details

When you choose this domain at 1st level, you learn how to speak, read, and write Infernal, and you gain proficiency in one of the following skills of your choice: Insight, Deception, or Persuasion.

Diabolical Temptation

Also at 1st level, you learn how to lure others into deals with sickly sweetness, catching more souls with honey than blood, as the old fiendish saying goes. As an action, one humanoid you can see within 30 feet of you that can see, hear, and understand you must succeed on a Wisdom saving throw against your spell save DC or become magically charmed for 8 hours. The creature undertakes to perform any services you ask of it in a friendly manner, to the best of its ability in order to please you.

After the charmed condition ends on a creature, the creature realizes that you used magic to influence its mood and becomes hostile toward you. If the target suffers any harm or receives instructions that are suicidal or that conflict with the creature's normal desires, the charm automatically ends. If you use this feature to charm a creature while you already have a creature charmed by this feature, the charmed condition ends on the previously targeted creature.

Once used, you cannot use it again until you finish a long rest'24, unless you expend a spell slot of any level to do so again.

Channel Divinity: Infernal Contract (Level 2)

Starting at 2nd level, when you and another creature come to a verbal or written agreement, you can perform a 1 minute ritual and use your Channel Divinity to bind the agreement as an infernal contract. This agreement must include the object, currency, or service you will provide the creature.

Upon providing the creature with the terms of the contract, a coin bearing the profile of the creature appears in your palm. This coin, called a soul token, can be spent for fleeting power. You can only gain one soul token from a creature but you can have any number of soul tokens at one time. As an action, you can expend a soul token you have on your person to gain one of the following effects of your choice:

  • You gain 1d10 temporary hit points'24.

  • You grant an unconscious creature you can see 1d4-1 successful death saving throws.

  • You place a small curse on a creature you can see within 30 feet until the start of your next turn. During that time, when the creature makes an attack roll or saving throw it must roll a d4 and add or subtract (your choice) the result from the attack roll or saving throw.

  • For the next hour, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.

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 1)

The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic—at least 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 are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn't feasible.

Bonus Proficiencies

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

Witch Hunter's Strike

At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage. If the creature is concentrating on a spell, you deal an additional 2d8 force damage instead. If a creature fails its saving throw to maintain concentration as a result of taking damage from this feature, you gain a number of temporary hit points equal to the extra force damage dealt by this attack. 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.

At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.

Channel Divinity: Spell Shield (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bestow a temporary resilience to arcane harm.

As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your cleric level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.

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 1)

The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic—at least 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 are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn't feasible.

Bonus Proficiencies

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

Witch Hunter's Strike

At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage. If the creature is concentrating on a spell, you deal an additional 2d8 force damage instead. If a creature fails its saving throw to maintain concentration as a result of taking damage from this feature, you gain a number of temporary hit points equal to the extra force damage dealt by this attack. 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.

At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.

Channel Divinity: Spell Shield (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bestow a temporary resilience to arcane harm.

As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your cleric level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.

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 1)

Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god's name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.

Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.

Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm's eternal quest to protect his servants draws many inquisitors, and the efforts of Bane's followers to establish dominion over regions they control encourages many onto the path of the inquisitor. In Eberron, Thrane's Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.

Domain Spells

You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.

Seeker of Apostates

You gain proficiency with martial weapons, thieves' tools and two of the following skills of your choice: Arcana, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth or Religion.

Fear and Surprise

Beginning at 1st level, your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.

Channel Divinity: Cow the Unfaithful (Level 2)

Starting at 2nd level, you can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action, on the first round of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.

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 1)

The gods of the Journey domain aid travelers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-traveled roads, but also feature in temples near ports in seaside cities.

At each indicated cleric level, add the listed spells to your spells prepared.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons, land vehicles, and water vehicles.

Imbue Mobility

Starting at 1st level, when you restore hit points to a creature with a spell of 1st level or higher, the target can use its reaction to move up to half its speed without provoking opportunity attacks.

Channel Divinity: Zealous Charge (Level 2)

Starting at 2nd level, you can use your Channel Divinity to imbue divine might into one of your allies.

You can grant speed and strength to a creature you can see within 30 feet of you as a bonus action on your turn. Until the start of your next turn, the creature's speed is doubled, and each creature that it moves within 5 feet of for the first time on a turn during this duration must make a Strength saving throw. On a failed save, a creature takes force damage equal to 2d6 + your cleric level and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

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 1)

The gods of the Journey domain aid travelers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-traveled roads, but also feature in temples near ports in seaside cities.

At each indicated cleric level, add the listed spells to your spells prepared.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons, land vehicles, and water vehicles.

Imbue Mobility

Starting at 1st level, when you restore hit points to a creature with a spell of 1st level or higher, the target can use its reaction to move up to half its speed without provoking opportunity attacks.

Channel Divinity: Zealous Charge (Level 2)

Starting at 2nd level, you can use your Channel Divinity to imbue divine might into one of your allies.

You can grant speed and strength to a creature you can see within 30 feet of you as a bonus action on your turn. Until the start of your next turn, the creature's speed is doubled, and each creature that it moves within 5 feet of for the first time on a turn during this duration must make a Strength saving throw. On a failed save, a creature takes force damage equal to 2d6 + your cleric level and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

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 1)

A Judgment Domain cleric is a cleric who oversees the distribution of law and order. They may do so in the name of justice itself, or in service to a particular aspect of justice. This might be a lawful god—perhaps compassionate, but they may equally be harsh for those that dispense the iron fist of tyranny the world might need—or at the behest of an institution of justice in the land.

Employing a Justice Domain cleric is something that any ruling power must consider carefully. While they are almost always Lawful to the extreme, they answer only to their own, higher, ideals of justice.

Domain Spells

You gain domain spells at the cleric levels listed on the Judgment Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Sacred Flame cantrip if you don't already know it

Sacred Judgment

Starting at 1st level, when you deal damage to a creature with a cleric spell, you can apply additional damage to a creature equal to your Wisdom modifier damage if that target has dealt damage to another creature since the end of your last turn.

You can do this a number of times equal to your Wisdom modifier, regaining all uses on a long rest.

Sweeping Judgments

If a spell effects multiple creatures, you can apply Sacred Judgment to multiple targets, but each application counts as one use of the ability.


Judgment Domain Quirks

The following are some optional quirks for a player of this Domain to choose from.

d6Quirk

1

No sinner can hide from your flame.

2

You keep detailed notes on other people's transgressions.

3

You see nothing wrong with walking behind someone, ringing a bell and chanting "Shame!"

4

You judge others harshly and yourself even more so.

5

You skim through the boring parts of scripture to get to the fire and brimstone.

6

You are a nightmare to serve at restaurants.

Channel Divinity: Invoke Judgment (Level 2)

Starting at 2nd level, as an action you can present your holy symbol and invoke judgment upon your enemies. You crush a target within 60 feet under the weight of their sins. The target makes a Wisdom saving throw. On failure, the creature is knocked Prone and their movement speed is dropped to zero for 1 minute. The creature can repeat their saving throw at the end of each of their turns. They make this save with disadvantage if they have dealt damage since the start of their turn.

You can apply the bonus damage of Sacred Judgment when dealing damage with a Cleric spell to a creature you have used Invoke Judgment on, regardless if they have damaged another creature. This persists for 1 minute regardless of their size.

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:

Divine Strike

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 made as part of the Attack action, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 11th level, the extra damage increases to 2d8, and when you reach 17th level, the extra damage increases to 3d8.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Eternal Judgment (Level 17)

Starting at 17th level, your Sacred Judgment can be used an unlimited number of times.

Justice Domain

Justice Domain (Level 1)

Gods of justice and law—including Tyr, Pholtus, Trithereon, Aureon, Anubis, and Forseti—exemplify order and lawfulness, and the pursuit of just reparations and retributions. Some of these gods are ruthless in their pursuit of justice, and are quick to enact retribution when crimes are committed, while others are more forgiving and open to punishments other than death. Clerics of this domain often act as judges, lawyers, and investigators, and are well respected by their compatriots and hated by their opponents and detractors. They use their divine powers to find truth, root out evil, and bring justice to criminals.

Justice Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons, heavy armor, and the Investigation skill.

Divine Retribution

Also at 1st level, you can use your divine power to defend your allies and rebuke your enemies. When a creature you can see within 30 feet of you takes damage from another creature, you can use your reaction to halve the damage taken by the target. You take an equal amount of damage, which can't be reduced in any way, and you gain advantage on the next attack roll you make against the creature that damaged the target, as long as you make the attack before the end of your next turn. On a hit, the attack deals 1d4 bonus radiant damage.

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: Reveal Injustice (Level 2)

Starting at 2nd level, you can use your Channel Divinity to assist you in investigating deaths.

By performing a minute-long ritual on the remains of a creature that has been dead for no more than 7 days and hasn't been targeted by this feature before, you can learn its cause of death. If the creature was killed by another creature, you can also learn details about the creature's killer by making a Wisdom (Insight) check with a DC equal to the killer's passive Charisma (Deception) score. You automatically fail this check if the killer is protected from divination magic, such as through the nondetection spell. On a successful check, you learn the killer's creature type, and the distance and direction to its location as of the completion of the ritual. On a failed check, the killer knows that divination magic was attempted on it, but it doesn't know its source.

The DM might allow you to use this feature to investigate events other than deaths. For example, scenes of a recent robbery or evidence of an assault might be viable targets for this Channel Divinity, at your DM's discretion. In these cases, you would discover information about the main perpetrator of that event, rather than a "killer."

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 1)

All seek some form of justice when they have been wronged, and many live under the promise of its protection, whether or not the promise is kept, but few take on the holy burden of delivering the justice of the gods. The mercy of the gods, when in evidence at all, is not the mercy of mortals, and meting it out makes for a lonely life. Yet most agree on the urgent need for justice in the world, with all of its dark places and rulers who give it little thought. Someone must make the sacrifice.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Channel Divinity: No Hiding Place (Level 2)

Starting at 2nd level, you can use your Channel Divinity to determine the general direction of a creature that is guilty of an injustice or that is wanted for commission of a serious crime. At 7th level, you can determine the distance in miles to the creature as well as the direction.

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 1)

The Keeper domain focuses on social bonds and well-regulated communities. These communities might be as small as an adventuring party or as large as a city, but all require safety and comfort to thrive. Keeper domain clerics excel in leadership positions and are the first to take up arms when their homes or allies need protection.

Blessed Chosen

Starting at 1st level, you can assert your divine will to protect your allies. When an enemy within 30 feet of you that you can see attacks one of your allies, you can use your reaction to impose disadvantage on the attack roll before it hits or misses.

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.

Bonus Proficiencies

Also at 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Persuasion skill.

Channel Divinity: Divine Initiative (Level 2)

Starting at 2nd level, you can use your Channel Divinity to enhance your allies' potential.

As an action, you present your holy symbol and choose a number of creatures that you can see and that can see you within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each of them gains 5 temporary hit points. When a target gains these temporary hit points, they can immediately use their reaction to make one weapon attack.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 6th level, 11 at 8th level, and 14 at 17th level.

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 1)

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.

Knowledge Domain Spells
Cleric LevelSpells

1st

command, identify

3rd

augury, suggestion

5th

nondetection, speak with dead

7th

arcane eye, confusion

9th

legend lore, scrying

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 2)

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.

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.

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 (PSA)

Knowledge Domain (PSA) (Level 1)

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.

Knowledge Domain Spells
Cleric LevelSpells

1st

command, identify

3rd

augury, suggestion

5th

nondetection, speak with dead

7th

arcane eye, confusion

9th

legend lore, scrying

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 2)

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.

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.

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 1)

The savage and cunning god of minotaurs has few followers, but those that heed the call are granted brutal powers to smash and confound their foes. The Labyrinth domain grants powers linked to the mazes that minotaurs love and to misleading foes. The maze is your holy temple, and its winding corridors and deadly traps are the litany that you pray.

First Passage

When you choose this domain at 1st level, you gain proficiency in the Survival skill. You also learn Abyssal and Rue-Thothka, the ancient language of the minotaurs.

Channel Divinity: Wisdom of the Winding Way (Level 2)

At 2nd level, you can use your Channel Divinity to gain advantage on Wisdom (Survival) checks for the purpose of tracking for 1 hour.

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 1)

Gods and Goddesses of liberty -Libertas, Eleutheria, Haku, Lliira, and others- value freedom, change, self realization, and revolution. Clerics of the liberation domain frequently act as agents of change in kingdoms and communities, bringing new ideas and promoting forward progress against the status quo.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons. You also become proficient in two languages of your choice.

Freedom's Grace

Also at 1st level, you can move with divine speed to assist your allies. When a friendly creature within thirty feet of you that you can see is hit with an attack, you can use your reaction to move up to ten feet in their direction. This movement does not provoke attacks of opportunity.

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: Indomitable Spirit (Level 2)

Starting at 2nd level, you can use your Channel Divinity to empower your allies to resist the will of your foes. As an action, you present your Holy Symbol, and any ally within 30 feet may repeat a failed saving throw with advantage to end an on-going spell, magical effect, or condition.

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 1)

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.

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 2)

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.

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.

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.

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.

Light Domain

Light Domain (Level 1)

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.

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 2)

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.

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.

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.

Lolth Domain

Lolth Domain (Level 1)

Fear is the spider's weapon. Fear is the true-poison that keeps others mindful of the spider.

— Jarlaxle

The Spider Queen Lolth blesses noble women strong in her faith to dominate above all hierarchy and rule over the vast Drow kingdoms of the Underdark. Her goal? That her followers assert their dominance over the dark elves' souls. Priestesses of Lolth prevent the spreading of different faiths or ideas. Those loyal to the goddesses' web are granted powerful divine powers, to bend the will of their enemies and destroy everything that threatens her absolute power. Though priests of Lolth are usually women due to the matriarchal nature of Drow societies. Male dark elves in disguise have been known to try and deceive others in the past, seeking the unrivaled power of their goddess for their own.

At each indicated cleric level, add the listed spells to your spells prepared.

Bonus Cantrip

1st-level Lolth Domain feature

You learn the resistance cantrip if you don't already know it. When you cast this spell, its duration is increased to 1 hour and it does not require concentration.

Bend Will

1st-level Lolth Domain feature

You can cast the command spell without expending a spell slot. When you cast command in this way, you can choose to issue one of the following special commands:

  • Thrityh. The target attacks a creature you point to, using its movement to reach the creature if necessary.

  • Or'Shanse. The target makes a melee attack against itself.

  • Aster. The target must answer the next question asked of it truthfully.

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.

Channel Divinity: Divine Judgement (Level 2)

2nd-level Lolth Domain feature

You can use your Channel Divinity to destroy your enemies and heal your allies.

As an action, you present your holy symbol and draw raw magical power into it. Roll a number of d10s equal to your proficiency bonus. You can then divide the result of the roll between any number of creatures within 30 feet of you, granting healing to your allies and inflicting necrotic damage on your enemies.

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 1)

Gods of love represent the concept in all its varied forms; altruism, family, fertility, passion, and romance. Some gods, such as Chauntea, Eldath, Arawai, and Dionysus place an emphasis on one of these facets over others. Other gods, including Lliira, Sune, Boldrei, Aphrodite, and Hathor, give all of these concepts equal importance. Followers of these gods serve as matchmakers and midwives for their communities. Some are called to serve as diplomats or peacekeepers, believing that love really can conquer all. It is rare for the clergy of gods of love to take vows of celibacy as part of their initiation.

Blessings of Love

When you choose this domain at 1st level, you become proficient in your choice of two of the following skills: Insight, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

In addition, you learn the friends cantrip if you don't already know it. It counts as a cleric spell for you.

Channel Divinity: Amorous Armor (Level 2)

Starting at 2nd level, you can use your Channel Divinity to exude an aura of goodwill and love.

As an action, you project respect and admiration for 1 minute. All creatures within 30 feet of you who can see and hear you have disadvantage on attack rolls against you. A creature is not subject to this effect if it is immune to being charmed. This effect ends early on a creature if you make an attack against it, deal it damage, or force it to make an ability check or saving throw.

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 1)

Clerics that serve the fickle and spontaneous gods of Luck rarely resemble traditional clerics. Their holy symbols are usually sets of dice, pieces from gaming sets, or strange lucky charms. Luck clerics believe they earn favor with their god each time they leave their life in the hands of fate.

For those who embrace the Luck Domain, the greater the risk, the greater the thrill. Gambling with their lives brings great joy, and they live to encourage rash decisions in others.

Bonus Proficiencies

In the game of life, sometimes you win, and sometimes you need to improvise. When you adopt the Luck Domain at 1st level, you gain proficiency in the Sleight of Hand skill, with improvised weapons, and with one gaming set of your choice.

Tip the Scales

Your luck empowers those blessed by your spells. Beginning at 1st level, when you cast a spell of 1st-level or higher that restores hit points, one target of the spell has advantage on their next ability check, attack roll, or saving throw.

Channel Divinity: Stroke of Luck (Level 2)

At 2nd level you gain this additional Channel Divinity option. When you or a creature within 60 feet that you can see, makes an ability check, attack roll, or saving throw, you can use your reaction to hold aloft your holy symbol and grant them advantage, or impose disadvantage, on the roll.

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.

Luck Domain

Luck Domain (Level 1)

The gods of Luck - Fharlanghn, Olladra, Mask, Tymora, and Oghma, as well as others - revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith while doing so. As such, the domain of Luck is a favorite amongst adventurers.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Fortune's Friend

Beginning at 1st level, you are unnaturally good at things in which you are not skilled. Once per turn when you roll an ability check for a skill you are not proficient in, you can choose to roll 2d10s in place of 1d20 and use the result. 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: Lucky hit (Level 2)

At 2nd level by saying a quick prayer, you sometimes land miraculous blows in a fight. As a bonus action whenever you make an attack roll or an ability check, you can roll an additional d20 and choose which of the d20s is used. If you attack and successfully hit, reroll any damage dice that rolled a 1 and use the new results instead.

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 1)

The Lust domain concerns itself with desire, sex, and awakening passion in others. Clerics of lust often seek to seduce others with their wiles, either for their own pleasure, to lure them into a cult, or to otherwise manipulate them into doing the cleric's bidding.

Gifts of Lust

A Cleric who adopts the Lust domain learns the message cantrip. They also gain proficiency in one of the following skills: Deception, Performance, or Persuasion.

Channel Divinity: Lustful Distraction (Level 2)

A Cleric of the Lust domain of 2nd level or higher can use Channel Divinity to instill fascination and lust in others. As an action, the Cleric speaks seductively and gazes lasciviously at creatures of his or her choice within 30 feet who can see and hear the Cleric. Each target must make a DC 12 Wisdom saving throw. On a failed save, a target is compelled to devote its attention to the Cleric for 1 minute. While the Cleric commands their attention, the targets have disadvantage on Wisdom (Perception) checks to perceive any creature other than the Cleric, and the Cleric has advantage on Charisma (Deception) or (Persuasion) checks to further Influence their behavior.

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.

Madness Domain

Madness Domain (Level 1)

Your divine powers originate with the Madgod, a being of paranoia, mayhem, and psychosis. Every deranged thought or uncontrolled flight of fancy empowers the Madgod, who cares little for the logic of other godly domains. That is, of course, because the Madgod is a squirrel living outside the kingdom who once told you the secret of divine power is actually to collect enough fresh boysenberries, but never to eat them, and that it helps to have a good horse at your side. And lo, the rules of reality slipped away and you realized the wisdom of the Madgod's words. It all makes sense if you think diagonally and squint your ears the right way!

Unhinged Initiate

Starting when you choose this domain at 1st level, you learn a random cantrip from the wizard spell list, chosen by the GM, which counts as a cleric spell for you and doesn't count against the total number of cantrips you know. Whenever you finish a long rest, your GM can change this cantrip.

Lunatic Insight

At 1st level, whenever you make an ability check that doesn't include your proficiency bonus, your unique insight allows you to make connections which may or may not exist. If the d20 roll for the ability check is even, you add your proficiency bonus to the check.

Channel Divinity: Temporary Insanity (Level 2)

Starting at 2nd level, you can use your action to force a creature within 60 feet to make a Wisdom saving throw or fall prey to a random madness for up to 1 minute. Roll on the following table to determine the madness which afflicts the creature. A creature that is frenzied can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.

d20Effect

1-5

Aphasia. The creature can't speak and is incapable of spellcasting or understanding others.

6-10

Delusion. The creature experiences vivid hallucinations. Whenever the creature makes an attack or targets a creature with a spell or effect, roll a d20. On an odd roll, the attack misses, or the spell or effect fails.

11-15

Frenzy. The creature becomes frenzied. A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one.

16-20

Vertigo. The creature falls prone at the end of each of its turns if it's not leaning against something.

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 1)

Clerics who worship the old gods, or gods of madness like Cyric, Ghaunadaur, and Tharizdun are known widely as cultists. These gods possess ancient knowledge that mortals dare not learn, or fall to madness. Followers of these gods babble wildly in lost tongues and use these words to drive creatures to the brink of insanity.

Babbling Lunatic

At 1st level, you can babble in the tongue of the gods to unsettle the minds of your foes. You learn the vicious mockery cantrip.

In addition, whenever you use the vicious mockery cantrip, you can target one additional creature within range that can hear you. That creature must make a Wisdom save against the cantrip or have disadvantage on the next attack roll it makes before the end of its next turn. The additional target does not take any damage.

Channel Divinity: Cultist's Chant (Level 2)

At 2nd level, as an action you can use your Channel Divinity to chant in an ancient tongue to put your listener into a stupefied trance. Each creature of your choice that can hear you within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. This effect ends on a target after 1 minute, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

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 1)

Followers of gods that believe in taking on the suffering of those around them. Stalwart and unflinching, these intrepid souls seek to ease the suffering of those around them. While typically altruistic, sometimes their motivations are further afield, belonging to strange cults of suffering or acceptance.

Domain Spells

You gain domain spells at the cleric levels listed on the Martyr Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Clad in Grace

Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

Relieve Suffering

Starting at 1st level, when you cast a spell of 1st level or higher that restores hit points, you can expend some of your own hit points to increase the amount another creature that is healed by the spell regains, expending a number of hit points up to your Cleric level to increase the amount one creature is healed by an equivalent value.

Additionally, you can touch a creature suffering a disease or the Blinded, Deafened, Paralyzed or Poisoned condition and transfer that disease or condition to yourself. Starting at 9th level, the range of conditions you can take increases, including Exhaustion (1 level at a time), Petrified, Stunned, the effect of a curse, or any reduction to their ability scores. You are afflicted by the effect in the same manner the creature you took it was, for the same duration and possible methods of ending the effect.

You can transfer a condition affecting another creature to yourself a number of times equal to your Wisdom modifier, regaining all uses on a long rest.


Martyr Domain Quirks

The following are some optional quirks for a player of this Domain to choose from.

d6Quirk

1

Your extravagant sacrifices make you worthy of your god's blessing.

2

Each stubbed toe is a blessing.

3

The burden of other's pain is one you bear gladly.

4

Your "finest" vestments are covered in bloodstains.

5

You carve verses of scripture into your flesh.

6

You are genuinely confused by others' squeamishness around blood.

Channel Divinity: Bear the Burden (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bring all the suffering your allies suffer onto yourself.

As an action, you present your holy symbol and enter a divine trance. Until the start of your next turn, your movement speed becomes zero and you gain temporary hit points equal to twice your Cleric level. Any time an allied creature within 30 feet of you takes damage, they have resistance to the damage taken, but you take damage equal to the damage they take.

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:

Divine Strike

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 made as part of the Attack action, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 11th level, the extra damage increases to 2d8, and when you reach 17th level, the extra damage increases to 3d8.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

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 1)

Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.

Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.

Threshold Guardian

Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.

Channel Divinity: Involuntary Aid (Level 2)

Starting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.

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 1)

This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.

In Eberron, the Mind domain is most associated with the kalashtar Path of Light and the Riedran Path of Inspiration. However, followers of the cults of the Dragon Below might also follow this path. While visions of Xoriat can certainly drive a priest into madness, they might also reveal deeper secrets and mental powers.

Flash of Insight

Starting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1).

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Psychic Force

Also at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.

Channel Divinity: Psychic Feedback (Level 2)

Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe's mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll. If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.

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 1)

The domain of Mind is linked to the forces surrounding mind control, manifesting the psychic and aberrant power of the gods of the astral plane in Dungeons & Dragons settings. Deities such as Ilithid, Mind Flayer, and Yog-Sothoth are patrons of mind clerics, who specialize in manipulating minds, causing confusion, and exploring psychic nooks and crannies. In addition, these clerics also channel powers related to visions, cosmic knowledge and deep insight, representing the connection with the mysteries of the astral plane. Gods of the Mind domain also personify intrigue (Tharzidunn), forbidden knowledge (Vecna), and the search for truth beyond mortal comprehension (Cthulhu).

Bonus proficiency

At 1st level of this subclass, you learn two skills in skill tests involving intelligence, and you can add your wisdom bonus to skill tests involving the two chosen.

Divine mind

Also at 1st level, you learn to strike your enemies with mental power. When you cast a spell or cleric trick that inflicts radiant damage, you can choose to inflict psychic damage.

Channel Divinity: Mental Bond (Level 2)

At 2nd level, you can use your channeling divinity to expand your psychic power to your allies. You can choose a number of allies equal to your wisdom modifier, and for 1 hour, you and your allies can communicate mentally as long as they are within 60 feet of each other.

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 1)

Clerics of the Missionary Domain operate within a variety of different orders under a diverse set of deities, but they all have been granted the same purpose—spread the word of their god. For some this mission is a virtuous act, and for others, it is simply one side of their deal for divine power. In Prismatic Falls, many of the clerics who follow this path are followers or leaders of the cults that run the city.

You gain domain spells at the cleric levels listed.

Bonus Proficiencies

At 1st level, you gain proficiency in the Deception, Performance, or Persuasion skill (your choice).

Blessing of the Believer

Also starting at 1st level, you can empower your allies in exchange for their faith. When an ally within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to give them advantage on the roll. When you do, the ally must proclaim the name of your deity or receive no benefit.

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: Sacred Words (Level 2)

Starting at 2nd level, you can use your Channel Divinity to alter the emotions of those around you.

As an action, you present your holy symbol, evoke the name of your deity and say a few words about them, choosing from one of the options below. Choose a number of creatures within 30 feet of you that can hear you, up to a number equal to your Wisdom modifier (a minimum of one) to be affected by your chosen words for 1 minute. An unwilling creature must make a Wisdom saving throw to resist this effect. If such a creature fails, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

They are mighty. Affected creatures are frightened of you for the duration.

They are merciful. Affected creatures are charmed by you for the duration.

They are fearless. Affected creatures can't be frightened or charmed for the duration.

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 1)

The Moon Dancers are clerics that sworn their blades to protect those who are in need, fight all evil, and help others appreciate the joy of life through the beauty of the arts.

Coming from the underdark, the first Moon Dancers were devoted to Eilistraee, the Dark Maiden. Guided by her kindness, they fought courageously to liberate the Drow from the grasp of Lolth, leading them to the surface.

The art of the Moon Dance has been adopted by some followers of other moon-bound deities, but its purpose remains pure and untouched. Moon Dancers travel through the realms putting their kind hearts at others disposal, and they are not afraid to wield their blades to confront evil.

Moonlight Dance

When you choose this domain at 1st level, you gain proficiency with the shortsword, rapier and longbow.

You also gain proficiency in the Performance skill if you don't already have it.

Moonlight Protection

In kindness there is strength, and its beauty is your protection. While you are wearing no armor and not wielding a shield, you gain Unarmored Defense and your AC equals to 10 + your Dexterity modifier + your Wisdom modifier.

Those in need must be protected, and no evil hides from your sight. You have darkvision of 120 feet. If you already have darkvision from your race, its range increases by 60 feet.

Channel Divinity: The Moon Dance (Level 2)

You use your Channel Divinity to dance and invoke the power of the moonlight for 1 minute, gaining the following benefits:

  • You have advantage on Dexterity (Acrobatics) checks.

  • You gain a bonus to any Constitution saving throw you make to maintain concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

  • Whenever you make a Charisma (Performance) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

  • Your walking speed increases by 10 feet while you are under the effect of the Unarmored Defense provided by Moonlight Protection.

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

Channel Divinity: Blessing of the Full Moon (Level 2)

Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:

  • Blessing of the Watchful Moon

    For 1 hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.

  • Blessing of the Blood-Drenched Moon

    For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated.

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 1)

You are an initiate into the quiet mysteries of the moon and the subtleties of the night. Your faith illuminates any darkness you face.

Moon's Grace

When you select this domain at 1st level, you gain proficiency in the Perception and Stealth skills, and you don't have disadvantage on Stealth checks from wearing medium armor.

Channel Divinity: Night's Chill (Level 2)

Starting at 2nd level, you can use your Channel Divinity to harness moonlight to banish magical light and deal cold damage to your foes. By presenting your holy symbol as an action, any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you takes (2d10 + your cleric level) cold damage, or half damage with a successful Constitution saving throw. A creature that has total cover from you is not affected.

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 1)

The imposing figure of mountains towering on the horizon and the frightful rumbling of the quaking earth are reminders of the great power shared by mountain and earth gods, and they drive many clerics of these deities to pursue the faith in the first place. Many of these gods (such as Ulaa, Purphoros, and Dumathoin) are diggers and craftsmen that fashion earthen wares out of the mountain's treasures and secrets. Others (such as Skadi and Dunatis) represent the solitude and wisdom of the mountain, whispering truths to their hermit-like clerics upon the peaks. Some are deities of the earth and sand (such as Gaia and Geb), while a few (such as Kurtulmak and Moradin) are the patron gods of earth-dwelling folk like dwarves, goliaths, or kobolds. Clerics of the mountain are as varied as their gods, but all see the resolute, unbending, and stubborn strength of the earth and the mountains as the ideal model to live by.

Aegis of the Earth

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

In addition, when you take bludgeoning, piercing, slashing, force, or poison damage, you can use your reaction to reduce the damage you take by an amount equal to 3 + half your cleric level.

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

Mountain Climber

Also at 1st level, you have advantage on saving throws and ability checks made to climb or keep your footing while on earth or stone, such as when you are climbing a canyon wall, jumping across wobbly stones, or walking along a narrow cliff ledge.

Channel Divinity: Voice of the Mountain (Level 2)

Starting at 2nd-level, you can use your Channel Divinity to shake the ground with the voice of the mountain, injuring those who cannot keep their balance.

As an action, you present your holy symbol and the ground in a 30-foot cube within 60 feet of you rumbles with divine power. Each creature on the ground in the area must make a Dexterity saving throw. On a failed saving throw, a creature takes thunder damage equal to 2d6 + your cleric level and it is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Until the end of your next turn, ground in the area is difficult terrain as it continues to quake.

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 1)

The mountains signify strength, endurance, and hard-won wisdom. Many gods make their homes in mountains, and so do many horrors. Those who would know themselves in full must embrace the ordeal of the highest peaks, and the shriving of the spirit the thin, cold air, deprivation, and hardship provide.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Athletics, Nature, or Survival skill (your choice).

Tongues of the Mountains

Also beginning at 1st level, you become fluent in either Dwarvish or Giant (your choice).

Channel Divinity: Ever Upward (Level 2)

Starting at 2nd level, you can use your Channel Divinity to grant yourself and up to five other creatures advantage on skill or ability checks made to made to climb, avoid falling, or avoid the prone condition. The effect lasts for 1 hour.

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 1)

While almost all clerics draw their power from worship of a specific god, there are secretive sects of hermits that derive their power from their belief in themselves. They spend their lives in quiet solitude, mastering their minds and striving for enlightenment. After years of training and meditation, these monastic masters are able to awaken their mind's eye, the psionic potential within them. Using this inner power, they can produce divine magic, much like a traditional cleric.

Once awakened, these psionic clerics often feel compelled to use their gifts for the benefit of all. They are often found wandering the countryside, helping all they meet strive for an enlightened way of life in harmony with those around them.

Mind's Eye

Upon adopting the Mysticism Domain at 1st level, your inner psionic power, your Mind's Eye is awakened. This potential allows you to produce wondrously strange cleric spells. When you cast a cleric cantrip or spell that deals radiant damage, it instead deals psychic damage for you.

Cleric spells that you cast in this way are considered to be the same as spells cast by any other cleric or spellcaster.

Unarmored Defense

Your Mind's Eye provides you with the foresight to predict and dodge enemy attacks. Beginning at 1st level, when not wearing armor or using a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Optional Rule: Psionic Spellcasting

For the mechanics to match the fantasy of a cleric who uses their inner psionic power to cast spells, replace your Charisma saving throw proficiency, spellcasting ability, multiclassing prerequisites, and any other Wisdom-based features from your class or the Mysticism Domain with Intelligence.

Channel Divinity: Enlightened Spell (Level 2)

At 2nd level, you gain this additional Channel Divinity option. When you cast one of your Mysticism Domain Spells, you can expend a use of your Channel Divinity to cast the spell so that it requires no verbal or somatic components, and no material components unless they are consumed by the spell.

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 1)

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.

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 2)

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.

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, fire, or lightning damage (your choice) 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.

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.

Night Domain

Channel Divinity: Invocation of Night (Level 2)

Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.

As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature who fails the saving throw is blinded for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has total cover from you is not affected.

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 1)

Gods of the night—such as Selûne, Shar, Tharizdun, Takhisis, and Hecate—serve as both creators of light and harbingers of darkness, with moon gods focusing on the former and darkness gods on the latter. These gods serve as patrons of all alignments; their clerics serve as both righteous defenders of the weak, as well as deceptive thieves and assassins. Either way, these clerics excel in both melee combat and spellcasting, always using the cover of darkness to their advantage in both their battles and their attempts at subterfuge.

Bonus Proficiencies

(1st-level Night Domain feature)

At 1st level, you gain proficiency with martial weapons and the Stealth skill.

Lunar Radiance

(1st-level Night Domain feature)

Also at 1st level, you can empower your attacks with moonlight. Once per turn when you hit a creature with a melee weapon attack, you can force them to become basked in moonlight. The next attack roll made against this target before the end of your next turn has advantage, and deals an additional 1d6 radiant damage on a hit.

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: Midnight Gloom (Level 2)

(2nd-level Night Domain feature)

Starting at 2nd level, you can use your Channel Divinity to harness the black gloom of midnight, banishing light and draining the life of your foes.

As an action, you present your holy symbol and all lights within 30 feet of you, magical or non-magical, are instantly put out. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and loses any darkvision they have for 1 minute. On a successful save, they take half as much damage and suffer no other effects. A creature can repeat this saving throw at the start of each of its turns, regaining their darkvision on a success.

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.

Nightstalker (Level 17)

(17th-level Night Domain feature)

Beginning at 17th level, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Ocean Domain

Ocean Domain (Level 1)

You invoke the power of salt and sea—the fountain of life—in all its chaotic glory. You are an emissary between sea and shore.

Envoy to the Waves

When you choose this domain at 1st level, you learn the chill touch cantrip. You also learn the Aquan language, gain proficiency in the Survival skill, and gain proficiency with tridents and nets.

Channel Divinity: Sea Speaker (Level 2)

Beginning at 2nd level, you can use your Channel Divinity to communicate telepathically with aquatic creatures within 100 feet of you. This ability lasts for 1 hour.

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 1)

Clerics of the Ooze Domain believe in a higher level of physical existence that is represented by oozes. They serve their formless god to learn to be free from physical bounds. They believe that in the end, all organic materials will be wholly absorbed by oozes and are ready to sacrifice even themselves towards the fulfillment of this eventuality. In Aglarion, clerics of the ooze domain usually serve the Blind God, a minor entity that has only a few fanatic believers.

Domain Spells

Starting at 1st level, You gain the following domain spells.

Bonus Cantrip

When you choose this domain at 1st level, you gain the acid splash cantrip, which does not count against the number of cleric cantrips you know.

Bonus Proficiency

Starting at 1st level, you gain proficiency with martial weapons.

Sense of the Ooze

Starting at 1st level, you can gain the senses of an ooze as a bonus action. You gain blindsight to 5 ft. for a number of rounds equal to your Wisdom modifier. The range of this blindsight increases by 5 feet at 5th, 9th, 13th and 17th level. 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: Charm Oozes (Level 2)

Starting at 2nd level, you can use your Channel Divinity to charm oozes. As an action, you present your holy symbol and invoke the name of your deity. Each ooze that can sense 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.

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 1)

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.

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 2)

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.

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.

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.

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.

Ordning Domain

Ordning Domain (Level 1)

Though rare, giants sometimes induct especially impressive mortals into the ranks of their Ordning. These mortals are sometimes selected by the Mother of Storms, the goddess of storm giants, to become representatives of her will on the material plane. Those who devote their lives to her service gain power of storms and prophetic insight into the future.

Bonus Proficiencies

When you choose this Divine Domain at 1st level, you gain proficiency with all martial weapons and with heavy armor.

Ordning Domain Spells
Cleric LevelSpells

1st

detect evil and good, thunderwave

3rd

enlarge/reduce(enlarge only), shatter

5th

call lightning, clairvoyance

7th

divination, storm sphere

9th

dream, maelstrom

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 2)

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.

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 1)

There are many who perceive divinity as the path to balance in the realm of the living: a guiding force of justice and good for all. Perhaps equality is not a truth written into creation: but it can be a reality to earn through gift and graft. Both mortals and gods - examples of which are given in the Parity Deities table below - swear themselves to this mission.

Clerics of parity often look to the balances of nature: life and death, light and shadow, for philosophical guidance, but their work is primarily concerned with mortal means. They wish to equalise the health and wealth of all, and raise the bar for the shared experiences of every people. They baulk at excess, and give of themselves frequently with all they have available. Charity should never be confused with weakness, however: they will happily, and capably, take from the rich to give to the needy.

Domain Spells

You gain domain spells at the cleric levels listed in the Parity Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Weigh Worth

You are granted insight into the measure against which a soul might be weighed. As an action, you target one creature you can see. You learn the creature's current alignment, as well as the total of material wealth it currently carries.

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

Level Playing Field

You can smooth the footing of fate between disparate beings. As an action, you choose two creatures within 60 feet of you (which can include yourself). You create a magical bond between them for 10 minutes or until you use this feature again. While a bonded creature is within 60 feet of its counterpart, it can choose to forgo rolling a d20 for any attack roll, ability check, or saving throw it makes, and instead use the last d20 result rolled by its counterpart since it was bonded. If either creature rolls a 1 on a d20, its counterpart must use the result on its next turn.

Channel Divinity: Spread the Wealth (Level 2)

You can use your Channel Divinity to divide gold among the deserving.

When a creature you can see within 120 feet of you is reduced to 0 hit points, you can use your Channel Divinity as a reaction to redistribute any monetary wealth it is carrying to the surrounding area with immediate force. All creatures other than yourself within 30 feet of the target must make a Dexterity saving throw. On a failure, a creature takes force damage equal to 1d2 x the value of gold, silver, or copper pieces carried by the target (up to a maximum value of the chosen coinage equal to 5 times your cleric level). On a success, a creature takes no damage, and immediately gains a number of coins equal to one quarter of the damage rolled.

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 1)

Gods and faiths of passion—including Dionysus, Sune, the Fury, and Cults of the Dragon Below—entreat their followers to live their lives without inhibition. The more benevolent gods of passion believe in love and art as a force of nature, while darker faiths of passion tend to exhort their followers to mad revelries that are often destructive.

Domain Spells

You gain domain spells at the cleric levels listed in the Passion Domain Spells table.

Blessings of Passion

At 1st level, you gain proficiency in your choice of two of the following skills and/or tools: Intimidation, Performance, Persuasion, Insight, calligrapher's supplies, glassblower's tools, jeweler's tools, painter's supplies, potter's tools, weaver's tools, woodcarver's tools, or one kind of musical instrument.

Your proficiency bonus is doubled for any ability check you make that uses one of the above chosen skills or tools.

Channel Divinity: Passionate Rebuke (Level 2)

Starting at 2nd level, you can use your pain to lash out with an ardent howl.

As a bonus action when you are below maximum hit points, you can use your Channel Divinity to deal psychic or thunder damage (your choice) equal to 1d6 + your cleric level to every creature within 5 feet of you.

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 1)

Gods of the passions domain manifest in the vast and deep emotions and feelings that lie deep in the hearts of those in throes of passionate experiences. This includes gods of love and beauty, such as Aphrodite, Eros, Sune, Frigg, and Lliira, who champion the pursuit of love and caring in all its forms. It also includes gods of music, storytelling, bards, and the arts, such as Apollo and his muses, Pan, Bragi, Milil, and Sheela Peryroyl. These gods are patrons of bards, musicians, artists, and all who dedicate themselves to inspiring the hearts of others. The passions domain also includes gods of more hedonistic and carnal passions, such as Sharess and Dionysus, who promote the pursuit of the raw joys of hedonism, drunkenness, sex, and feasting.

Clerics of this domain excel in inspiring and influencing the desires, emotions, and impulses of others and seek to inspire and promote the pursuit of deep passions. They are the patrons and masters of mead halls, theatres, brothels, breweries, and marriage temples and inspire awe and joy wherever they go.

Friend to All

When you choose this domain at 1st level, you gain proficiency with disguise kits and two musical instruments. You also gain the Friends cantrip as a bonus cantrip if you don't already know it.

You may also choose to hold your holy symbol and invoke your deity's name. For the next hour, you can add your Wisdom modifier as well as your Charisma modifier to any Charisma ability checks. You regain the use of this ability after a long rest.

Channel Divinity: Subtle Persuasion (Level 2)

Starting at 2nd level, you can use your Channel Divinity to enhance your powers of persuasion and influence. When casting an enchantment spell, you hold your holy symbol. When doing so, you do not need to perform any verbal or somatic components of the spell. Also, when the spell ends, any target loses all memory that it was controlled or influenced. That creature remembers the actions it took, but it may be confused by them.

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 1)

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.

Peace Deities
Example DeityPantheon

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.

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 2)

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.

Potent Spellcasting (Level 8)

8th-level Peace 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.

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 1)

Clerics of peace venerate the ideal of harmony, and search for nonviolent solutions to worldly problems whenever possible. However, they are not strictly pacifists. If a situation proves too dire, or if all other options are exhausted, these clerics may use violence, especially if it protects someone in need. Gods of this domain - including Eldath, Rao, and Majere - are almost exclusively good, as are their clerics.

Censure Evil

When you select this domain at 1st level, you can channel holy power from the divine planes to censure evil creatures. Your Turn Undead and Destroy Undead features also effect fey and fiends.

Pacifying Voice

At 1st level, you can magically speak in a booming voice, commanding attention and authority. You gain a bonus of half your proficiency bonus when you make a Persuasion check to command other creatures. This benefit stacks with your proficiency bonus if you are already proficient in Persuasion.

Channel Divinity: Peacebond (Level 2)

Starting at 2nd level, as an action, you can pacify nearby creatures. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature's weapons and ammunition become locked in their sheaths, quivers, or holsters for 1 minute. During this time, a creature may only free their weapon with a DC 18 Strength check.

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 1)

You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it doesn't harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.

Carrier

Starting at 1st level, you are immune to disease and being poisoned. Additionally, choose or randomly determine a lingering symptom that afflicts you:

d8Symptom

1

A loud, sickening cough constantly accompanies you.

2

One of your limbs is black and withered, but completely functional.

3

The white and iris of one or both of your eyes are entirely blood red.

4

Intense shivers come at you in waves, alternating between mild trembles and great shudders.

5

A number of growths and tumors lump your body and hunch your back.

6

Your skin is riddled with boils and sores.

7

Your body is horrifically gaunt.

8

Constantly fevered, your skin is hot and covered in sweat.

Bonus Proficiency

At 1st level, you have proficiency with heavy armor.

Tumor

Also at 1st level, your body sequesters its toxins in a bulbous protrusion. When a creature within 5 feet hits you with an attack, you can use your reaction to try to poison the creature with the tumor. The creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can reattempt this saving throw at the end of each of its turns, ending the effect on a success.

After using this ability, you must finish a short or long rest before using it again.

Channel Divinity: Infection (Level 2)

At 2nd level, your divinity carries disease. You can use your action to touch a creature within your reach, which must make a Constitution saving throw, suffering one of the following diseases of your choice for 1 minute on a failed save. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects applies to it.

  • Bloodmore. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it loses an additional 1d6 hit points.

  • Joint Lock. The creature's legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its speed, whichever is lower, on its turn.

  • Ruby-Eye. The creature can see normally out to 5 feet, but is blind beyond this radius.

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 1)

You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it does not harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.

Body of Plague

By 1st level, you have been in such close proximity to vectors of plague that you are immune to disease and being poisoned. Additionally, you have proficiency with heavy armor.

Tumor

Starting at 1st level, your body sequesters its toxins in a bulbous protrusion. When a creature within 5 feet hits you with an attack, you can use your reaction to try to poison the creature with the tumor. The creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can reattempt this saving throw at the end of each of its turns, ending the effect on a success.

After using this ability, you must complete a short or long rest before using it again.

Channel Divinity: Infection (Level 2)

At 2nd level, your divinity carries disease. You can use your action to touch a creature within your reach, which must make a Constitution saving throw, and suffers one of the following diseases of your choice for one minute on a failed save. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Bloodmore. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it takes an additional 1d8 damage.

Deadleg. The creature's legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its movement speed on its turn, whichever is lower, on its turn.

Slaying Fever. Frothing at the mouth with rage, the creature must use its action to attack a creature adjacent to it. If there is no such creature, the creature must move to the nearest creature it can see.

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 1)

It is common when sickness and disease strikes a village or township for people to cower away from it. They fear the touch of the illness, fear that it might affect them too. Clerics following the Plague Domain have no such fear. They live to study the morbid steps of deadly diseases, combating them when they know how to, or perhaps letting the infection run its course with little hindrance. For some Plague Clerics, the information gained from the painful decay of a subject is sweeter than the blessed administration of a divine cure.

Domain Spells

You gain domain spells at the cleric levels listed in the Plague Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Hardened Survivor (Level 1)

Also at 1st level, the blessing of your deity allows you to shrug off the effects of illness, making you immune to diseases.

Bonus Cantrip (Level 1)

When you choose this domain at 1st level, you learn the infestation cantrip if you don't know it already. This doesn't count against your number of cantrips known.

Channel Divinity: Mist of Disease (Level 2)

At 2nd level, a flow of death and decay exudes from you as you present your holy symbol. As an action, you can use your Channel Divinity to make a 10-foot cube of mist appear centered on a point within 30 feet of you. Any creature standing within the mist immediately starts having a coughing fit and must make a Constitution saving throw. The creature takes necrotic damage equal to 2d10 + your cleric level on a failed save, and half as much damage on a successful one. In addition, if it fails the saving throw, it must use its reaction to step out of the mist by the safest, most direct route, as it attempts to stagger away from the deadly gas. If there is no room for it to get out, it will remain in the mist even if it failed the save.

The mist disperses at the end of your turn. Constructs are unaffected by the mist.

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 1)

Gods of Plague 'bless' the mortal world with their vaired and multitudinous creations, a collection of noxious diseases. Deities of the Plague domain include Abhoth, Moander, Nurghleth, Talona, The Horned Rat, and Yurtrus. Followers of these deities seek to spread their god's gifts with the world and can cause chaos amongst poopulated areas, leaving strife and suffering in their wake; while rare people may often turn to this path to gain a reprieve from their own afflictions through service to such deities.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

²Available in Advanced Arcaneries Vol.2 found in the Homebrew section on the Spells page!

³Available in Advanced Arcaneries Vol.3 found in the Homebrew section on the Spells page!

Bonus Cantrips

When you choose this domain at 1st level, you gain the vector and wrack cantrips. These cantrips don't count against the number of cleric cantrips you know. For you, these cantrips count as cleric cantrips.

Contagious Contact

Also at 1st level, you are already considerably contagious. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 1d8 poison or necrotic damage (your choice) and is poisoned until the end of your next turn on a failed saving throw, or half as much damage and isn't poisoned 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: Inflict Disease (Level 2)

Starting at 2nd level, you can use your Channel Divinity to inflict devastating diseases.

As an action, you present your holy symbol, and one creature that is within 30 feet of you must make a Constitution saving throw. On a failed save, the target is poisoned and suffers the effects of one of the following diseases (of your choice) for 1 minute.

Blinding Sickness

Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever

A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot (9th level required)

The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire (9th level required)

The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure

The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom (9th level required)

The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

At the end of each of the target's turns, it can repeat the Constitution saving throw. On a success, the poisoned condition and the effects of the disease end.

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 1)

You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and either cartographer's tools or navigator's tools (your choice). In addition, you gain proficiency in the Arcana skill.

Portal Magic

Starting at 1st level, you gain access to spells that connect places or manipulate the space between places. Each spell with "(liminal)" listed alongside its school is a cleric spell for you, even if it doesn't appear on the cleric spell list, and you can prepare it as you would any other spell on the cleric spell list. Liminal spells include bardo, devouring darkness, door of the far traveler, ethereal stairs, hypnagogia, hypnic jerk, mind maze, mirror realm, pierce the veil, reciprocating portal, rive, subliminal aversion, and threshold slip.

Portal Bond

At 1st level, you learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature.

Once you teleport a creature in this way, you can't use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action

Channel Divinity: Dimensional Shift (Level 2)

Starting at 2nd level, you can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 10th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected.

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 1)

The Underark is full of doors and you may be the key, I wonder?

— Jarlaxle

Clerics of the Portal domain are drawn to the multitude of portals and pathways strewn across the Underdark. They see themselves as defenders of their reality, and focus on keeping extraplanar entities in their own realms, or returning them there when they stray. Though these clerics can create the portals they are named after, they are far more often found closing them, and forever locking away the horrors that wait on the other side.

At each indicated cleric level, add the listed spells to your spells prepared.

Bonus Proficiency

1st-level Portal Domain feature

You gain proficiency with the Arcana skill and have advantage on Intelligence (Arcana) checks made in relation to extraplanar phenomena.

Portal Hopper

1st-level Portal Domain feature

You learn to create small portals to escape danger and access distant locations. As a bonus action, you create a shimmering portal in your space that opens to any other spot within 60 feet of you. This spot can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "30 feet straight downward" or "upward to the northwest at a 45-degree angle, 30 feet." If the spot you designate is occupied by an object or a creature, the portal fails to open.

The portal remains open until the end of your turn. A creature that uses its movement to move through the portal appears at the spot you chose when creating the portal. If you move through the portal immediately after creating it, your movement through the portal does not provoke attacks of opportunity.

Once you use this feature, you can't use it again until you finish a short or long rest.

Channel Divinity: Fall Forward (Level 2)

2nd-level Portal Domain feature

As an action, you present your holy symbol and cause a portal to appear beneath a huge or smaller creature you can see within 60 feet of you that is standing on a solid surface.

Choose a cube of unoccupied spaces equal to the size of the creature you can see within 60 feet of you to create the portal's exit. You can also determine the orientation of the portal's exit (facing up, down, or any other direction). If the creature is unwilling, it must make a Dexterity saving throw against your spell save DC or fall through the portal. Upon exiting the portal from the location you chose, the creature's momentum propels it at least 20 feet in the direction of the exit portal's orientation, unless it's movement is stopped by colliding with an object or another creature.

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 1)

Gods of the Poverty Domain value quality of their followers over quantity, and have strict requirements for their clerics. They are required to give up all rights to material possessions beyond basic necessities. Usually, clerics of Poverty are only armed with a quarterstaff, and only carry a small amount of food and water and the cloak on their back. These devotees are bound by divine law to seek peace above all, resorting to violence only when all other options have been exhausted.

While followers of the Poverty Domain are few, they are among the most devout of clerics. Their ascetic way of life allows them to look beyond normal cares, and grants them a supernatural perspective beyond most mortal creatures.

Bonus Proficiencies

When you adopt the Poverty Domain at 1st level, you are blessed with supernatural insight into the motivations of others, so that you may avoid violence at all costs. You gain proficiency in the Insight skill, and you can add double your proficiency bonus to any Wisdom (Insight) check you make.

Mantle of Poverty

As a devout follower of the way of Poverty, your god has blessed you with a special measure of protection against bodily harm. Starting at 1st level, when you are not wearing armor, using a shield, and wielding only a simple weapon (such as a quarterstaff or club), your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier.

Channel Divinity: Guardian's Shield (Level 2)

At 2nd level you gain this additional Channel Divinity option. As a reaction, when a creature that you can see within 30 feet takes damage, you can clutch your holy symbol and invoke this Channel Divinity, supernaturally transferring the damage of the attack to yourself. As part of the same reaction, you gain resistance to all damage, then you take the damage from the triggering effect as if you had been the target.

Once you take the damage from the triggering effect, any resistances from this Channel Divinity immediately end.

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 1)

The Prophecy domain focuses on foretelling danger and preventing harmful outcomes. Clerics of this domain are also known as "oracles."Oracles pay special attention to dreams, intuitive thoughts, and hallucinatory visions. They are widely believed to be capable of predicting the future, though their visions are often misinterpreted. They live by the phrase, "know thyself."

Oracles often carry special varieties of incense and holy water with them. The holy water may be boiled to produce vapors, which the oracle inhales in order to enter a trance-like state. During such a trance, the oracle thrashes and wails as they experience flashes of divine insight. They often employ scribes to write down their words, so that they may be recalled later.

Prophecy Domain Spells
Cleric LevelSpells

1st

identify, detect magic

3rd

augury, locate object

5th

beacon of hope, clairvoyance

7th

divination, death ward

9th

dream, scrying

Mindful Senses

When you choose this domain at 1st level, you gain the message cantrip if you don't already know it. Additionally, you gain proficiency in the Perception skill.

Blessing of Foresight

Starting at 1st level, you use your divination spells to protect your allies from future events. Whenever you cast a divination spell of 1st level or higher, choose one creature you can see. That creature gains temporary hit points equal to your Wisdom modifier + your cleric level.

Channel Divinity: Prophetic Trance (Level 2)

Starting at 2nd level, you can use your Channel Divinity to enter a prophetic trance. As an action, you inhale hallucinatory vapors and enter a trance-like state for 10 minutes. Roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these prophecy rolls. You must choose to do so before the roll is made. Each prophecy roll can be used only once. You lose the prophecy rolls when your trance ends.

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 1)

You see the future, for good or ill. Eventually, you may even become an oracle renowned across the region.

A Path Foretold

When you choose this domain at 1st level, you gain proficiency in the History and Insight skills. You also learn one exotic language of your choice, subject to GM approval.

Channel Divinity: One Move Ahead (Level 2)

Beginning at 2nd level, you can use your Channel Divinity to add 20 feet to your movement speed for a number of rounds equal to your cleric level.

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 1)

Clerics of the prophecy domain may worship any god or no god at all. Their oracular burden isn't tied to the portfolio of a specific deity. Instead their faith in the divine order of the universe manifests as prophetic vision. This blessing is intertwined with a curse. All oracles and prophets labor under an affliction that debilitates them physically in some way even as it empowers them spiritually.

Bonus Cantrip

When you choose this domain at 1st level, you gain the guidance cantrip if you don't already know it.

Oracle's Burden

Starting at 1st level, you gain one of the following burdens.

Clouded Eyes

Your eyes are clouded and milky. You are permanently blind, but have blindsight to a distance of 30 feet. At 11th level, the distance of your blindsight increases to 60 feet.

Venerable

Your oracular visions only came with advanced old age. Your hit point maximum decreases by 1 and decreases by 1 again whenever you gain a level in this class. Your spell save DC and spell attack modifier for cleric spells each increase by 1.

Withered Hand

You have a withered hand. You have disadvantage on any weapon attacks made with that hand and cannot carry a shield with it. When you roll a 1 on a damage die for a spell attack with a cleric spell, you can reroll the die. You must use the new roll, even if the new roll is a 1.

Channel Divinity: Prophetic Vision (Level 2)

Starting at 2nd level, you can use your Channel Divinity to look into the near future and see the shape of things to come. As a bonus action, you roll a d20 and record the result. Within the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost.

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 1)

Once the dragons of the Chamber employed agents that drew power from the Draconic Prophecy as a divine force itself. They acted throughout the Last War to prevent the Lords of Dust from freeing the Overlords. Their subtle works went unsung and as the Last War came to a close the need for the clerics of the Draconic Prophecy faded, and so did the agents. Now as the new millennium approaches Khorvaire has become a powder keg that could explode into war again. The need for such clerics is suddenly renewed. Now the Lords of Dust have also raised their own clerics of the Prophecy. Some clerics of the Draconic Prophecy consider themselves servants of fate, while others think of themselves as the directors of fate.

At each indicated cleric level, you add the listed spells to your spells prepared.

Omens of Danger

At 1st level, through your daily life you take note of omens that foretell of danger to you, allowing you to brace yourself. When making a Dexterity saving throw or when you are the target of an attack roll you can use your reaction to take the Dodge action. You can 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: Foretold Cascade (Level 2)

At 2nd level, with a small ripple you set into motion a series of events that moves towards a favorable future. When you roll damage for a cleric spell roll another die for each die that landed on its maximum value. If any of the new dice land on their maximum value you can roll another dice for each of those, continuing the cycle until no more dice land on their maximum value.

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.

Foreseen Fortune
d6Requirement

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 1)

With enough gold, most mortal creatures can be motivated to do almost anything. Prosperity Clerics live their lives by this great truth, dedicating their lives to amassing great fortunes. In the service of gods of riches, greed, and trade, they enact divine will through the mercantile arts. Prosperity chooses its clerics from all walks of life; the wealthy aristocrat, the leader of a crime syndicate, the merchant, or the master artisan.

No matter their background, those who serve the gods of Prosperity value gold above all else, and view their economic success, or lack thereof, as a sign of divine favor, or disdain.

Bonus Proficiencies

At 1st level when you adopt the Prosperity Domain, you gain proficiency in the Insight skill. Whenever you make a Wisdom (Insight) check related to assessing the value of an item you can add double your proficiency bonus to the roll.

In addition, whenever you make a Charisma check related to negotiating a trade or exchange of goods you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Gilded Strike

Your divinely inspired desire for material fortune is imbued in each coin you touch. At 1st level you learn the magic stone cantrip. It counts as a cleric cantrip for you, but it doesn't count against your total number of Cantrips Known.

When you cast magic stone in this way, you touch coins in place of stones, increasing the damage based on the value of the coin; copper (1d6), silver (1d8), gold (1d10), platinum (1d12), gems (2d6).

Channel Divinity: Distilled Fortune (Level 2)

At 2nd level, you gain the following Channel Divinity option. As an action, you can touch your holy symbol to one Large or smaller non-magical object, that is not being worn, carried, or part of a structure. It is transfigured into a tiny precious gemstone worth the exact monetary value of the item.

As an action, a creature can crush the gemstone, causing the object to reappear on an empty flat surface within 5 feet.

You can have a total number of objects transfigured in this way equal to your Wisdom modifier (minimum of 1). You can't transfigure an additional object while at your maximum.

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 1)

The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.

Bonus Proficiency

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

Resolute Shield

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose a shield of divine energy to throw the attack off target. If your reaction causes the attack to miss, the attacker cannot attack the target you protected until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain any expended uses when you finish a short or long rest.

Channel Divinity: Radiant Armor (Level 2)

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The target gains a number of temporary hit points equal to 2d6 + your cleric level. These hit points last for 1 minute. Whenever the ally is hit with an attack while any of these hit points remain, the attacker takes radiant damage equal to the damage dealt to the temporary hit points gained by using this feature.

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.

Reason Domain

Reason Domain (Level 1)

The scientific method; divine entities of philosophy and wisdom; logic and discourse...these things are of the domain of rationality. The Reason domain may not even have gods per se, but forces of logic and consequence that suffuse every action and reaction in the known universe.

Gods of this domain are associated with both wisdom, learning, and enlightened thought, as wisdom and intelligence often accompany rational thought. The relationship between a cleric and a god of reason may be transactional or even paradoxical, yet understanding the divine nature of a cleric of the Reason Domain's god and contemplating it within the world they inhabit is a core aspect of their power and creed. Gods of this domain may include Athena, Saraswati, or Oghma. On Gol, this domain is best inhabited by The Great Architect deity.

Reason Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Reason Domain Spells

Initiate of Knowledge

When you choose this domain at 1st level, you gain proficiency in the History skill if you were not already proficient in it.

Channel Divinity: Enforce Logic (Level 2)

Starting at 2nd level, you can use your Channel Divinity to abjure chaotic creatures.

As an action, you present your holy symbol, and one chaotic aligned creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC, provided 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 Enforce Logic feature, the creature becomes paralyzed for 1 minute if its challenge rating is at or below a certain threshold, as shown below.

Enforce Logic

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 1)

In your life, you've slain a creature great and terrible, whether by design or by the twisting turns of fate, showing the mastery of mortals over the natural world. As you brought the beast low, you felt the eyes of an ancient immortal upon you. The sheer power of the Wild Huntsman's cold intent tore the beast open and infused you with its spirit. You owe no favor to this manifestation of the predatory nature of mankind, nor must you hold it in any esteem. Nevertheless, the cursed cold of its domain flows through your veins, even as the twisted spirit of the beast you slew writhes within your skin, bursting forth in a spiritual manifestation of primal hate. In the heat of combat, you must keep an icy grip on your humanity, lest you fall to the dark hunger of the predator. It is through dominance that you shall triumph, for anything less will lead to your death. Prove to the Huntsman that you are greater than a beast. Prove to yourself that you are worthy of life and power. You are a Hound of the Huntsman, and your curse shall be your salvation.

Sacred Relic

At 1st level, your spirit has been changed into a relic of holy power, which serves as your body. It can appear as any wearable object, such as a gauntlet, helmet, amulet, cloak, crown, ring, circlet, or halo.

You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You have the same AC as your bearer, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your bearer takes damage but you do not, both you and your bearer take half the amount of damage instead. You can regain hit points as though you were a living creature. Your walking movement speed is 0, and can't be increased.

Additionally, your spells' somatic components are replaced with "visual" components, where you visibly flare with magical power. You count as a holy symbol. You can communicate telepathically with your bearer, and with any creature that speaks a language within 60 feet of you. This telepathy is two-way, but otherwise you cannot speak.

Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead using your statistics. You can choose to manifest a spiritual embodiment of yourself into an empty space within 5 feet of your bearer without using an action, allowing you to interact with the world through it as though you were not a relic, and for the world to interact with you. You cannot both summon and dismiss your embodiment during the same turn.

This embodiment cannot move farther than 5 feet from your bearer, and it automatically moves to remain adjacent to your bearer. You perform actions through it while it is summoned, and it uses your statistics. Weapons and armor the embodiment equips are tied to your essence, and appear and disappear with it. If you die, these items fall to the ground in the nearest open space.

Whenever you leave this form via spells or features like Wild Shape or polymorph, you no longer gain these benefits or penalties.

Channel Divinity: Stand Guard (Level 2)

At 2nd level, you can use your Channel Divinity feature as a reaction when you or your bearer are attacked to have your embodiment weave a defensive shield, standing beside your bearer. You and your wielder gain a +10 bonus to your AC against the attack. You can use this feature after the result of the attack is revealed, potentially causing it to miss.

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 1)

The gods of revelry rule over celebrations, festivals, wakes, and passionate congregations of almost any kind. They include gods of wine or alcohol, ritual madness, love, fertility, life, and many others. They're patrons of entertainers, those who engage in debauchery, and hosts of parties. Clerics of this domain are popular at festivals, and perform many ceremonies in the hopes of bringing joy and mirth to the world. They spread the minor madness of their Gods to assist their allies, distracting foes with the divine music of their mandate that fills their every jaunty step. Deities of this domain include Bacchus, Balder, Dionysus, Hathor, Lliira, and Sune.

The state of madness you can induce with your abilities is known informally as the revel, and it can manifest different minor tics based on the cleric causing it. You can discover the trait of your revel by rolling on the Revel Traits table below.

Revelry Traits
d6Trait

Those charmed by you giggle nervously

Those charmed by you sway to inaudible music

Those charmed by you growl and jibber

Those charmed by you grin widely

Those charmed by you pant like animals

Those charmed by you shake and twitch

Life of the Party

1st-level Revelry Domain feature

At 1st level, you learn the prestidigitation cantrip. You also gain proficiency in Brewer's supplies and Cook's utensils.

More The Merrier

1st-level Revelry Domain feature

Starting at 1st level, you can encourage those around you to join your celebration. As an action you can touch a creature and force it to make a Wisdom saving throw. If the creature fails its save, it is charmed by you until the end of your next turn. While charmed in this way, the creature must use half of its movement on its turn to dance or perform a standing jump.

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: Spread the Revel (Level 2)

2nd-level Revelry Domain feature

Starting at 2nd level, you can use your Channel Divinity to have those under your influence share your merriment. As an action, you present your holy symbol and yell a cry of joy. Each creature charmed by you that you can see must make a Wisdom saving throw. If the creature fails its saving throw, it must immediately use its reaction to move up to its movement towards the nearest creature hostile to you, taking the safest available route, and touch them. A creature touched in this way must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn, as if by your More the Merrier feature.

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 1)

The gods of rot uphold the natural cycle of life and death. Their clerics maintain this cycle by returning organic matter to the earth. To that end, they perform rituals and use magic to speed up the decay of corpses.

On Varzzen, the mysterious Mush-Folk are often clerics of the rot domain. They ensure that through rotting the old, new life can thrive in its place.

Clerics of the Theocracy of the Wurm also worship this domain in the name of their chaotic deity. However, they don't uphold life's cycle. Instead, their only desire is for everything to decay, so all can become one in endless chaos.

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor.

Rotting Touch

At 1st level, your touch alone can cause organic matter to degrade rapidly.

As a bonus action, you can touch a creature and force it to make a Constitution saving throw against your spell save DC. The creature takes 1d10 necrotic damage on a failed saving throw, and half as much damage on a successful one. When you reach 8th level in this class, the damage increases to 2d10.

Additionally, you can use a bonus action to touch the corpse of a creature, a non-magical plant, or an object made from organic material. Over the next minute, the thing rapidly decomposes, turning into mulch.

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: Rotting Sickness (Level 2)

Starting at 2nd level, you can use your Channel Divinity to inflict creatures with sickness that gnaws at their very flesh.

As an action, you present your holy symbol and one creature of your choice that is within 30 feet of you must make a Constitution saving throw against your spell save DC. If the creature fails the saving throw, it becomes inflicted with Rotting Sickness, a disease that lasts for 1 hour.

Rotting Sickness is a magical disease that rapidly decays the flesh of creatures infected with it. An infected creature has disadvantage on attack rolls and Constitution saving throws.

The creature can repeat the saving throw at the end of each of its turns, shaking off the disease on a success.

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 1)

Ruin is more and less than physical annihilation - something ruined has been left without value or is otherwise perverted. Gods of ruin—such as Barbatorum, The Devourer, Talos, Tharizdun, and Shiva—are agents of destruction and dissolution. They seek a more permanent state of decline in the world; that forces of destruction should always howl against the forces of creation. Followers of these gods may wish for only devastation of some object, idea, or system with no designs of creation. Others wish for a future of growth and uplift, but know that their part is only to precipitate loss and defeat.

Destruction

At 1st level, your god imbues your magic with greater powers to demolish and destroy. Damage you deal to objects with spells is doubled.

Dissolution

Also at 1st level, you are blessed with greater abilities to dissolve social and civil bonds. You gain proficiency in Deception, and your proficiency bonus is doubled for any ability check you make that uses this skill.

Channel Divinity: Beget Entropy (Level 2)

Starting at 2nd level, you can use your channel divinity to create a field of accelerated entropy. As an action, you present your holy symbol and invoke the natural powers of reduction and fragmentation. For one minute, enemy creatures within 60 feet gain half the number of hit points or temporary hit points they would otherwise gain. In addition, when a creature or object within range takes damage you can use your reaction to cause them to take an additional amount of force damage equal to 1d8 + half your cleric level (rounded down).

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 1)

Where rum flows easily, the gods of merriment abound. Clerics of the Rum Domain feel the fuzzy warmth of strong drink not as sinful excess, but as praise to the gods of good times, which they worship often and with abandon. They look to spread their merry religion and the good times with it, bringing all to peace and happiness, a few nights of drunken revelry at a time.

Drunken Sway

Starting when you choose this domain at 1st level, you always seem off balance, making you surprisingly difficult to hit. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.Additionally, you gain proficiency with martial weapons.

Cup Floweth Over

At 1st level, you can use your action to fill your mug with beer or rum, a gift of good tidings from the gods. Only you can drink this liquor, but you suffer no ill effect from drinking any amount of alcohol; though rosy-cheeked and slurred of speech, you are always steadfast on your feet and clear of thought.

Additionally, you learn the legendary libation cantrip, which counts as a cleric spell for you and doesn't count against the number of cantrips you know.

Channel Divinity: Intoxicate (Level 2)

At 2nd level, you can call upon the gods of merrymaking to inebriate an aggressor. When a creature you can see makes an attack, you can use your reaction to cause that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned and has disadvantage on saving throws for up to 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

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 1)

Commonly known as Lizard Priests, these clerics are exclusively lizardfolk, but unlike most lizardfolk venerate their ancestors and follow a code of honor. Lizardfolk are generally regarded as a pragmatic people, the exception to this however are the more civilized variants of the Sharptooth lizardfolk. These Sharptooth lizardfolk adorn themselves with feathers as a sign of respect to the dragons, as they call their ancestors. And in some cases their ancestors answer back to grant a select few their divine power.

Lizard Priests do not worship a god in the traditional sense, like other clerics do, but instead worship the collective of all the ancestors who came before them. Some more primal and powerful than others. They answer their prayers, and function like any other god would. Granting them their strength, and sometimes even the form of one of their mighty "dragon" ancestors. Their holy symbol references their ancestors, and it's appearance is varied and depends on the lizardfolk's tribe. Their ancestors forbid them from summoning undead creatures, except when summoning one of their forebears.

They refer in their traditional tongue to their ancestors as dragons, but after adventuring they often find that the term ancestors is more appropriate, as the other races tend to make strong distinguishes between true dragons and what they call "dinosaurs".

Restriction: Lizardfolk Only

Only the wisest lizardfolk will receive the calling of their reptilian ancestors, and tribes guard the secret of this art with their lives. Your DM can lift this restriction at their discretion.

Domain Spells

You gain domain spells at the cleric levels listed in the Scalykind Domain Spells table. See the Divine Domain class feature for how domain spells work.

Swordclaw

At 1st level, you harvest the teeth of predatory beasts during your adventures, especially of your distant scaled kin, and you carry a number of such teeth for use in ritual magic.

As a bonus action, you can imbue one or two of these "dragon teeth" with your magic, and cause them to transform into razor-sharp swordclaw sickles. These sickles are magical weapons and deal 1d8 slashing damage instead of the standard damage for a sickle. After ten minutes, they turn back into dragon teeth. You can use this feature to transform a number of teeth equal to your Wisdom modifier, and regain all expended uses upon finishing a short or long rest.

Creatures that make an attack roll with this sickle can roll a d4 and add the number rolled to the attack roll.

Swordclaw sickles that you wield yourself gain the magical attributes of one magic melee weapon that you are attuned to. You decide which weapon after finishing a short or long rest. A swordclaw sickle counts as spellcasting focus for you.

You can only have up to two swordclaw sickles created at the same time. When you create an additional one, you must choose which existing swordclaw sickle disappears.

Primeval Fury

At 1st level, you know the magic fang cantrip (page 64), and when you cast it on yourself it doesn't require concentration.

When you engage in two-weapon fighting, you can treat your main and off-hand claws as light melee weapons you are holding. These natural weapons deal 1d4 slashing damage

Starting at 5th level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack (if you do not already do so).

Starting at 11th level, when you engage in two-weapon fighting, you can make one additional attack.

Channel Divinity: Dragontooth Warrior (Level 2)

Starting at 2nd level, as an action you can use your Channel Divinity to create a physical body for your forebears. Doing so allows you to summon a Dragontooth Warrior, a sacred skeleton lizardfolk. The Dragontooth Warrior is friendly to you and your companions and obeys your commands. See its game statistics in the Dragontooth Warrior stat block, which uses your proficiency bonus (PB) in several places. In combat, the Dragontooth Warrior shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Dragontooth Warrior can take any action of its choice, not just Dodge. The Dragontooth Warrior remains for 1 hour, until it is reduced to 0 hit points, or until you summon a new Dragontooth Warrior. If it is reduced to 0 hit points, you cannot summon a new Warrior until 1 minute has passed.

You can equip your Warrior with a swordclaw sickle, but only one. You can imbue one of your dragon teeth when summoning your Warrior to immediately equip it with one. It can use it to defend you or your allies.

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 1)

Commonly known as Lizard Priests, these clerics are exclusively lizardfolk, but unlike most lizardfolk venerate their ancestors and follow a code of honor. Lizardfolk are generally regarded as a pragmatic people, the exception to this however are the more civilized variants of the Sharptooth lizardfolk.

These Sharptooth lizardfolk adorn themselves with feathers as a sign of respect to their ancestors, whom they refer to as dragons. In some cases their ancestors answer back, and share their divine power with a select few of their descendants.

Lizard Priests do not worship a god in the traditional sense, like other clerics do, but instead worship the collective of all the ancestors who came before them. Some more primal and powerful than others. They answer their prayers, and function like any other god would. Granting them their strength, and sometimes even the form of one of their mighty "dragon" ancestors. Their holy symbol references their ancestors, and it's appearance is varied and depends on the lizardfolk's tribe. Their ancestors forbid them from summoning undead creatures, except when summoning one of their forebears.

They refer in their traditional tongue to their ancestors as dragons, but after adventuring they often find that the term ancestors is more appropriate, as the other races tend to make strong distinguishes between true dragons and what they call "dinosaurs".

Restriction: Lizardfolk Only

Only lizardfolk can choose this divine domain, though your DM can lift this restriction to better suit the campaign.

Domain Spells

You gain domain spells at the cleric levels listed in the Scalykind Domain Spells table. See the Divine Domain class feature for how domain spells work.

Swordclaw

At 1st level, you harvest the teeth of predatory beasts during your adventures, especially of your distant scaled kin, and you carry a number of such teeth for use in ritual magic.

As a bonus action, you can imbue one or two of these "dragon teeth" with your magic, and cause them to transform into razor-sharp swordclaw sickles. These sickles are magical weapons and deal 1d8 slashing damage instead of the standard damage for a sickle. After ten minutes, they turn back into dragon teeth. You can use this feature to transform a number of teeth equal to your Wisdom modifier, and you regain all expended uses when you finish a short or long rest.

Creatures that make an attack roll with this sickle can roll a d4 and add the number rolled to the attack roll.

Swordclaw sickles that you wield yourself gain the magical attributes of one magic melee weapon that you are attuned to. You decide which weapon after finishing a short or long rest. These sickles count as a spellcasting focus for you.

You can only have up to two swordclaw sickles created at the same time. When you create an additional one, you must choose which existing swordclaw sickle disappears.

Primeval Fury

At 1st level, you learn the magic fang cantrip (page 144), and you count as being permanently affected by this cantrip. For you, this cantrip counts as a cleric cantrip.

When you engage in two-weapon fighting, you can treat your main and off-hand claws as light melee weapons you are holding. You can only use your claws to engage in two-weapon fighting this way while you are in your original form. These natural weapons deal 1d6 slashing damage.

Starting at 5th level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack (if you do not already do so).

Starting at 11th level, when you engage in two-weapon fighting, you can make one additional attack.

Channel Divinity: Dragontooth Warrior (Level 2)

Starting at 2nd level, as an action you can use your Channel Divinity to create a physical body for your forebears. Doing so allows you to summon a Dragontooth Warrior, a sacred skeleton lizardfolk, into an unoccupied space within 30 feet of you. The Dragontooth Warrior is friendly to you and your companions, understands you, and obeys your commands.

See its game statistics in the Dragontooth Warrior stat block, which uses your proficiency bonus (PB) in several places. In combat, the Dragontooth Warrior shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Dragontooth Warrior can take any action of its choice, not just Dodge. The Dragontooth Warrior remains for 1 hour, until it is reduced to 0 hit points, or until you summon a new Dragontooth Warrior. If it is reduced to 0 hit points, you cannot summon a new Warrior until 1 minute has passed. You can equip your Warrior with a swordclaw sickle, but only one. You can imbue one of your dragon teeth when summoning your Warrior to immediately equip it with one. It can use it to defend you or your allies. You can equip your Warrior with a shield, and a shield's benefits apply on top of its natural armor.

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 1)

Gods of the sea—and those of other water sources like rivers or springs—are frequently worshipped in order to make aquatic journeys easier and less dangerous. Many gods of this domain, such as Poseidon, Manannan mac Lir, Thassa, and Njord, are sailors or fishermen rescuing supplicants from shipwrecks and blessing their vessels for travel upon the ocean waves. There are evil gods like Zeboim, Aegir, and Umberlee, who whip the seas into deadly storms, sink ships, and crush coastal settlements with giant waves. Some water gods are avatars of purity, fertility, life, and cleanliness, with temples built at pure springs or sacred rivers, like Sobek or Brigantia. A few like Eadro or Sekolah are patrons of a particular aquatic race such as merfolk or sahuagin.

Chosen of the Sea

When you choose this domain at 1st level, you gain proficiency with the trident, and you can breathe underwater. You also have advantage on any ability checks relating to bodies of water or water vehicles.

In addition, you learn the shape water cantrip, from Xanathar's Guide to Everything, and the new water spout cantrip. They are cleric cantrips for you, and don't count against the number of cantrips you can learn as a cleric.

Blessed Water

Also at 1st level, you can spend 1 minute praying over at least 1lb of water to create pure blessed water that lasts for up to 8 hours or until you finish a long rest. You can use this feature up to a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You choose one of the following options for the water each time you use this feature.

Aquatic Elixir

If a creature consumes the water, it gains the ability to breathe underwater for a number of hours equal to half your cleric level (minimum of one hour). After you reach 6th level, a creature can drench itself in the water instead of consuming it, granting the creature a swimming speed equal to its speed for a number of minutes equal to 10 x your cleric level.

Holy Water

The water functions the same as holy water for the duration, except that it deals bonus radiant damage equal to half your cleric level. You can expend 25 gp worth of powdered silver when the blessed water is created to transform it into a flask's worth of real holy water with the same effects and no duration.

Water of Life

A creature can use its action to touch an injured creature and spread the water upon the injured creature's body. The injured creature regains hit points equal to 3 + half your cleric level.

Channel Divinity: Tidal Surge (Level 2)

Starting at 2nd level, you can use your Channel Divinity to create a wave of temporary water around you.

As an action, you present your holy symbol, and each creature of your choice within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to 2d6 + your cleric level, and it is pushed 10 feet away from you or pulled up to 10 feet toward you (you choose which it is each time you use this ability). On a success, it takes half as much damage and isn't pushed or pulled.

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 1)

Seers are those touched by gods or other powerful entities in order to help guide others. Rather than being the one to smite those who their patron considers "evil" or "unjust", Seers help influence events and people in order to gain a favored outcome. While altering Fate is incredibly beneficial, it sometimes comes at a price.

The eyes of a Seer can view the threads of magic that weave between creatures and places. They are often wise beyond their intelligence as their patron nudges them forward like the guiding hands of fortune.

Seers are perfect for players who want to have more of a support role, using premonitions in order to aid their allies in battle. These clerics could be randomly chosen by gods who deem them vital to history and fate, or simply fortune tellers whose fortunes were heard by powerful ears.

Domain Spells

You gain domain spells at the cleric levels listed in the Seership Domain Spells table. See the Divine Domain class feature for how domain spells work.

Seer's Intuition

You begin to see the strings of magic that weave through the world. Whenever you make a Wisdom (Insight) check, you may treat a d20 roll of 9 or lower as a 10. In addition, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet.

Channel Divinity: Woesight (Level 2)

You can flare your eyes with magical energy as you search for a weakness in an enemy and subtly guide allies toward it. When an ally hits a creature with a weapon attack, you can use your reaction to turn it into a critical hit.

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 1)

You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.

Domain Spells

Serpent Domain Spells
Cleric LevelSpells

1st

charm person, find familiar (snakes only)

3rd

enthrall, misty step

5th

conjure animals (snakes only), hypnotic pattern

7th

freedom of movement, polymorph (snakes only)

9th

dominate person, mislead

Envenomed

When you choose this domain at 1st level, you learn the poison spray cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.

Ophidian Tongue

Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as "hungry" or "in danger."

Channel Divinity: Serpent Stealth (Level 2)

Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.

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 1)

Clerics of the Sacred Flame know that life is at all times a balance between the light and the dark. Most clerics uphold the flame, whose divine purpose is to hold back the darkness, and offer guidance to those who pass on. Clerics of the Shadow Domain are in tune with the dark side of the divine. They stand to balance all things, practicing the powers of shadow against their enemies. They know that not all deserve the light, and so sending foul horrors to the shadows is their form of righteous justice.

Domain Spells

Clerics of the Sacred Flame know that life is at all times a balance between the light and the dark. Most clerics uphold the flame, whose divine purpose is to hold back the darkness, and offer guidance to those who pass on. Clerics of the Shadow Domain are in tune with the dark side of the divine. They stand to balance all things, practicing the powers of shadow against their enemies. They know that not all deserve the light, and so sending foul horrors to the shadows is their form of righteous justice.

You gain domain spells at the cleric levels listed in the Shadow Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Cantrips

You learn the chill touch and minor illusion cantrips. These cantrips count as cleric spells for you, and don't count against the number of cleric cantrips you know.

Shadow Sight

You can see normally in darkness, both magical and nonmagical, out to a distance of 300 feet.

Channel Divinity: Cloak of the Night (Level 2)

You can use your Channel Divinity to invoke protective shadows.

As an action, you draw upon a curtain of magical shadow which lasts for 1 minute. When you do, choose one creature you can see within 60 feet of you to be enveloped by the cloak of the night (which can be yourself). While the cloak lasts, that creature has resistance to all damage while it is in dim light or darkness.

In addition, when you draw the cloak of night, all nonmagical light sources within 60 feet of you become extinguished. Magical light sources are dispelled if they were created by a spell with a level equal to or lower than your proficiency bonus.

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 1)

Followers of Shadow worship many gods. Some are gods of twilight and dusk that work in tandem with the forces of the natural world. Others are sinister gods worshiped by those that live deep underground, who fear and despise the light of day above all else. Whether good or evil, clerics of Shadow wield the darkness as an extension of themselves, using its power to sow fear and confusion. They blot out the light and instill terror in any who work against the will of their gods.

Eyes of Night

When you adopt the Shadow Domain at 1st level, your god grants you enhanced sight so you may better serve in the shadows. You gain darkvision out to a distance 120 feet. If you already have darkvision its range becomes 120 feet.

When you reach 6th level in this class, your darkvision allows you to see in magical, as well as mundane, darkness.

Shroud of Shadow

Starting at 1st level, when a creature that you can see within 30 feet targets you with an attack, you can use your reaction to cause a cloud of darkness to billow around you, imposing disadvantage on their attack roll. Creatures that can see through magical darkness are immune to this feature.

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.

Channel Divinity: Cloying Darkness (Level 2)

At 2nd level, you gain the following Channel Divinity option. As an action, you can grasp your holy symbol and conjure a cloud of advanced darkness. Light sources within 30 feet are extinguished, and magical lights produced by a spell of a level equal to half your cleric level or lower are dispelled. In addition, creatures of your choice within 30 feet must make a Constitution saving throw. Taking necrotic damage equal to 2d10 + your cleric level on a failure and half on a success.

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 1)

The Shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.

Cover of Night

When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.

Lengthen Shadow

Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.

When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.

Channel Divinity: Shadow Grasp (Level 2)

Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.

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 1)

The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.

Domain Spells

Cover of Night

When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.

Lengthen Shadow

Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.

When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.

Channel Divinity: Shadow Grasp (Level 2)

Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.

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 1)

The gods of shelter include not only the gods who protect their followers in the wilderness, but also the gods of safety, comfort, and the home who bring stability and familial love to their followers.

Gods of of the home include Hestia, Cyrrollalee, and Luthic, and gods of survival and the hunt include Semanya, Solonor Thelandira, and Artemis. Most importantly, household deities who protect individual families also fall under this domain, alongside helpful nature spirits who guide lost travelers to pockets of safety.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in either cook's utensils, carpenter's tools, Survival, or one musical instrument of your choice.

Protection from the Elements

Also at 1st level, you gain the ability to shield yourself and others from harm.

When you and at least one other creature are affected by an area of effect (such as the fireball spell or a green dragon's breath weapon) that allows a target to make a saving throw to take only half damage, you can use your reaction to create a sphere of safety centered on yourself.

This sphere has a radius in feet equal to 5 * your proficiency bonus. Creatures and objects within the sphere take no damage if they succeed on the saving throw, and only half damage if they fail.

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

Channel Divinity: Rest Easy (Level 2)

At 2nd level, you can ward the sleep of yourself and your allies from danger. When you begin a short or long rest, you can use your Channel Divinity to create an invisible, 15-foot-radius sphere at a point you touch that lasts until the end of the rest or you leave the sphere.

Creatures within the sphere cannot be perceived through magical scrying sensors, and do not need to make saving throws against effects that force a save at the end of a rest, such as mummy rot. If you ward a rest with this feature, you do not regain a use of your Channel Divinity after the rest ends.

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 1)

Across the realms and beyond exist countless deities and spirits, each with their own motivations, power, and temperament, and each with their own devoted followers. Shrine Warden clerics celebrate and honour the deities they follow through the creation and preservation of hallowed sites in their honour—consecrated ground where the misty division between spiritual and physical melts away to nothing. To such clerics, power can be drawn from almost any kaiju, spirit, deity, or pantheon they worship. For the Shrine Warden, the act of devotion itself is magical, and the erection of a shrine a beacon of hope to those in need, and of terror to those who mean it harm.

Bonus Proficiencies

1st-level Shrine Warden Domain feature

You gain proficiency with martial weapons and heavy armour.

Enrapture

1st-level Shrine Warden Domain feature

Once per turn, when you hit a creature with an attack roll, you can attempt to expel or trap the creature. That creature must succeed on a Charisma saving throw against your cleric spell save DC or suffer one of the following effects of your choice:

  • The creature is pushed away from you a number of feet equal to five times your proficiency bonus.

  • The creature's speed is reduced by a number of feet equal to your five times your proficiency bonus until the end of its next turn.

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

Channel Divinity: Consecration (Level 2)

2nd-level Shrine Warden Domain feature

You can use your Channel Divinity to imbue an area with divine magic. As a bonus action, you target a point within 60 feet of you, causing a small, spectral shrine to appear and radiate magic in a 20-foot-radius aura for the next 10 minutes. When you use this feature, choose a Blessing or Curse from the options below, and then choose a number of creatures you can see up to 1 + your Wisdom modifier (minimum of one creature) to be affected by the shrine's magic.

  • Blessing of Fortune
  • Blessing of Power
  • Blessing of Hope
  • Curse of the Void
  • Curse of Pain
  • Curse of Panic

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 1)

The gods that govern the sky are held in high regard by many religions. Deities of the sky include Zeus and Tyr, among various others. Followers of these deities often travel far to sate their wanderlust and feel the beauty of the open sky

Variant: Alternative Spells

For players who do not have access to Xanathar's Guide to Everything, the domain spells skywrite, storm sphere, control winds, and maelstrom can be replaced with gust of wind, ice storm, cone of cold, and telekinesis respectively.

Tailwind

Also at 1st level, the blessing of your god grants you unmatched grace and mobility. Your movement speed increases by 10 feet if you are not wearing medium or heavy armor.

Forceful Gale

At 1st level, you gain the ability to manipulate the winds. You learn the gust cantrip, which doesn't count against the number of cleric cantrips you know. For you, it gains the following changes:

  • One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 20 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

  • You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you.

Channel Divinity: Updraft (Level 2)

Starting at 2nd level, you can use your Channel Divinity to create a powerful blast of wind. As an action, you present your holy symbol and invoke the name of your deity. Choose a Large or smaller creature within 60 feet of you. The target must succeed on a Strength saving throw or be blown upwards up to 30 feet. A target can choose to automatically fail this saving throw. If the target doesn't have a hover or fly speed, it immediately falls afterwards, taking fall damage and landing prone.

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 1)

The gods that govern the sky are held in high regard by many religions. Deities of the sky include Zeus and Tyr, among various others. Followers of these deities often travel far to sate their wanderlust and feel the beauty of the open sky

Variant: Alternative Spells

For players who do not have access to Xanathar's Guide to Everything, the domain spells skywrite, storm sphere, control winds, and maelstrom can be replaced with gust of wind, ice storm, cone of cold, and telekinesis respectively.

Tailwind

Also at 1st level, the blessing of your god grants you unmatched grace and mobility. Your movement speed increases by 10 feet if you are not wearing medium or heavy armor.

Forceful Gale

At 1st level, you gain the ability to manipulate the winds. You learn the gust cantrip, which doesn't count against the number of cleric cantrips you know. For you, it gains the following changes:

  • One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 20 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

  • You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you.

Channel Divinity: Updraft (Level 2)

Starting at 2nd level, you can use your Channel Divinity to create a powerful blast of wind. As an action, you present your holy symbol and invoke the name of your deity. Choose a Large or smaller creature within 60 feet of you. The target must succeed on a Strength saving throw or be blown upwards up to 30 feet. A target can choose to automatically fail this saving throw. If the target doesn't have a hover or fly speed, it immediately falls afterwards, taking fall damage and landing prone.

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 1)

The god that you worship is bizarre, and forgotten to almost all in the realms of men. Gods of Slime are often nameless, churning deities of filth, possessing no temples and few if any worshippers. It is, therefore, a mystery wherefore their immense power originates. Scholars of divinity speculate that, perhaps, the Slime Domain naturally occurs as a result of other gods' waste. Or perhaps, oozes themselves, in spite of being unintelligent in every conceivable sense, still possess the capability to worship at some level, and therefore empower these nameless gods.

Bonus Cantrips

At 1st level, you learn the acid splash and poison spray cantrips, which count as cleric cantrips for you.

Corrosive Touch

Starting at 1at level, you have resistance to acid and poison damage.

Additionally, when you cast a spell which deals acid damage to a target, it takes an additional 1d4 acid damage. If the target carries or wears either metal armor or a metal shield, it must make a Dexterity saving throw. On a failed save, one metal armor or shield of your choice takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

This acid damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Channel Divinity: Rebuke Ooze (Level 2)

At 2nd level, as an action, you can attempt to command an ooze you can see within 30 feet of you. This ooze must make a Wisdom saving throw or obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An ooze whose challenge rating is equal to or greater than your level is immune to this effect.

While an ooze is under your command, you can use a bonus action on each of your turns to mentally command it if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If given no command, the ooze does not act.

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 1)

The god that you worship is bizarre, and forgotten to almost all in the realms of men. Gods of Slime are often nameless, churning deities of filth, possessing no temples and few if any worshippers. It is, therefore, a mystery wherefore their immense power originates. Scholars of divinity speculate that, perhaps, the Slime Domain naturally occurs as a result of other gods' waste. Or perhaps, oozes themselves, in spite of being unintelligent in every conceivable sense, still possess the capability to worship at some level, and therefore empower these nameless gods.

Bonus Cantrips

At 1st level, you learn the acid splash and poison spray cantrips, which count as cleric cantrips for you.

Corrosive Touch (Level 1)

Starting at 1at level, you have resistance to acid and poison damage.

Additionally, when you cast a spell which deals acid damage to a target, it takes an additional 1d4 acid damage. If the target carries or wears either metal armor or a metal shield, it must make a Dexterity saving throw. On a failed save, one metal armor or shield of your choice takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

This acid damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Channel Divinity: Rebuke Ooze (Level 2)

At 2nd level, as an action, you can attempt to command an ooze you can see within 30 feet of you. This ooze must make a Wisdom saving throw or obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An ooze whose challenge rating is equal to or greater than your level is immune to this effect.

While an ooze is under your command, you can use a bonus action on each of your turns to mentally command it if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If given no command, the ooze does not act.

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 1)

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.

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 2)

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.

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.

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.

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 1)

Be it war, storm, death itself, faith has more than one bastion, and these individual aspects create the maelstrom of existence. Rather than limiting devotion to a single deity, a vicar of the Sovereign Host embraces an entire pantheon of gods and goddesses. When blades are drawn, the Sovereign cleric calls on war gods Dol Dorn and Dol Arrah. When it's time to for negotiation, the priest looks to Kol Korran for inspiration. While some realms overlap slightly, one who specializes in the omnitheism knows the right Sovereign dominion for each occasion.

As a representative of many gods, a Sovereign priest can draw on a wide selection of spells. However, this also means that the common people will call on the cleric with a wide variety of problems. Marauding bandits? A cursed forge? A wedding ceremony? The Sovereign cleric can handle all of these.

Domain Spells

You gain domain spells at the cleric levels listed in the Sovereign Domain Spells table. See the Divine Domain class feature for how domain spells work.

Solemn Devotion

When you choose this domain at 1st level, you gain proficiency in the History and Religion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Worldly Focus

Also at 1st level, you have spent countless hours studying the portfolios of deities across your pantheons, and learned to acknowledge their influence all around you in both peace and war. You gain proficiency in martial weapons and can use any weapon you are proficient with as a spellcasting focus for your cleric spells

Channel Divinity: Omnitheist (Level 2)

Your belief in the omnipresence of the gods allows you to call upon the goodwill of any divine presence in the pantheon. As an action, you can use your Channel Divinity to choose one spell from any domain spell list. For the next 10 minutes, you can cast this spell as if it were a domain spell for you. The spell must be from the same level of spells you would gain access to at your level.

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 1)

In speed and skill there is power, and your faith gives you incredible quickness and agility. Eventually you become the master of time itself.

Celerity in Thought and Action

When you choose this domain at 1st level, your speed increases by 5 feet, and you gain proficiency in the Acrobatics and Insight skills.

Channel Divinity: Burst of Speed (Level 2)

At 2nd level, you can use your Channel Divinity to grant yourself or another creature greater speed. By using an action to touch a creature, the target adds 10 feet to its base speed. It also gains the benefit of a bless spell, but only on attacks and saving throws that rely on Dexterity. This lasts a number of rounds equal to 3 + your Wisdom modifier.

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 1)

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.

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 2)

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.

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.

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.

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 1)

Clerics of the Strife Domain view conflict not merely as a means to an end, but as a crucible in which greatness is forged. They sow discord and malcontent to incite conflict in the names of their deities, examples of which appear in the Strife Deities table.

Strife clerics are often war-priests, tacticians, insurgents, or ideologues who revel in all kinds of conflict: social, internal, and external. They are not mere warmongers; they are orchestrators of upheaval, pushing societies, leaders, and individuals to face their trials and emerge stronger–or fall.

Strife Deities
Example DeityPantheon

Bane

Forgotten Realms

Hextor

Greyhawk

Lolth

Forgotten Realms

Meyanok

Greyhawk

The Fury

Eberron

Tiamat

Forgotten Realms

Zeboim

Dragonlance

Domain Spells

You gain domain spells at the cleric levels listed in the Strife Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiencies

You gain proficiency with martial weapons and heavy armor.

Agent of Discord

You learn to sow unrest even among allies and exploit the tensions between them. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw against your cleric spell save DC. On a failed save, it becomes agitated until the start of your next turn.

While agitated, the creature has disadvantage on concentration saving throws and cannot benefit from or take the Help action. If it attempts to cast a spell that targets more than one creature, it must roll a 1d6|d6|Agent of Discord. On a 1, it targets a random ally instead of one of its intended targets.

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: Instigate Conflict (Level 2)

You can use your Channel Divinity to incite chaos and turn allies into enemies. As an action, choose a point you can see within 30 feet. Each creature of your choice within a 10-foot radius of that point must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature is compelled to fight.

For 1 minute, each affected creature regards all creatures (except themselves and you) as hostile. They use their reactions to make opportunity attacks, even against their allies, and must attempt to damage a creature on their turn, though they can choose the method (non-lethal, ranged, etc.). The affected creatures can repeat the saving throw at the end of each of their turns.

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 1)

Clerics which pledge their loyalty to this singular religion of the sun must relinquish all other pantheons and deities; the Sun Above accepts nothing less than total devotion. To the avia-ra, and numerous other ancient cultures, the sun is the ultimate force of creation and destruction, an entity that banishes the darkness of ignorance and exposes the world in stark contrasts: light and shadow, day and night, good and evil. The Sun Above demands that its devotees spread its message to the stars, such that all worship be focused to it.

Though there are many stars, there is but one Sun Above: The Sepulcher Star. To hear the avia-ra tell it, they have always worshiped this star, even before they discovered it at the center of the galaxy. Today, the star is a site of pilgrimage visited by all true believers, who gaze upon its magnificent rays from the windows of the Solar Citadel.

Unarmored Defense

Starting at 1st level, your faith in the Sun Above shields you from harm. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Emissary of the Sun

Also at 1st level, you gain proficiency with the avia-ra sunstaff, laser halfsword, laser sword, photonic lash, and thermal lance.

Additionally, you can use your Dexterity instead of Strength for your melee weapon attacks and damage rolls. This feature only applies to weapons you are proficient with that lack the Heavy property.

Channel Divinity: Mark of Judgement (Level 2)

Starting at 2nd level, as a bonus action, you can present your holy symbol and use your Channel Divinity to brand a creature that you can see within 60 feet with an ancient mark, condemning them to receive the absolute judgment of the Sun Above. For 1 minute, the target can't take the Hide action, as it is followed by an uncanny light. Additionally, you deal an extra 1d6 radiant damage to the target whenever you hit it with a weapon attack.

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 1)

Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.

The gods of primitive and uncivilized races are most likely to hold this domain: lizardfolk god Semuanya and orc goddess Luthic are prime examples of deities whose clerics embrace the Survival domain. They are more likely to remain in their territories, nurturing and protecting their flocks, but fighting fiercely when a threat invades their lairs.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability checks you make that use those skills.

Stand the Fallen

Also starting at 1st level, when you cast the spare the dying cantrip, you can make the following changes to the spell: change the range from touch to 30 feet, and the creature gains 1 hit point instead of becoming stable.

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 or short rest.

Channel Divinity: Encourage the Troops (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies.

As an action, you present your holy symbol and invoke the survival instincts of your deity. Each allied creature that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If their attack hits, the allied creature also regains hit points equal to your cleric level.

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 1)

Gods of technology promote the ideals of invention, city building and science. Cities, electronic and mechanical devices are the example of their ideals, empowering everyone who uses the technology in their name.

Technology Domain Spells

Bonus Cantrip

When you choose this domain at 1st level, you gain the haywire cantrip if you don't already know it.

Channel Divinity: Recharge (Level 2)

Starting at 2nd level, you can use your Channel Divinity to power electrical devices.

As an action, you touch your holy symbol and evoke pure energy. You gain a number of energy points equal to five times your cleric level that last for 2 hours or until you finish a short or long rest.

As an action, you can touch an electrical device and transfer energy points from your pool to power it. Expending 1 energy point you can power a medium or smaller electrical device for 10 minutes, and expending 4 energy points you can power a Large or Huge-sized electrical device for 10 minutes.

You can increase the duration expending more energy points, up to the maximum amount remaining of your energy points.

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 1)

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.

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 2)

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.

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 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.

Stormborn (Level 17)

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Terror Domain

Terror Domain (Level 1)

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

— Litany Against Fear

Fear is a survival mechanism. Terror Clerics harness that raw, primal feeling to debilitate their foes and cause unrest in the names of their gods, examples of which are listed in the Terror Deities table.

Though usually associated with evil gods, Terror Clerics are not always evil. Some prefer to use their powers for more benign purposes, such as pranks. After all, life's no fun without a good scare.

Terror Deities
Example DeityPantheon

Asmodeus

Dawn War

Erythnul

Greyhawk

Hiddukel

Dragonlance

Iuz

Greyhawk

Shar

Forgotten Realms

The Mockery

Eberron

Vecna

Greyhawk

Domain Spells

You gain domain spells at the cleric levels listed in the Terror Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Cantrip

You gain the minor illusion cantrip if you don't already know it. This cantrip counts as a cleric spell for you but doesn't count against the number of cleric cantrips you know.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell, and it doesn't require verbal components.

Dreadful Presence

You gain proficiency in the Intimidation skill, and you gain a bonus to Intimidation checks equal to your Wisdom modifier (minimum of +1).

You also gain advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.

Channel Divinity: Peep the Horrors (Level 2)

You can use your Channel Divinity to invoke fear in the hearts of your enemies. As an action, you present your holy symbol, forcing each hostile creature within 30 feet of you that can see or hear you to make a Wisdom saving throw. On a failed save, a creature takes psychic damage equal to 2d8 + #$prompt_number:min=2,max=20,title=Enter your cleric level,default=2$#|2d8 + your cleric level|Channel Divinity: Peep the Horrors and is frightened of you for 1 minute or until it takes any damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 1)

Most spellcasters and sages agree that significant alterations to time are undesirable, but they disagree strongly on what constitutes a significant alteration. As might be expected, those of Good alignment typically try to protect time from those who seek to make significant changes or bend time to their will, while those of Evil alignment try to change what's passed for their own selfish purposes.

Prescient Glimpses

When you choose this domain at 1st level, you gain proficiency in Insight and Perception, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Time Shift (Level 2)

Starting at 2nd level, you can use your Channel Divinity to shift time and alter the order of initiative. As an action, you can move yourself in the initiative order to any point of your choosing

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 1)

One of the central tenets of existence is the inexorable passage of time — the succession of past, present, and future that guides and governs a mortal's perception of life. To some, time is an enemy, one they have either conquered or been defeated by. To others, it is a comfort, a promise of new experiences or a distance from others.

Gods of the Time domain may not experience time as mortals do, but they understand what its passage represents and the necessity of its continued flow. Clerics of these deities can manipulate the flow of time in minor ways, and have the responsibility to use these abilities to further the intentions of their god, which often include ensuring time flows unhindered and that irresponsible beings do not seek to enforce their will on its passage.

Deities of this domain include Amaunator, Labelas, Aureon, Chronos, the Norns, Huh, and Father Time.

Blessings of Time

When you choose this domain at 1st level, you are bestowed additional time. For every 2 years that pass, your body ages only 1 year. In addition, you are immune to being magically aged.

Sacred Seconds

Also at 1st level, you gain the ability to manipulate seconds of time to avoid danger and make opportunities for yourself. You can use a bonus action on your turn to take the Dash, Disengage, or Dodge action a number of times equal to your proficiency bonus.

You regain all expended uses when you finish a long rest'24.

Channel Divinity: Chronal Flux (Level 2)

Starting at 2nd level, you can grant your allies precious time when it matters most.

You can use a bonus action to expend a use of your Channel Divinity, choosing a creature you can see within 30 feet and blessing it with spare time. Once within the next minute, the creature can use its bonus action to make one weapon attack or to take the Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action.

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 1)

Deities that can influence the flow of time are few and far between in the Forgotten Realms, as 'time' is a great, universal constant that mortals can only begin to grasp. Clerics that worship a such a deity can, if only for a brief instant, channel their divine powers to stop their enemies in stasis and grant their allies an amazing alacrity.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

Glimpse of the Future

From 1st level, your prayer gives you a glimpse of the future, allowing you to forsee certain events. You cannot be surprised as long as you are conscious, and you add your Wisdom modifier to your initiative rolls.

Time Alter: Delayment (Level 2)

Starting at 2nd level, you can use your Channel Divinity to delay the actions of others.

As a reaction to a creature taking an action or bonus action within 15 feet of you, you can cause that action to happen at the end of your next turn or until your concentration ends (as if you were concentrating on a spell).

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 1)

Gods of trade—including Tymora, Erathis, and Kol Korran—are gods concerned with the growth of commerce and balanced economies. Clerics of trade encourage fair business practices so society as a whole prospers. Well protected roads and other means of travel are also important to faiths that promote trade, as engaging in an integrated economy with one's neighbors elevates the standard of living for all.

Domain Spells

You gain domain spells at the cleric levels listed in the Trade Domain Spells table.

Blessings of Trade

At 1st level, you gain proficiency with two of the following skills or tools: Insight, Persuasion, one set of artisan's tools, herbalism kit, or one kind of vehicle (land or water).

Your proficiency bonus is doubled for any ability check you make that uses either of these skills or tools.

Coin Toss

Also at 1st level, you know the magic stones cantrip and it is a cleric cantrip for you.

When you cast magic stones, you must touch one to three coins, rather than pebbles. These coins can be of any value but must be legal tender. Any coins imbued with magic from magic stones that you use to make an attack are undamaged after the attack and can be retrieved.

Channel Divinity: Eye for Treasure (Level 2)

At 2nd level, you are gifted with a divine eye for wealth.

As an action, you can use your Channel Divinity to instantly recognize the most valuable item that you can see within 60 feet of you. Typically, this will point out to you the rarest magic item that might be in your field of vision, but sometimes a mundane item may be worth more, such as the crown jewels on a king's head being worth more than the magical armor he is wearing.

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 1)

The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole—though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price.

Deities of all alignments can claim influence over this domain, particularly deities of commerce and bargains (such as Tymora, Waukeen, and Vergadain), and gods of greed (such as Abbathor and Tiamat).

Domain Spells

You gain domain spells at the cleric levels listed in the Trade Domain Spells table. See the Divine Domain class feature for how domain spells work.

Silver Tongue

You can use any coin as a holy symbol, and you gain proficiency in the Persuasion and Deception skills. While your holy symbol is in your hand, you can expend a spell slot of 1st level or higher to double your proficiency bonus for any ability check you make that uses those skills for 1 minute. In addition, you learn the friends cantrip, which doesn't count against the number of cleric cantrips you know.

Divine Appraisal

As an action, you can instantly discern the approximate market value of a nonmagical item that you can see within 30 feet of you.

Channel Divinity: Instant Transaction (Level 2)

You can use your Channel Divinity to cause a creature to partake in a magical and instantaneous trade.

As an action, you present a coin, used as your holy symbol, to a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or else one nonmagical object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature's space.

At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you cannot use this on that same creature again until you finish a long rest.

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 1)

Clerics of the Transcendence domain strive for the ideal of constant self-improvement in both body and mind. Deities of this domain include Bahamut, Lathander, and Athena, though a great many gods teach their followers to strive for perfection and are therefore connected to this domain. These clerics often worship alongside monks, who strive for similar ideals of asceticism and personal perfection. They make it their mission to improve themselves and then lead others down the same path.

Transcendence Domain Spells

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and a skill of your choice.

Exalted Personage

Also at 1st level, you can use remnants of the magic within your divine spells to augment your body or mind. When you cast a cleric spell of 1st level or higher using a spell slot, you can choose one of the six ability scores. You gain advantage on saving throws using the chosen ability.

If the spell you cast requires concentration, this effect lasts for the spell's duration. Otherwise, it lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

Channel Divinity: Self-Perfection (Level 2)

Starting at 2nd level, you can use your Channel Divinity to momentarily transcend beyond your normal limits, allowing you to act with supernatural speed.

As a bonus action, you present your holy symbol and then immediately use the Dodge action or any two of the Dash, Disengage, Help, Hide, or Search actions.

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 1)

The world is wide and the roads are dangerous. To help guide and guard the mortals who travel, the deities of travel—including Lugh, Sehanine, Marthammor Duin, Hermes, Kruphix, Fharlanghn, and Athreos—teach the proper ways of journeying across the world. They are mostly benevolent and often chaotic. Many serve their fellow gods as messengers or guides. Most wish mortals to travel so as to discover, learn, and live a full life, but some are more ambivalent, representing the mysteries, dangers, and secrets waiting on the horizon. When they aren't exploring new places or acting as messengers for important matters between the churches of other gods, clerics of this domain usually wander.

Bonus Proficiency

When you choose this domain at 1st level, you learn the message cantrip, which is a cleric cantrip for you and doesn't count against the number of cantrips you can know as a cleric. You also gain proficiency with one of the following tools of your choice: navigator's tools, land vehicles, or water vehicles.

Blessed Steps

Also at 1st level, your journey is blessed by holy purpose. You can use a bonus action on your turn to Disengage, Dash, or attempt to escape from a grapple.

You can also use a bonus action to touch another willing creature and lend it your blessing. At the start of its next turn, it can either dash, disengage, or attempt to escape from a grapple without using an 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: Safe Passage (Level 2)

Starting at 2nd level, you can use your Channel Divinity to secure magical safe passage.

As an action, you present your holy symbol, and you teleport one willing creature that you can see within 30 feet of you up to 60 feet to an unoccupied space that you can see. Until the end of your next turn, attack rolls are made against it with disadvantage, and it has resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. If the target makes an attack, casts a spell that affects an enemy, or deals damage to another creature, the effect ends immediately.

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 1)

The desire to explore: to put boot to dirt or deck and track the miles beneath one's years, is found among every people. To travel is a chance to experience new vistas of creation and expand your horizons in more ways than one. Of course, not every cause of travel lies in leisure. Folk on every world rely on the travel of trade for their livelihoods. And bitterly repeated across the multiverse is the story of those forced to leave their homes and migrate, often over vast distances, towards a hope of safety elsewhere. Prayers for good fortune and a fair harbor fly fast and thick to the gods of travelers.

Whether it is about the journey or the destination, clerics of these deities - examples of which appear in the Travel Deities table - are dedicated to assisting pilgrims and pioneers everywhere. They provide protection on troubled roads, a guiding star towards the right wind, and distances diminished by the ease of good company. Open-minded, adventurous, and always willing to pitch in, they are worldly souls of well-worn soles who will never tire of the trail

Domain Spells

You gain domain spells at the cleric levels listed in the Travel Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Bonus Proficiencies

You gain proficiency with heavy armor. You also gain proficiency with two of the following options of your choice: cartographer's tools, land vehicles, navigator's tools, or water vehicles.

Travel Light

Being constantly on the move has trained you to minimize what you need to carry. Your deity's favor further eases your burden. Objects worn or carried by you weigh half of their normal weight in pounds, rounded up. Your speed is not reduced by wearing heavy armor, and weapons wielded by you lose the heavy property if they have it. Moreover, you may move at a fast pace while traveling with no penalty to your passive Wisdom (Perception) score.

As an action, you can magically share the benefits of this feature with willing creatures you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared benefits last for 8 hours. Once you share the benefits, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to share them again.

Rambler's Boon

You have been granted a minor gift which helps you prepare for your travels. You learn the druidcraft cantrip. When you use the cantrip to predict the weather, you can choose to predict the weather in any specific fixed location that you can name on the same plane of existence as you.

Channel Divinity: Compass Rose (Level 2)

You can use your Channel Divinity to guide your companions on a faultless course.

As an action, you present your holy symbol, and a spiritual compass rose blooms at a point you can see within 300 feet. The compass rose is 5-feet in diameter, intangible, and doesn't occupy its space. You determine its appearance when it appears. If you like, one or more of the arrows on the rose can be shaped to point prominently in a certain direction. You can mark each arrow with a one-word legend. The compass rose lasts for 1 hour, or until you use this feature again. While it exists, you always know which way is north.

When the compass rose appears, choose a number of creatures up to your Wisdom modifier (minimum of one creature) that you are aware of within 300 feet of it to guide. A guided creature within 1 mile of the rose can always see it and anything within 5 feet of it, even if it the area is heavily obscured, the rose is behind total cover, or the creature is blinded. As long as a guided creature is on the same plane of existence as the compass rose, it knows how far it is and in what direction it lies.

As a bonus action, you can cause the compass rose to hover up to 60 feet to an unoccupied space. It can pass through creatures and objects. As part of the same bonus action, you can redraw the arrows on the rose.

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 1)

Gods whose portfolios include the Travel domain—such as Desna, Avandra, Fharlanghn, and Hermes—are patrons of travelers and explorers, whether by sea or land. Travel gods send their priests wandering throughout the world as itinerant preachers, or as guides to those who travel the roads, rivers, wilds, and seas of the world. Followers of Travel gods worshipat small roadside temples or self-made shrines at locations important to the traveller.

Well-Traveled

At 1st level, you gain proficiency with land and water vehicles, as well as navigator's tools. You also learn one language of your choice.

Quicken Pace

At 1st level, you are blessed with quickened travel. Your speed is increased by 5 feet. At 10th level, this bonus increases to 10 feet. While you are mounted, your mount is also granted this bonus.

Channel Divinity: Traveling Companion (Level 2)

Starting at 2nd level, level, you can use your Channel Divinity to share beneficial magic with a traveling companion.

When you cast a spell targeting a single friendly creature, you can use your Channel Divinity to target a second friendly creature (including yourself) in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

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 1)

Voyages across oceans, over mountain ranges, through steaming jungles, and from one world to the next all have an aspect of the sacred to them. The wisdom, knowledge, and prosperity gained through furthering one's experience of the world also venerates the gods who made such places and those who watch over such journeys. An agent of such deities finds themselves in some demand as a charm for safe travel, though the wise know the gods often consider an easy journey to be less beneficial to the traveler's spirit.

Born to the Road

When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Insight, Nature, or Survival.

Bonus Proficiency

You also learn two additional standard languages of your choice and become proficient with cartographer's tools.

Channel Divinity: Reinvigorate (Level 2)

Starting at 2nd level, you can use your Channel Divinity to remove one level of exhaustion from yourself or from someone else you touch.

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 1)

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

Well-Traveled

When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn two languages of your choice.

Jaunt

From 1st level, your god hastens your feet and puts the wind at your back. You can use your bonus action to move 10 feet without provoking opportunity attacks.

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: Divine Transportation (Level 2)

Starting at 2nd level, you can use your Channel Divinity to relocate your allies. As an action, choose up to three willing Small or Medium creatures (which can include yourself). Each of these creatures teleports into each other's spaces, swapping places as you choose.

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 1)

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain - including Waukeen, Fharlanghn, Shinare, and Olladra - are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

Fleet of Foot

When you choose this domain at 1st level, your movement speed increases by 5 feet. This increases to 10 feet at 8th level and 15 feet at 16th level. You also gain advantage on Constitution saving throws against exhaustion.

Tail Wind

At 1st level, whenever you cast a spell which teleports you, grants additional movement speed, grants a new type of movement, or prevents movement from being impaired, one friendly creature you can see within 30 feet gains the benefits of Fleet of Foot for your level. This effect lasts for a number of rounds equal to your Wisdom modifier.

Channel Divinity: Fork the Road (Level 2)

You can summon a tremendous wind to protect you in times of need. As a reaction when you take damage from a melee attack, you are pushed back 5 feet from the creature that damaged you and the creature must make a Dexterity saving throw. Creatures one or more sizes larger than you have advantage on this save. On a failed save, the creature is pushed back 10 feet and is knocked prone. On a successful save, the creature is pushed back only 5 feet. If this movement would cause the creature to hit a wall or another creature, it takes 1d8 bludgeoning damage.

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.)

Planes Table
d20PlaneEffect

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 1)

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain–including Parcel and Risk in Manifest–are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn the message cantrip.

Trailblazer

At 1st level, your movement speed increases by 5 feet. This movement bonus increases by 5 feet at 8th level (10 feet), and again at 14th level (15 feet).

Additionally, moving through nonmagical difficult terrain costs you no extra movement, and you have advantage on saving throws against spells that restrict movement, such as entangle or hold person.

Channel Divinity: Tail Wind (Level 2)

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to grant up to 5 creatures that you can see within 60 feet you choose a temporary boost of speed. For the next hour, the base movement speed of each creature affected increases by 10 feet.

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 1)

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.

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 2)

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.

Divine Strike (Level 8)

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from 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 poison 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.

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.

Twilight Domain

Twilight Domain (Level 1)

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.

Twilight Deities
Example DeityPantheon

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.

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 2)

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.

Divine Strike (Level 8)

8th-level Twilight 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. 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.

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.

Ur-Priest

Ur Domain (Level 1)

Ur-Priests are scarcely clerics in the traditional sense; many even despise the gods. Rather than being granted divine magic and authority by a deity or powerful idea, clerics of the Ur Domain siphon off the energies granted by gods to divine spellcasters, using it for their own needs without giving even lip-service to any god. Ur-Priests can come from any walk of life, but the most dangerous are always ex-clerics and paladins who have abandoned their gods. They violently oppose religion in any form, and use their powers to weaken the gods and destroy their followers.

Ur Domain Spells

Starting at 1st level, when you prepare spells following a long rest, you can select one spell to prepare from any list of cleric domain spells, and it doesn't count against the number of spells you can prepare each day. This spell must be of a level for which you have spell slots. At 8th level, you may prepare 2 spells in this way, and at 17th level, you may prepare 3.

Godhate

At 1st level, you have advantage on saving throws against divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.

Channel Divinity: Anti-Heal (Level 2)

Starting at 2nd level, you can use your Channel Divinity to invert positive energy into negative energy.

As a bonus action, you create a 60-foot-radius aura centered on you for one minute or until you dismiss it using another bonus action. Within this aura, no creature can magically regain hit points. If a creature were to regain hit points, it instead must succeed on a Constitution saving throw, taking necrotic damage equal to the hit points it would have regained on a failed save.

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 1)

You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.

Domain Spells

Vermin Domain Spells
Cleric LevelSpells

1st

detect poison and disease (vermin only), speak with animals

3rd

spider climb, web

5th

conjure animals (vermin only), fear

7th

dominate beast (vermin only), giant insect

9th

contagion, insect plague

The Unseen

When you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as "hungry" or "in danger."

Channel Divinity: Swarm Step (Level 2)

Starting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks. When you arrive at your destination, you rever to your normal form.

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 1)

The void; an abstract of the space between matter, which simultaneously exists both within and outside the known multiverse. Creatures which reside in the great dark or have paradoxically spawned from this nothingness tend to hold immense power, embodying the ever-encompassing nature of the emptiness beyond all things. While these beings, such as Hadar or Yog-Sothoth, tend not to be deities in the modern interpretation, they have found that the worship they receive from lesser beings adds to their influence and grant quasi-divine magic to those who offer faith.

Dark Certitude

At 1st level, you can't be moved from your space by magic, unless you want to be. You can spend 1 minute to share this effect with a creature of your choice within 10 feet of you for 8 hours. Once you share this effect, you can't do so again until you finish a long rest.

Embrace of the Beyond

Also at 1st level, you can use your reaction when a creature ends its turn within 5 feet of you or an allied creature within 60 feet of you, forcing it to make a Strength saving throw against your cleric spell save DC. If it fails, its speed becomes 0 until the end of its next turn as tenebrous tendrils grasp it.

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: Null Space (Level 2)

Starting at 2nd level, you can use your Channel Divinity to create a field of magical incomprehensibility.

As an action, you present your holy symbol and a sphere of alien energy emanates from your space. This sphere has a 40-foot radius and lasts for 1 minute. A creature in this area that attempts to cast a spell must make a Wisdom saving throw against your cleric spell save DC or lose the spell.

Class features, such as spell slots, are not expended from failing this saving throw, but the action, bonus action, or reaction used for the spell is lost. You choose a number of creatures equal to half your proficiency bonus (rounded up) that are immune to this feature as part of this action.

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 1)

Few ever catch a glimpse of the cold immensity of the stars and the void, and fewer still are aware of the unfathomable powers that call such places home. Those who see beyond the veil of the mundane often go mad from the irreconcilable clash between their conception of the world and the reality of universal insignificance. To learn what the void has to teach, one must embrace its utter indifference toward life.

Messenger of the Void

A cleric who adopts the Void domain gains proficiency in Arcana and Intimidation.

Bonus Proficiency

Beginning at 1st level, you are proficient with navigator's tools.

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 1)

Conventional understanding places the Void outside the cosmology of the rest of the universe, exploitable if one wishes to hop between the stars, but dangerous and foreign otherwise. But priests of the Void Domain know better: the Void is the least tangible, but most integral, element of existence. If the universe is a great orchestra of musical instruments, each producing sounds that comprise beautiful music, the Void is the silence between those notes, which gives rhythm and shape to the whole. The Void also gives rise to the differences between the instruments and empowers their individual songs amongst the whole. And finally, the Void shall make itself the conductor, waving its baton for the final time and commanding all the instruments to stop.

Those who accept the Void might stare into its hideous lights for the briefest moments and come away unravaged by the warp, yet purified by the light. Void priests seek to share this gift by bringing others to stare into the Void.

Darkvision

At 1st level, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already possess darkvision, its range increases by 30 feet.

Starting at 8th level, you can see through magical, as well as nonmagical, darkness.

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 1)

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.

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 2)

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.

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.

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.

Avatar of Battle (Level 17)

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Water Domain

Water Domain (Level 1)

Clerics of the Water Domain remain fluid and dynamic to meet a wide variety of challenges. They also understand that water is the foundation and great unifier of life; as a result, some of its practitioners claim that its origins even predate the Life Domain's, although any historical text that supports the claim remains unclear.

You gain domain spells at the cleric levels listed in the Water Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Cantrips

When you choose this domain at 1st level, you gain the acid splash, poison spray, and ray of frost cantrips if you don't already know them. These cantrips don't count against the number of cleric cantrips you know.

Buoyant

Also at 1st level, you gain a swimming speed equal to your walking speed, and you can move across any liquid surface—such as water, acid, or mud—as if it were harmless solid ground, provided that the liquid is more than 50 percent water. You fall and sink into the liquid as normal if you end your turn while still on the liquid.

In addition, when a creature you can see within 30 feet of you (including yourself) is knocked prone, you can use your reaction to cause that creature to immediately recover to an upright position. When you do, the creature is magically pushed back up and rebalanced, as if by a geyser or sudden change in a ship's bearing.

You can use this reaction 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: Precipitate Holy Water (Level 2)

Starting at 2nd level, you can use your Channel Divinity as a bonus action to present your holy symbol and magically manifest a flask of holy water in an empty hand. Passing or giving the holy water to another creature within reach doesn't require an action from either creature. This holy water functions as normal holy water with the following additional properties:

  • A creature that drinks the water (as if it were a potion of healing) regains a number of hit points equal to 1d8 + your level in this class. You can drink the water as part of the bonus action used to create it. The flask vanishes when the water is gone.

  • Fiends and undead damaged by the water take radiant damage equal to 2d10 + your level in this class; such a creature takes half as much damage if the water misses the target or if the target succeeds on the saving throw against it. When throwing the water, you gain a bonus to the attack roll or save DC equal to your Wisdom modifier (minimum of +0).

  • If you cast the create or destroy water spell to create rain and are holding the flask of holy water, you can cause each undead creature within the rain's area to take radiant damage, as if it were damaged by the water, and friendly creatures within that area regain hit points as if they drank it. When you do, the radiant damage and number of hit points regained are halved, and the flask of water is then destroyed.

  • The flask and water you create in this way vanish in a puff of steam whenever you finish a short or long rest. If the water is bartered for, sold, or traded, the flask shatters, and the water turns dark and acrid and loses its magic.

When you reach 8th level in this class, and again at 14th level, the number of hit points restored to a creature that drinks the water increases by 1d8, and the damage dealt to fiends and undead increases by 1d10.

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 1)

Gods of the water inhabit many domains, from shining seas to lakes to small forest streams. These gods range from grand deities like Poseidon, Istishia, and Umberlee to small water spirits like Nommos or Astlik.

Clerics of this domain can be found commonly by seas, rivers, or lakes, whether aboard a ship or serving at a temple to bless sailors before their travels. They see the warmth, beauty, and protectiveness of water, and use their abilities to harness it to shelter others.

At each indicated cleric level, add the listed spells to your spells prepared.

Variant: Alternative Spells

For players who don't have access to Xanathar's Guide to Everything, the following lines in the Water Domain Spells table can be replaced:

Divine Lash

When you choose this domain at 1st level, you learn the thorn whip cantrip, which counts as a cleric cantrip for you and doesn't count against the number of cleric cantrips you know. When you cast the spell as a cleric cantrip, its material component is a drop of water, and it gains the hydromancy tag with a hydromancy radius of 60 feet. The whip the spell creates is formed from water.

If you use a drop of holy water as the spell's material component, the spell deals an additional 1d6 radiant damage to fiends and undead.

Sacred Font

Starting at 1st level, you can conjure pure holy water, taken directly from the blessed lakes and rivers of the upper planes. Over a long rest, you can conjure enough holy water to fill a number of flasks equal to your Wisdom modifier (a minimum of one flask). This water lasts until you use it or complete a long rest.

A creature can use an action to drink or administer the holy water as a potion. The target regains a number of hit points equal to 1 + half your cleric level, and becomes cured of one disease or poison affecting it.

Channel Divinity: Water Ward (Level 2)

Starting at 2nd level, you can use your Channel Divinity to release a burst of protective water.

As an action, you douse up to six creatures within 20 feet of you with blessed water. Each creature gains temporary hit points equal to your cleric level + your Wisdom modifier (minimum of 1 hit point), which last for 1 hour. While a creature has these hit points, it can walk on the surface of water as if it were harmless solid ground, has resistance to acid and fire damage, and gains a +1 bonus to AC.

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 1)

Water is essential to creation, but it is also an untamed, destructive force. Gods of nature, tempests, spirituality and healing include water in their portfolios, blessing their followers with the abilities to connect with this primal source of life. Clerics of the Water Domain seek to harmonize with their environments, sometimes far away from civilization, but most find a deep compassion in their souls, often taking care of the unfortunate and providing shelter and guidance. However, like the tides, these clerics can turn into unforgiving figures, proving themselves to be both zealous champions as well as kind protectors of their cause.

This especially holds true for half bronze dragon clerics, among whom this domain is very popular. Like the tides, they can easily turn from compassionate defenders to unforgiving crusaders who relentlessly destroy evildoers.

Acolyte of Water

Starting at 1st level, you learn the frostbite and shape water cantrips. For you, these cantrips count as cleric cantrips.

You also gain proficiency with the trident (see also the revised trident on page 102), and with one of the following skills of your choice: Athletics, Nature or Survival.

Gift of the Seas

At 1st level, you gain a swim speed of 30 feet, and you can breathe air and water. If you also have a swim speed from another source, or the ability to breathe water from another source, then your swim speed is increased by 20 feet. As an action, you can grant up to 10 creatures of your choice within 30 feet of you these benefits for 1 hour. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Variant Half Bronze Dragon

Some half bronze dragons are blessed by the seas, and are born with innate wis-dom. These half bronze dragons can exchange their +1 Constitution and +1 Charisma ability score increases with a +2 Wisdom score increase instead. If they are a cleric, they can always choose the Water Domain, provided their god's portfolio doesn't conflict with it. Asgorath, god of creation, could have this domain.

Variant Sea Elf

Some sea elves are blessed with divine foresight, and are known as Oracles. Sea elves that choose this variant can exchange their +2 Dexterity ability score increase with a +2 Wisdom score increase instead. If they do, they also exchange their Friend of the Sea trait with the Oracle trait:

Oracle. You know the guidance cantrip. When you reach 3rd level, you can cast the augury spell once with this trait, and you regain the ability to do so when you finish a long rest. At 7th level, you can cast the divination spell once with this trait as a ritual, to ask a question to your deity or a different source, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Channel Divinity: Turning Tides (Level 2)

At 2nd level, you can use your Channel Divinity to manifest both the healing capabilities of water as well as its unyielding wrath, to aid your allies or smite your foes.

As an action, you conjure orbs of water that hover around you, not occupying any space. The number of orbs is equal to your Wisdom modifier (minimum of 1), and they disappear after 1 minute or immediately after they come into contact with a creature after you've directed them.

As a bonus action, you can direct one of these orbs to move up to 120 feet in any direction. If an orb encounters a hostile creature, that creature must succeed on a Dexterity saving throw or take cold damage equal to 1d6 + your cleric level and have its speed halved until the start of your next turn. If an orb encounters a friendly creature, that creature regains hit points equal to 1d6 + your cleric level. If the orb does not encounter a creature it will also disappear.

Once per turn, when you take damage and while you have at least one orb hovering around you, you lose one of your orbs and regain hit points equal to 1d6 + your cleric level. If the damage was dealt by a creature within 5 feet of you, that creature takes cold damage equal to the amount of hit points you regained this way.

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 1)

Gods of the water inhabit many domains, from shining seas to lakes to small forest streams. These gods range from grand deities like Poseidon, Istishia, and Umberlee to small water spirits like Nommos or Astlik.

Clerics of this domain can be found commonly by seas, rivers, or lakes, whether aboard a ship or serving at a temple to bless sailors before their travels. They see the warmth, beauty, and protectiveness of water, and use their abilities to harness it to shelter others.

At each indicated cleric level, add the listed spells to your spells prepared.

Variant: Alternative Spells

For players who don't have access to Xanathar's Guide to Everything, the following lines in the Water Domain Spells table can be replaced:

Divine Lash

When you choose this domain at 1st level, you learn the thorn whip cantrip, which counts as a cleric cantrip for you and doesn't count against the number of cleric cantrips you know. When you cast the spell as a cleric cantrip, its material component is a drop of water, and it gains the hydromancy tag with a hydromancy radius of 60 feet. The whip the spell creates is formed from water.

If you use a drop of holy water as the spell's material component, the spell deals an additional 1d6 radiant damage to fiends and undead.

Sacred Font

Starting at 1st level, you can conjure pure holy water, taken directly from the blessed lakes and rivers of the upper planes. Over a long rest, you can conjure enough holy water to fill a number of flasks equal to your Wisdom modifier (a minimum of one flask). This water lasts until you use it or complete a long rest.

A creature can use an action to drink or administer the holy water as a potion. The target regains a number of hit points equal to 1 + half your cleric level, and becomes cured of one disease or poison affecting it.

Channel Divinity: Water Ward (Level 2)

Starting at 2nd level, you can use your Channel Divinity to release a burst of protective water.

As an action, you douse up to six creatures within 20 feet of you with blessed water. Each creature gains temporary hit points equal to your cleric level + your Wisdom modifier (minimum of 1 hit point), which last for 1 hour. While a creature has these hit points, it can walk on the surface of water as if it were harmless solid ground, has resistance to acid and fire damage, and gains a +1 bonus to AC.

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 1)

Water is the element of change, ever shifting between serenity and fury. Those who follow the water domain learn to harness its boundless power in both its gentle and tempestuous forms. As healers, they draw upon water's life giving properties to nurture their allies, cleansing wounds, and soothing ailments. Yet like the crashing waves, they are also defenders, commanding torrents to shield their companions and wash away their foes.

At each indicated cleric level, add the listed spells to your spells prepared.

Aquatic Acolyte

When you choose this domain at 1st level, you learn the shape water and ray of frost cantrips. For you, these cantrips count as cleric cantrips but don't count against the number of cleric cantrips you known.

You also gain proficiency in one of the following skills: Athletics, Nature, or Survival.

Crashing Waves

Starting at 1st level, you can use a bonus action to call upon the ebb and flow of water to manipulate creatures on the battlefield. Choose one creature you can see within 30 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be moved a number of feet equal to 5 × your proficiency bonus in a direction of your choice. A creature can choose to fail this saving throw.

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

Channel Divinity: Tidal Rush (Level 2)

Starting at 2nd level, you can use your Channel Divinity to guide your allies like the flow of water. As a bonus action, you can move a number of friendly creatures equal to your proficiency bonus within 30 feet of you up to a number of feet equal to 5 x your proficiency bonus without provoking opportunity attacks.

Additionally, for 1 minute after using this feature, the affected creatures have their movement speed increased by 10 feet and gain advantage on Dexterity saving throws.

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 1)

In the heat of the endless wasteland, water is precious, and access to it is key to survival. Priests only swear to the Water Domain in truly hostile environments, where water is scarce enough to command divine significance in the minds of the people. In these places, clerics which can summon elemental water are the bringers of life to utter desolation, and are often the only barrier between the unending heat and lethal dehydration.

Spring of Life

Your holy symbol is little more than a flask from which pure water flows. At 1st level, you can cast the spell create or destroy water once without expending a spell slot. After using this ability, you must complete a short or long rest before using it again.

At 8th level, you can cast this spell at will.

Channel Divinity: Refresh (Level 2)

By 2nd level, you can expend your Channel Divinity when you take a short rest to summon forth perfect elemental water from your flask. Each creature that drinks from this water while taking this short rest immediately regains one expended hit die.

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 1)

Water births life, extends life, but it breathes death.

— Jarlaxle

The watery death domain, while not necessarily exclusive, is almost entirely composed of Kuo-Toa in the Underdark. Though this domain can fall under the jurisdiction of gods other than Blibdoolploop and Umberleee, few gods wish to fraternize with a deity that was literally created by mortal hands, and as such, clerics of this domain are relatively rare on the surface. Despite this, those who do follow the path set out by this domain are fearsome foes who harness divine power to distract, disable, and drown their foes, surrounding them with watery illusions before finishing them off in their confused and disoriented state.

At each indicated cleric level, add the listed spells to your spells prepared.

Strong Swimmer

1st-level Watery Death Domain feature

When you choose this domain at 1st level, you gain the following benefits:

  • You have a swimming speed equal to your walking speed.

  • While underwater, you can take the Dash action as a bonus action.

  • Attacking with melee weapons underwater does not impose disadvantage on your attacks.

Protection of the Depths

1st-level Watery Death Domain feature

When you are hit by a weapon attack or take fire damage, you can use your reaction to grant yourself resistance to that instance of damage as a momentary watery barrier forms around you.

You may use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after you finish a long rest.

Channel Divinity: Engulf (Level 2)

2nd-level Watery Death Domain feature

As an action, you present your holy symbol and target a medium or smaller creature you can see within 60 feet of you. The creature must make a Strength saving throw against your spell save DC as a sphere of water forms around them. On a successful save, the creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. On a failure, the target is restrained and is unable to breathe unless it can breathe water. At the end of each of its turns, the restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere disappears after 1 minute, until you lose your concentration (as if you were concentrating on a spell), or until the targeted creature succeeds on its saving throw.

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 1)

Greed is a sin inherent to nearly all mortal creatures. A select few dedicate their lives to overcoming this desire, but most work to accumulate as many possessions as possible. Whether at the expense of others or not, mortals who seek affluence pray to the gods of wealth to build their fortunes.

Many of these gods, such as the dwarf-god Abbathor and archdevil Mammon, personify the evils of mortal greed. Dragon gods like Tiamat and Asilabor stoop to mortal vice and hoard wealth for themselves as they encourage their followers to do the same. However, neutral or even good gods of commerce such as Hermes, Xerbo, Kol Korran, Zilchus, and Waukeen, also grant power over wealth. Lastly, gods of precious metals like Pluto and Garl Glittergold count wealth among their many domains.

Domain Spells (Level 1)

You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. See the Divine Domain class feature for how domain spells work.

Wealth Domain Spells
Cleric LevelSpells

1st

alarm, identify

3rd

arcane lock, locate object

5th

sending, tongues

7th

Leomund's secret chest, fabricate

Bonus Cantrip (Level 1)

You learn the friends cantrip, which doesn't count against the number of cleric cantrips you know. If a target financially profited from or otherwise gained a genuine and lasting benefit from its interactions with you while under the spell's influence, it is not aware that you used magic to influence its mood.

Vestment Investment (Level 1)

At 1st level, you gain the generous opulence of the gods of fortune. Whenever you would make an ability check using the Deception, Performance, or Persuasion skills, you can use your Wisdom modifier instead of your Charisma modifier.

In addition, your grandeur engenders gratitude. When you give a willing creature a gift with a monetary value, you can force the target to make a Wisdom saving throw against your cleric spell save DC. On a failure, the target is charmed by you for a number of minutes equal to the value of the gift in gold pieces, to a maximum of 1 week. On a success, the target is immune to this feature for 1 week.

You can charm a number of targets equal to your Wisdom modifier (a minimum of 1) with this feature. If you charm a new target, you choose an existing charm to end. If you or your allies attack the target, cheat it, or otherwise cause it harm, then the charm automatically ends.

Channel Divinity: Vaunted Vault (Level 2)

At 2nd level, you can use your action and expend a use of your Channel Divinity to reach inside a demiplane maintained by your god to store offerings and treasures. For the next 10 minutes, you can use your bonus action to deposit or remove one item from the vault, which appears on your person. The vault can hold up to a number of pounds equal to your cleric level × 50.

When you remove coins or treasure from the vault, you can convert it into another currency, such as another type of coin, small bones, rare shells, colored beads, or scraps of paper.

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 1)

The Wealth domain is a divine path followed by those who worship gods of riches, trade, and prosperity. Through their prayer and devotion to these deities (such as Lugh, Hermes, or Ptha), clerics of this domain are granted the power to manipulate wealth, fortune, and commerce to aid their allies and lead the way to success. These clerics are often found in bustling cities and markets, using their abilities to protect their congregations financial interests and to bring prosperity to their communities. Those who walk the path of the Wealth Domain are trusted and respected by merchants and financiers, and their blessings can mean the difference between success and ruin for those under their care. To them, they know first hand that money does not grow on trees: it comes directly from the gods.

Dimensional Treasury

At 1st level, you gain the ability to store coins and gemstones in a special extradimensional space. You can use an action to store any number of coins or gemstones that you are holding in this space; retrieving items stored in the space, up to an amount that you can carry, requires a bonus action. If you need a specific value of coins, you magically retrieve the exact amount. You always know the total value of any currency stored in the space. Furthermore, while holding a nonmagical item, you can study it over the course of 1 minute to magically learn its monetary value.

In addition, you gain proficiency in either the Deception or Persuasion skill (your choice). Whenever you make a Charisma check with regards to money, you can use your Wisdom modifier, instead of Charisma, for the roll.

Hand of Midas

Also at 1st level, you can use an action to make a special melee spell attack against a target within your reach, using your cleric spell attack bonus. When you do, your hand shimmers with a golden glow, and on a hit, the target takes 1d12 radiant damage.

This features damage increases by 1d12 when you reach certain levels in this class: 5th level (2d12), 11th level (3d12), and 17th level (4d12).

If you roll a 12 on one or more of the damage dice, the target suffers an effect based on the number of 12s you rolled, as detailed below. For every 12 you roll on the damage dice, more and more of the target is magically turned to gold for the duration of the effect.

One

The targets speed is reduced to 0 until the start of your next turn.

Two

The target is restrained until the start of your next turn.

Three or more

The target is restrained until the start of your next turn, at which point it makes a Constitution saving throw against your cleric spell save DC. On a failed save, the target is petrified for 1 minute. It can repeat the saving throw against this effect at the end of each of its turns for the duration. On a success, the effect ends. Even if the target succeeds on the saving throw against the initial effect, its still restrained until the start of your next turn.

Channel Divinity: Golden Cauldron (Level 2)

Starting at 2nd level, you can use your Channel Divinity to call for immediate commerce.

As an action, you present your holy symbol and conjure a Medium gilded cauldron on the ground in an unoccupied space you can see within 5 feet of you. The cauldron is a sphere that is roughly 5 feet in diameter with a 3-foot-diameter mouth. Any nonmagical object that is not being worn or carried that you place entirely within the cauldron immediately vanishes and turns into a number of coins: the exact amount that it would sell for at a general merchant, or half the amount that it could typically be bought for.

While there are coins in the cauldron, you can use an action to speak the name of any piece of mundane, nonmagical adventuring gear or equipment, including weapons, armor, tools, and trade goods (but not living creatures). If there is enough money in the cauldron, the appropriate number of coins vanish and are replaced by the item. For a list of available items and their respective costs, refer to Chapter 5: Equipment in the Basic Rules.

Once the cauldron has created an amount of gold up to 5 times your cleric level, it can not create any more coins until you use this Channel Divinity again.

At the GMs discretion, your deity may refuse to offer you any compensation for items placed in the cauldron. When this happens, the item magically appears on the ground in the nearest unoccupied space outside of the cauldron.

The cauldron remains for 1 hour or until you dismiss it (no action required). It vanishes early if its ever more than 100 feet away from you or if its reduced to 0 hit points; its AC is equal to your cleric spell save DC, and it has a number of hit points equal to 5 times your cleric level. The cauldron itself weighs 25 pounds.

For the duration, you can command the cauldron to move up to 30 feet using an action. When you do, the cauldron sprouts a pair of short arms and legs. At the end of this movement, you can then choose to deliver your Hand of Midas attack as if you were in its space; the cauldron then reaches out to touch the target. You must use your own senses when using this feature. At the end of the action, the cauldrons form returns to normal.

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 1)

Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold.

Appraisal

When you choose this domain at 1st level, you are blessed with insights into the price of everything. As an action, you can accurately determine the market price of any object, as well as what it would be worth second-hand.

Additionally, you can use your Wisdom instead of Charisma for any Charisma check you make to buy, sell, or haggle.

Leverage

Also at 1st level, when you cast a spell that requires material components with a specific cost, you require materials of only half of that value to cast the spell.

Channel Divinity: Riches (Level 2)

Starting at 2nd level, when you reduce a hostile creature to 0 hit points, you can use your Channel Divinity to conjure an explosion of coins around the creature. The total number of gold pieces created is equal to the monster's XP value divided by 10, rounded down

You can use this Channel Divinity option once, and regain the ability to do so when you finish a long rest.

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 1)

You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside.

Domain Spells

Wind's Chosen

When you choose this domain at 1st level, you learn the mage hand cantrip and gain proficiency in the Nature skill. When you cast mage hand, you can make the hand invisible, and you can control the hand as a bonus action.

Channel Divinity: Grasp Not the Wind (Level 2)

At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.

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 1)

The gods of the wind—including Auril, Fharlanghn, Zeboim, and The Traveler—value less attachment to places and people, and emphasize wanderlust and the following of one's own heart and life. "I go where the wind takes me" is an often said phrase by adventurers, but none embody this as much as clerics of the wind domain. They seek to be truly free, casting off worries and domain. They seek to be truly free, casting off worries and downtrodden ties, embracing the beauty of following the wind.

Hand of the Wild Wind

At 1st level, you gain the gust cantrip. The spell has a number of changes for you when you cast it:

  • It has a range of 60 feet.

  • You can choose Large or smaller creatures.

  • If a creature fails the Strength saving throw against being pushed, you can also magically deal 1d8 bludgeoning damage. This damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.

  • Instead of pushing a creature away when you deal damage, you can let the wild wind guide it. The creature moves 5 feet in a direction decided by the first d8 you roll for damage, instead of pushing it away from you. You can add your proficiency bonus to the result.

Protection of the Great Gale

Also at 1st level, the wind swirls around you in protection. While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Channel Divinity: Arm of the Bracing Breeze (Level 2)

Starting at 2nd level, you can use your Channel Divinity to bring down a torrent of wind, forcing foes back or forwards with a mighty barrage of air.

As an action, you present your holy symbol and choose a circle with a radius of 15 feet within 30 feet of you. Any fire not created by a magical effect is extinguished, be it burning a creature or an object. Additionally, each Huge or smaller hostile creature in the circle must make a Strength saving throw. A creature is pushed or pulled (your choice when you use this feature) 10 feet towards or away from the center of the circle and knocked prone on a failed saving throw, or 5 feet on a successful one.

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 1)

The gods of winter rule snow-capped mountain peaks, arctic tundras, harsh glaciers, and the long, dark months when ice and cold advance from the north. Often feared, many are associated with biting winds, frigid storms, darkness, and death.

For some, however, winter is a time of rebirth and comfort, ringing in the new year. Snow and ice melt into much-needed water come spring, and religious ceremonies and festivities mark the cold months as people huddle together around a fire.

Followers of the gods of winter often walk a tightrope between destruction and renewal; some gods like Thrym, Auril, Itzlacolihqui, and Poli'Ahu threaten civilization with howling blizzards and deep freezes, while others like Rellavar Danuvien, Ullr, and Skadi take advantage of ice and snow to hunt and entertain in the winter.

The winter domain also encompasses gods that personify winter as a force of nature, and include Kuraokami, Boreas, Gohone, Calleach Bheur, and Himavat.

Winter Domain Spells

Bonus Cantrip

When you choose this domain at 1st level, you gain the ray of frost cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know, and is considered a cleric cantrip for you.

Blood Runs Cold

Also at 1st level, you fill your offense with the terrible chill of winter. Once per turn when you deal cold damage to a creature without resistance or immunity to cold damage, you can deafen the target, frighten it, or inflict the first level of exhaustion upon it. If the target is already suffering from one or more levels of exhaustion, you cannot inflict an additional level.

If you dealt cold damage to more than one creature with the same effect, choose one of the targets to suffer your chosen condition. Regardless of which condition you chose, the effect lasts until the end of your target's next turn.

The damage you use to inflict these conditions must originate from one of the following:

  • A cleric spell you cast.

  • An attack you make with a magic weapon that deals cold damage.

  • A creature you summon with a cleric spell or magical item.

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

Channel Divinity: White Walker (Level 2)

Starting at 2nd level, you can conduct a 10-minute ritual and expend a use of your chanel divinity to shroud yourself in the silence of newfallen snow. For the next hour, you and up to 10 creatures of your choice within 60 feet of you add half your Wisdom score to Wisdom (Perception) and Dexterity (Stealth) checks.

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 1)

Clerics who worship a god of ice or winter channel both their god's freezing wrath and tranquil beauty. There are many varieties of winter deities. Some are spiteful and bitter as a winter fey, such as Auril. Yet others, like the Norse deities Uller or Skadi, or the Elven god Rellavar Danuvien, guide their followers through harsh winters and icy terrain with care. Some are better known for their other domains, like nature, trickery, war, or death, such as the Raven Queen, or represent all the seasons including winter, such as Demeter. Most winter gods are cold and distant, but a few are warm and friendly.

Herald of Winter

When you choose this domain at 1st level, you gain proficiency with heavy armor, and you learn your choice of either the frostbite cantrip, from Xanathar's Guide to Everything, or the ray of frost cantrip. That cantrip is a cleric spell for you, and it doesn't count against the number of cantrips you can know as a cleric.

In addition, you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide.

Divine Blizzard

Also at 1st level, you learn how to surround yourself in a momentary blizzard. As a bonus action, you swirl with icy wind and freezing magic. Until the end of your next turn, the area within 10 feet of you is lightly obscured by snow and mist, and when a creature ends its turn within 10 feet of you, you can choose to deal it cold damage equal to 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.

Channel Divinity: Icy Embrace (Level 2)

Starting at 2nd level, when you deal cold damage to a creature with a cleric spell or class feature, you can use your Channel Divinity to freeze it with divine will. The creature must make a Constitution saving throw. On a failed save, the creature is restrained for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.

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 1)

Nearly every part of the world must deal with a change in temperature and the coming of winter. Nowhere is this more evident than in the extreme north and extreme south, where winter is a pervasive part of life. As civilization expands into inhospitable terrain and environments, its reliance increases on divine providence to ensure survivability.

Good-aligned clerics appeal to winter deities such as Boreas to spare their people the worst of bitter cold, storms that last for days, and other calamities caused by weather. They couch the onset of winter as necessary for strengthening their people and as a respite from toil, pointing to the peacefulness of the frozen, snow-draped landscape. Evil clerics embrace the storms and brutal Conditions and even enhance them to advance their deities' agendas and to spread fear through their enemies.

A Cold Wind

At 1st level, you learn the Ray of Frost cantrip and you gain proficiency in Nature and Survival.

Channel Divinity: Snow Walker (Level 2)

Starting at 2nd level, you can use your Channel Divinity to grant yourself the ability to walk on the surface of snow, ignoring any Movement penalties that would normally apply. Ice supports your weight no matter how Thin the Ice is, and you can travel on it as if you're wearing ice skates. You still leave tracks on snow and ice.

Additionally, in snowy environments, your vision is not impaired by snow and you have advantage on Dexterity (Stealth) checks to hide.

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 1)

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.

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 2)

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.

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.

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.

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.