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Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions. Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orc s arrayed against him, shouting praise to the gods with every foe ’s fall.

Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect.

Cleric's Powers

Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric- someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.

The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.

If you're playing a cleric character, the following sections offer ways to add some detail to that character's history and personality.

Temple

Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.

Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?

Temples
d6 Temple
1 Your temple is said to be the oldest surviving structure built to honor your god.
2 Acolytes of several like-minded deities all received instruction together in your temple.
3 You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 Your temple is a fortress and a proving ground that trains warrior-priests.
5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests
6 You served in a temple in the Outer Planes.

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

Keepsakes
d6 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig's whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runes tone said to be blessed by your god

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.

If you haven't considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.

Secrets
d6 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2 You be lieve that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.

Serving a Pantheon, Philosophy, or Force

The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.

Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments.

Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one.

The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.

 

Hit Points


  • Hit Dice: 1d8 per cleric level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: Light Armor, Medium Armor, shields
  • Weapons: simple Weapons
  • Tools: none
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
  • Saving Throw Wisdom, Charisma

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) a mace or (b) a Warhammer (if proficient)

• (a) Scale Mail, (b) Leather Armor, or (c) Chain Mail (if proficient)

• (a) a Light Crossbow and 20 bolts or (b) any simple weapon

• (a) a Priest's Pack or (b) an Explorer's Pack

• A Shield and a holy Symbol

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Spellcasting

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 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.

Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest),Divine Domain feature 3 3
3rd +2 3 4 3
4th +2 Ability Score improvement 4 4 3
5th +3 Destroy Undead (CR 1/2), 4 4 3 2
6th +3 Channel Divinity (2/rest),Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score improvement, Destroy Undead (CR 1),Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest), 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

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 save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier

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 (see "Equipment") as a spellcasting focus for your cleric Spells.

Divine Domain

Choose one domain related to your deity, such as Life. The Life domain is detailed at the end of the class description, and 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

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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead

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.

Destroy Undead

Cleric Level Destroys Undead of CR....
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

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

Class | Cleric Core

Domain

Summary of Content

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a
deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For
example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light.
As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo A cesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

The following Divine Domains are within this document if any are missing please contact a moderator.


CORE COLLEGES

4 Arcane Domain 10 Death Domain 20 Forge Domain 22 Grave Domain 25 Knowledge Domain
26 Life Domain
27 Light Domain
33 Nature Domain
49 Tempest Domain
51 Trickery Domain
55 War Domain

UNCOMMON
RARE (+1)
 

Index of Colleges

1 Ambition Domain
2 Ammunition Domain
3 Annihilation Domain
4 Arcane Domain
5 Balance Domain
6 Celebration Domain
7 Chaos Domain
8 City Domain
Creative 9 Cold Domain
Darkness 10 Death Domain
11 Desert Domain
12 Destruction Domain
13 Dragon Domain
14 Dread Domain
15 Dream Domain
Elemental (Air,Earth,Fire,Water 16 Entropy Domain
17 Fate Domain
18 Famine Domain
19 Fire Domain
20 Forge Domain
21 Gear Domain
22 Grave Domain
23 Hunting Domain
24 Kinetic Domain
25 Knowledge Domain
Law 26 Life Domain
27 Light Domain
28 Love Domain
29 Luck Domain
30 Lunar Domain
31 Madness Domain
32 Metal Domain
33 Nature Domain
34 Night Domain
35 Ocean Domain
36 Peace Domain

37 Pestilence Domain
38 Piety Domain
39 Protection Domain
40 Punishment Domain
41 Retribution Domain
42 Rum Domain
43 Scorn Domain
44 Slime Domain
45 Solidarity Domain
46 Spider Domain
47 Strength Domain
48 Survival Domain
49 Tempest Domain
Time Trade 50 Travel Domain
51 Trickery Domain
Tyranny 52 Ur Domain
53 Venom Domain
54 Void Domain
55 War Domain
56 War Domain Variant
57 Water Domain
58 Wealth Domain
59 Witchery Domain
60 Zeal Domain

Class | Bard Core

👍 = AL +1 allowed. ; ⛔ = AL illegal ; ✏️ = Modified (AL Illegal) ; 🍺 = Homebrew (AL Illegal) ; 🔮 = Spellcaster ; ⚔️ = Multi-attack ; 🏹 = Ranged ; 🛠️ = Skill

Ambition Domain

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.

Ambition Domain Spells

Cleric Level Spells
1st bane, disguise self
3rd mirror image, ray of enfeeblement
5th bestow curse, vampiric touch
7th death ward, dimension door
9th dominate person, modify memory

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

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

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

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

Improved Duplicity

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

Cleric |

Ammunition Domain

When black powder was invented, it was nothing more than an alchemical marvel: immensely powerful, but devoid of meaning. Yet, as it became central to people's lives and as the myth of the gun grew, black powder became a fixture of belief; the Ammunition Domain was born from its essence. A number of minor deities have laid claim to the ammunition domain, but none were so powerful as Khaliber, the black goddess of gunpowder. Clerics in her worship can conjure ammunition from thin air and curve the trajectory of projectiles. They are to spread the myth of guns throughout the world to slowly eliminate the heresy of the sword.

Ammunition Domain Spells

Cleric Level Spells
1st bullet spray, chromatic bullet
3rd jam weapon, protection from ballistics
5th conjure barrage, conjure cannonball
7th detonate ammunition, locate creature
9th conjure volley, flaming death

Bonus Proficiencies

Starting whenever you choose this domain at 1st level, you gain proficiency with one-handed firearms and spread firearms.

You also learn the concealed shot cantrip.

Blessings of Khaliber

The goddess delivers ammunition to your empty palm. At 1st level, you can use your action or bonus action to summon one bullet or shell. This ammunition is magical and, if not used, vanishes after 24 hours.

You can use this ability a number of times each day equal to twice your cleric level. At 18th level, firearms you hold have endless bullets and you never need to reload them. When a firearm leaves your grasp, it is reduced to the same number of loaded bullets that it had before you picked it up.

Channel Divinity: Hand Grenade

At 2nd level, Khaliber grants you the power of a divine hand grenade, a weapon of devastating power. You can use your Channel Divinity as a bonus action to summon the hand grenade to your hand and you can throw the grenade up to 60 feet as an action. Each hostile creature within 20 feet of the grenade must make a Dexterity saving throw or take 2d8 radiant damage for each point of your proficiency bonus. If the grenade is not used, it vanishes after 1 minute.

Divine Bullet

Starting at 8th level, you can add your Wisdom modifier when you deal damage with a firearm attack.

Shadow Bullets

Starting at 17th level, umbral bullets hide in the shadow of those your fire, waiting for the right moment to strike. Once per turn, if you miss with a firearm attack, you can immediately make an additional attack.

Cleric |

Annihilation Domain

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.

Annihilation Domain Spells

Cleric Level Spells
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

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 2d6 when you reach 5th level (2d6/6d6), 11th level (3d6/8d6), and 17th level (4d6/10d6).

Channel Divinity: Distortion Field

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

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

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

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.

Cleric |

Arcane Domain

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 WeeJas of Greyhawk.

Arcane Initiate

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

Arcane Domain Spells

Cleric Level Spells
1st Detect Magic, Magic Missle
3rd Magic Weapon, Nystul's magic aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one 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 only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

 
Arcane Banishment
Cleric Level Banishes Creatures of CR....
5th 1/2 or Lower
8th 1 or Lower
11th 2 or Lower
14th 3 or Lower
17th 4 or Lower

Spell Breaker

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

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

Arcane Mastery

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

Cleric |

Balance Domain

Among the gods, there is often the tie-breaker, the traitor, the peace-bringer and the judge. Ma'at, Tefnut, Shamash, Obatala, Rao, Cindor, Nemesis, and Adrestia, as well as other gods of justice, balance, equilibrium, vengeance, and peace may hold sway over the domain of balance.

The servants of these gods are often called upon to restore order, peace, and justice to the world - or to bring suffering and despair where none existed. Once they are set upon a path, either to peace or ruin, they do not deviate until their god is satisfied and the balance is restored.

Balance Domain Spells

Cleric level Spells
1st cure wounds, inflict wounds
3rd shatter, silence
5th fear, beacon of hope
7th death ward, phantasmal killer
9th cloudkill, creation

Bonus Cantrip

When you choose this domain at 1st level, you learn the Ruin cantrip, and this cantrip counts as a cleric cantrip for you.

Magical Inversion

Starting at 1st level, whenever you cast a cleric spell or cantrip that deals damage, you can change the damage type to a different one. Choose either acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder damage. If the spell deals either radiant or necrotic damage, you can choose to swap the damage type between them or choose one of the above types. When a spell deals more than one type of damage, you can adjust each simultaneously.

You can use this feature a number of times equal to your Wisdom modifier, and these uses recover when you finish a long rest.

Channel Divinity: Weigh the Scales

At 2nd level, you can use your action and your Channel Divinity feature to impose equilibrium. For one minute or until you choose to end this effect as a bonus action, you cannot gain advantage or suffer disadvantage, and you can reroll any damage dice that result in a 1, but only once per die.

Channel Divinity: Defiance of Fate

At 6th level, your god intervenes when you are harmed. Whenever a creature inflicts damage to you, you can use a reaction and your Channel Divinity feature to instantly halve the damage. The creature must make a Charisma saving throw. If it fails, it takes necrotic damage equal to the amount of damage it inflicted on you before resistances or immunities, or half as much damage on a success, both to a maximum of six times your cleric level.

Potent Spellcasting

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

Perfect Order

At 17th level, your god controls the events around you, acting with inscrutable intent. Whenever a creature takes an action within 30 feet of you and rolls a d20, you can choose the result of the die roll. You can do this once, and this use recovers whenever you finish a short or long rest.

Optional Character Traits

Clerics are touched by the gods, and this may influence one's personality. Consider adding one or more of the following traits, to represent this connection.

Cleric Traits

d6 Trait
1 I have strong feelings about light and dark.
2 Certain foods are of religious significance to me. My dietary habits are unusual, and may be remarked on.
3 I care little for wealth, except for how it can help others. Generosity leads to salvation.
4 I know that the faithless are untrustworthy; even false gods are better than none.
5 I cannot wear ostentatious clothing, even in private. Humility must be maintained.
6 My connection to a god puts me above other people. They are useful, but that is all.
Cleric |

Celebration Domain

Your god is an awesome god, and one who loves to throw excellent parties. Bacchus, Dionysus, Shezu, and any god known for alcohol or other intoxicants, wild behavior, and good cheer could have celebration as one of their domains. While the obvious goals of fun and ensuring everyone can have a good time apply, there's no reason that a god of celebration can't also pursue other ends - bringing peace to a war-torn land, freeing the hearts and minds of others from doubt and distress, and other noble ends that are always met with a good celebration!

Celebration Domain Spells

Cleric level Spells
1st color spray, faerie fire
3rd enthrall, pyrotechnics
5th hypnotic pattern, major image
7th confusion, fabricate
9th animate objects, seeming

Bonus Cantrip

When you choose this domain at 1st level, you gain the dancing lights cantrip if you don't already know it. Additionally, you can create a number of lights equal to the normal value plus half your cleric level rounded up.

Life of the Party

Also at 1st level, you gain proficiency in one of the following skills: Deception, Performance, or Persuasion.

Whenever you cast either the dancing lights cantrip or a spell from the Celebration Domain spell list, you gain temporary hit points equal to your Wisdom modifier that last for one minute.

Channel Divinity: Water and Wine

At 2nd level, your god smiles on your party. You can use your Channel Divinity feature to transform up to fifty gallons of water into a magical ambrosia for one hour. Creatures that drink from the font must make a Wisdom saving throw against your cleric spell save DC or be charmed for one minute.

Either way, the subject gains temporary hit points equal to your cleric level. This liquid can be bottled, but fades back into water after one hour.

Channel Divinity: Cheerful Assistance

At 6th level, you can protect your friends from bad decisions. Whenever a creature within 60 feet of you that you can see makes a roll with disadvantage, you can use your reaction and Channel Divinity feature to enable them to roll with advantage instead.

Potent Spellcasting

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

 

Grand Parade

At 17th level, your god brightens the world through you. Whenever you cast dancing lights or a spell from the Celebration Domain spell list, you and allies within 60 feet can move up to 30 feet as a reaction and also gain immunity to the frightened condition for 1 minute.

Cleric |

Chaos Domain

Manifesting in endless turbulence and perpetual change, gods of chaos can bring both ruin and creation in equal measure. Loki, The Traveler, Set, Eris, Typhon, and other gods of trickery, discord, creation, and destruction may preside over the domain of chaos. Clerics of these deities almost always seek to disrupt order, acting as harbingers of ends and new beginnings.

Chaos Domain Spells

Cleric level Spells
1st color spray, disguise self
3rd crown of madness, phantasmal force
5th erupting earth, slow
7th polymorph, vitriolic sphere
9th creation, conjure elemental

Bonus Cantrip

When you select this domain at 1st level, you learn the minor illusion cantrip, and this cantrip counts as a cleric cantrip for you.

Discordant Manifestation

Also at 1st level, your god's unpredictable nature affects your spellcasting. Whenever you cast a cleric spell of 1st level or higher roll a d20, on a 1, you must roll on the sorcerer's Wild Magic Surge table to create a random magical effect.

Channel Divinity: All and None

At 2nd level, your god enables you to channel the powers from other domains, but without control over the result. When you gain this feature, construct a table with at least 6 Divine Domains, or use the following table instead.

You gain the 2nd level Channel Divinity of the resulting domain.

When ever you finish a long rest, you must create a new table and roll using the table that does not include the domain you just gained a feature from.

Result Domain
1 Knowledge
2 War
3 Trickery
4 Tempest
5 Nature
6 Light
 

Channel Divinity: Traitor's Trap

At 6th level, you learn to ensnare those who would harm you. Whenever you are struck with a melee attack, you can use your reaction and your Channel Divinity feature to redirect the blow to a false copy of yourself that shares your statistics. You suffer no ill effect from the initial attack, and the copy suffers any damage you would have taken.

You instantly teleport up to 15 feet. In your place, the copy remains and adheres to the attacker's limb or weapon, grappling them. The copy has hit points equal to your cleric level and has an AC of 10 + your Wisdom modifier. The copy lasts for one minute or until slain, and cannot move or act other than to continue to attempt to grapple the target.

Potent Spellcasting

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

Winds of Madness

At 17th level, your god manifests their power in full through your actions. As an action, you can unleash a massive burst of chaotic energy. All creatures within a 30-foot radius must make a Charisma saving throw. If they fail, their ties to standard reality is disrupted.

Whenever the creature takes an action, they must roll on the sorcerer's Wild Magic Surge table to create a random magical effect. This disruption lasts until the start of your next turn.

Once you use this feature, you must take a short or long rest before using it again.

Cleric |

City Domain

The City domain is concerned with the citizenry,commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common wealth of its citizens.

City Domain Spells

Cleric Level Spells
1st comprehend languages, remote access
3rd find vehicle , heat metal
5th lightning bolt, protection from ballistics
7th locate creature, synchronicity
9th commune with city , shutdown

Bonus Cantrip

When you choose this domain at 1st level, you gain the on/off'cantrip (see “New Spells” in addition to your chosen cantrips.)

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land) .

Heart of the City

From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once . You regain any expended uses when you finish a long rest.

Channel Divinity: Spirits of the City

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw.

On a failed save, the creature is knocked prone or restrained (your choice by hazards such as entangling wires, high[pressure water erupting from fire hydrants, pavement collapsing tounseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

 

Block Watch

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. 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 psychic damage increases to 2d8.

Express Transit

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport'spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.

Cleric |

Cold Domain

Clerics of the frigid winter gods tend to wander frozen wastelands, tending to the inhabitants there, or rescuing trapped adventurers. They serve as the primary line of defense for tundra tribes against fiends and undead who seek to amass forces in the desolate places of the world. There is a practicality and cynicism seen in cold clerics that is not found in many others. They witness the day-to-day brutality of nature in a way that others do, and are just as likely to let nature run its course as they are to resurrect someone who has died.

Cold Domain Spells

Cleric Level Spells
1st fog cloud, snowshoes
3rd animate snow, blur
5th protection from energy, sleet storm
7th ice storm, locate creature
9th cone of cold, conjure elementals

Bonus Proficiencies

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

Snuff Flame

Starting at 1st level, you can use your bonus action to extinguish any number of non-magical sources of illumination within 60 feet of you which can fit in a 5-foot cube.

Channel Divinity: Ice Sculpture

Starting at 2nd level, you can use your Channel Divinity as an action to unleash the cold wrath of your god and freeze an enemy in place. Choose a hostile creature that you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the target is incapacitated and its speed is reduced to 0, as it becomes encased in a thick sheath of enchanted ice. The ice has an AC of 10, 15 hit points, and vulnerability to fire damage. A creature is freed from the ice when the ice is reduced to 0 hit points or when it thaws after 1 hour.

When Hell Freezes Over

Starting at 6th level, when you use your Ice Sculpture Channel Divinity option against a fey, fiend, or undead, the target has disadvantage on its saving throw against being frozen.

Divine Strike

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.

 

Heat Sink

Starting at 17th level, your soul emulates your deity's cold nature and emanates a frigid aura that actively draws warmth from your surroundings. When a hostile creature starts its turn within 5 feet of you, it takes 2d10 cold damage.

Cleric |

Death Domain

the Death domain in concerned with forces that cause death, as well as the negative enery that gives rise to undead creatures. Deities such as Chermosh, 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, Morgion), and the underworld (Hades, and Hel).

Death Domain Spells

Cleric Level Spells
1st False Life, Ray of Sickness
3rd Blindness/deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death ward
9th Antilife shell, Cloudkill

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 cantrop that normally targets only one creature the spell can instead target two creatures within range and within 5 feet of eachother.

Channel Divinity: Touch of Death

starting at 2nd level, the cleric can use Channel Divinity to destory another creature's life force by touch.

When the cleric hits a creature with a melee attack, the clerica can use Channel Divinity to deal extra necrotic damage to the darget equal to 5 + twice his or her cleric level.

Inescapable Descrution

starting at 6th leve, the cleric;s ability to channel negative energy becomes more portent. Necrotic damage dealt by the character's cleric spells, Divine strike, and Channel Divinity options ignore resistance to necrotic damage.

Divine Strike

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.

Imroved reaper

starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creaure, the spell can target two creatures within range and within 5 feet of eachother. If the spell consumes its material components, the cleric must provide the material components for each target.

Cleric |

Desert Domain

Gods of the sands and burning sun, deities of cloudless nights and storms of cutting wind, masters of the scorching heat and lords of the desert all call this domain their own. Often as merciless as the lands they claim, many are jealous and generous in equal measure. Clerics of these deities often escort travelers, seek forgotten relics, hunt criminals, and war for peace.

Desert Domain Spells

Cleric level Spells
1st create or destroy water, guiding bolt
3rd blur, mirror image
5th daylight, wall of sand
7th blight, giant insect
9th insect plague, mislead

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in martial weapons and the Survival skill.

Nomadic Endurance

At 1st level, your god blesses you with the resilience to survive the harsh landscape of the desert. You can go for a number of days equal to your cleric level without food before suffering ill effects, and you gain advantage on saving throws against exhaustion from desert conditions. You can see through smoke, fog, dust, swirling sand, and other obscuration caused by gasses.

Channel Divinity: Sandstorm

At 2nd level, your god enables you to control the greatest danger in the desert. As an action, you can use your Channel Divinity feature to unleash a raging whirlwind of tearing sand in a 60-foot line that is 20 feet wide. The area becomes heavily obscured by a cloud of dust until the start of your next turn. Creatures of your choosing within the area must make a Constitution saving throw against your cleric spell save DC. If they fail, they are blinded until the end of your next turn and take 1d6 slashing damage per two cleric levels you possess. If they succeed, they are not blinded and take half as much damage.

Dune Walker

At 6th level, your god blesses you with the dance of the fearsome serpents of the desert. You can use a bonus action to teleport up to your movement speed to a location you can see, disappearing in a flash of sand and reforming from dust at the target location. You cannot move and use this action during the same turn. When you teleport using this feature, you can use an action to cause a cloudy burst of sand to appear, heavily obscuring a 10-foot radius around you until the start of your next turn.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the deadliest scorpion venom and the razor-sharp sands upon the wind. 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 or slashing damage to the target (your choice).

When you reach 14th level, the extra damage increases to 2d8.

Endless Expanse

At 17th level, your god's domain grows and spreads beyond its borders. You ignore difficult terrain while in desert environments, and gain resistance to fire damage. You can cast mirage arcane and it is considered a cleric spell for you. When you do so, the area appears to be transformed into a desert, and becomes hot and dry.

Creatures of your choosing within the area suffer exhaustion as though exposed to extreme heat. Whenever you cast this spell, you can choose to also cast conjure animals using a spell slot; it does not require concentration and has a duration of 10 days. The animals do not obey your commands, but are considered charmed by you.

Cleric |

Destruction Domain

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.

Destruction Domain Spells

Cleric Level Spells
1st burning hands, witch bolt
3rd flame blade, scorching ray
5th fireball, lightning bolt
7th blight, wall of fire
9th cloudkill, cone of cold

Bonus Proficiencies

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

Devastation Initiate

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

Channel Divinity: Ruin

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

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

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

Baneful Spell

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.

Cleric |

Dragon Domain

The dragon gods of old are primal deities that espouse great and terrifying presence and power to their devotees. They value and regard power as the absolute measure of the worth of a life, favoring servants who garner more influence and wealth for their glory. The visages of these gods are typically engraved upon the armor or weapons of their clerics, and other artifacts that these clerics value. Dragon priests typically guard the treasure hoards, arcane artifacts, or holy places of the dragon gods, but they also guide their cults as spiritual leaders and lead their armies as ferocious warlords.

Dragon Domain Spells

Cleric Level Spells
1st dragon roar, feather fall
3rd alter self, see invisibility
5th fear, wyrmskin
7th dimension door, polymorph
9th geas, seeming

Bonus Cantrip

When you choose this domain at 1st level, you gain the dragon claws cantrip if you don’t already know it. This cantrip counts as a cleric spell for you, and doesn’t count against your number of cantrips known.

Dragon Staff

At 1st level, as a bonus action, you can expend a spell slot to charge a quarterstaff you are holding with draconic energy. While you are holding a charged quarterstaff, you can use an action and expend its charge to evoke the destructive energy of the dragon gods you worship, producing raw elemental power in a 30-foot line that is 5 feet wide, or a 15-foot cone. Creatures within the area of effect must make a Dexterity saving throw against your cleric spell save DC.

On a failed save, a creature takes is 3d6 damage for a 1st-level slot, plus 1d6 damage for each spell level higher than 1st, or half as much on a successful save. The damage type is your choice of acid, cold, fire, lightning, or poison damage. A charged quarterstaff loses its stored spell slot and becomes uncharged when you take a short or long rest.

Channel Divinity: Scales of the Drake

Starting at 2nd level, you can use your Channel Divinity to take up the mantle of the great dragons. You present your holy symbol as a bonus action, and your skin becomes covered in dragon scales, granting you the following benefits for 1 minute:

• You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1), if you aren’t wearing medium or heavy armor or holding a shield.

• You gain resistance to your choice of acid, cold, fire, lightning, or poison damage, chosen when you activate this Channel Divinity.

• You have advantage on Charisma (Intimidation) checks.

 

Draconic Regeneration

Starting at 6th level, when you spend a spell slot of 1st-level or higher to deal acid, cold, fire, lightning, or poison damage, you can use a bonus action to regain hit points equal to 2 + the spell’s level.

Potent Spellcasting

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

Channel Divinity: Wyrm Song

Starting at 17th level, you can use your action to open a portal and call forth a dragon. The dragon’s challenge rating must be 10 or lower. The dragon is friendly to you and your allies, and will aid you in combat.

This dragon obeys any commands you issue it (no action required by you), and if you do not issue any commands, it will defend you and itself but take no other actions. The dragon rolls initiative and acts on its own turn during combat. The dragon remains under your control as long as you maintain concentration (as if you were concentrating on a spell) for up to 1 hour, or until it drops to 0 hit points. If you lose your concentration, you must make a Charisma saving throw (DC equals 8 + the dragon’s proficiency bonus + the dragon’s Charisma modifier.) On a failed save, you lose control of your draconic ally, and it acts as the GM determines. When 1 hour has passed, the dragon is teleported back to the location you summoned it from.

Once you have used this Channel Divinity you can’t use it again until you finish a long rest.

Cleric |

Dread Domain

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.

Dread Domain Spells

Cleric Level Spells
1st disguise self, false life
3rd detect thoughts, see invisibility
5th fear, slow
7th greater invisibility, phantasmal killer
9th antilife shell, dream

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

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

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

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

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.

Cleric |

Dream Domain

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.

Dream Domain Spells

Cleric Level Spells
1st charm person, sleep
3rd detect thoughts, phantasmal force
5th hypnotic pattern, speak with dead
7th confusion, phantasmal killer
9th awaken, dream

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

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

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

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

 

Dreamwalk

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.

Cleric |

Entropy Domain

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.

Domain Spells

You gain domain spells at the cleric level listed in the Entropy Domain Spells Table. See the Divine Domain class feature for how domain spells work.

Entropy Domain Spells
Cleric Level Spells
1st detect magic, inflict wounds
3rd gentle repose, spiritual weapon
5th dispel magic, protection from energy
7th blight, death ward
9th circle of power, hallow

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 Disruption

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

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 force the caster to make a Constitution saving throw against your spell save DC.

On a failure, 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 Spell Casting

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

Emissary of Entropy

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.

Cleric |

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Fate Domain

Diviners and wizards often attempt to peer at the threads that bind the lives of mortals, but gods are the ones who weave those threads with every new birth and death. Tyche, Saturn, Chronos, Kali, Urd, and other deities of death, glory, time, judgement, luck, and prophecy call upon their clerics to act as oracles and seers of fate and future - and to intervene when the time is right. Those who follow benevolent gods often guide heroes to their destinies, while evil oracles may lead them astray or attempt to meddle with the future to bring prophecies of ruin, destruction and chaos to fruition.

Fate Domain Spells

Cleric level Spells
1st guiding bolt, heroism
3rd augury, enthrall
5th bestow curse, clairvoyance
7th death ward, divination
9th commune, dream

Eye of the Oracle

When you choose this domain at 1st level, your god bestows a mark upon you that signifies your attunement to the threads of fate, such as a third eye, runic tattoo, or halo of mist, which you can conceal at will. While your mark is revealed, you can use your action to gaze into the future of another person. Until the end of your next turn, your first skill check, attack roll, or saving throw regarding the target is made with advantage.

Channel Divinity: Severed Threads

At 2nd level, your god grants you the ability to manipulate fate directly. Whenever you deal damage to a creature, you can use a bonus action and your Channel Divinity feature to attempt to cut its ties to mortality. The target must make a Charisma saving throw. If they fail, their fate is disrupted: they have disadvantage on the next three rolls they make (ability checks, attack rolls, or saving throws).

Discarded Tatters

At 6th level, you collect the scattered threads of fate for a new tapestry of your own devising. Whenever you are attacked, you can use your reaction to weave an ethereal cloak around yourself made from the destiny of your attacker. The attacker must make a Charisma saving throw against your cleric spell save DC. If they fail, they take force damage equal to half the amount of damage they inflict on you if their attack hits.

Divine Strike

At 8th level, you gain the ability to cut directly into the past and future simultaneously. 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 or radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Prophetic Glimpse

At 17th level, your god grants you the ability to see brief yet perfectly accurate visions of the future. You can choose to activate this feature at the start of your turn. Record all actions you and others take and the results of rolls made during your turn. If you are satisfied with the results of the events that took place at the end of your turn, this feature ends, as your vision is fulfilled exactly as specified. If you are not satisfied at that time, you can choose to defy the vision, reverting all events back to exactly how they were at the moment that you declared your use of this feature. You can use this feature once, and this use recovers whenever you finish a short or long rest.

Oracle Markings

Each oracle has a visually remarkable trait that may be considered both a blessing and curse. Choose your own or roll on the following table:

Oracle Marking Table

Roll Marking
1 A glowing eye upon the forehead
2 Shimmering fog upon the breath
3 Apparent lack of irises and pupils
4 Runic tattoos in unreadable script
5 A serpentine tongue, hissing prophecy
Cleric |

Famine Domain

Fast for the god of Hunger and drink nothing the god of Thirst, and you shall hunger and thirst no longer. This is the philosophy of a priest of Famine, who venerates gods that seek to create scarcity across the globe. To spread this dogma, you must only spread famine and drought; if others shall only fast, they too can come to join the Starving Sect.

Famine Domain Spells

Cleric Level Spells
1st false life, ray of sickness
3rd hold person, ray of enfeeblement
5th bestow curse, hunger of Hadar
7th blight, dominate beast
9th dominate person, insect plague

Bonus Cantrips

At 1st level, you learn the poison spray cantrip and one other cleric cantrip of your choice.

Fast

Starting at 1st level, as long as you fast, you never starve. You don't need to eat or drink, and don't suffer levels of exhaustion from starvation or dehydration. This ability is suppressed for 24 hours if you willingly eat or drink.

Channel Divinity: Wither

Starting at 2nd level, you can use your Channel Divinity to starve living things. For the next minute, you can use your action to choose one creature you can see within 60 feet to make a Constitution saving throw. Plants have disadvantage on this saving throw. On a failed save, a creature suffers a level of exhaustion and takes 1d10 necrotic damage for each point of your proficiency bonus. On a successful save, the creature takes half this amount of damage and does not become exhausted.

Draining Spell

Starting at 6th level, when you deal damage to one creature using a spell on your turn, that creature's speed is reduced by 10 feet for 1 minute. A creature's speed can only be reduced by this ability once at a time.

Potent Spellcasting

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

Salt the Fields

Starting at 17th level, you can use your action to bring famine on the land. All nonmagical plants that aren't creatures within a 100-foot radius sphere wither and die. Each creature you choose in that area must make a Constitution saving throw or suffer two levels of exhaustion. Plants have disadvantage on this saving throw and take 8d10 necrotic damage on a failed save.

Once you use this ability, you must complete a long rest before using it again.

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Fire Domain

Gods of fire―including Agni, the Black God, Loge, Prometheus, Svarog, Vahagn, and Vulcan―are often worshiped by clerics with an obsession with or deep respect for the destructive nature of flame. These deities are temperamental, and might give fire to a primitive race one day, only to smite them from existence the next. Cultures of northern regions might worship a fire god out of respect and in thanksgiving for the warmth that flame provides. A tropical culture might live in the shadow of a volcano, and worship a fire god out of fear and supplication, begging the deity to let the volcano lay dormant.

In some campaign settings, clerics of the Fire Domain do not worship a god of fire, but the Elemental Plane of Fire itself.

Fire Domain Spells

Cleric Level Spells
1st burning hands, hellish rebuke
3rd continual flame, conjure flame primordial
5th fireball, protection from energy
7th conjure minor elementals, wall of fire
9th conjure elemental, immolation

Tongues of Fire

When you choose this domain at 1st level, you gain one cantrip that deals fire damage. It counts as a cleric cantrip for you, and does not count against your number of cantrips known. In addition, you can speak, read, and write Ignan.

Armor of Ignis

At 1st level, you can use your bonus action to invoke the blessing of your god: a searing aura. This aura has a radius of 5 feet and lasts until you dismiss it (no action required by you). Hostile creatures who end their turn within the aura take fire damage equal to your Wisdom modifier.

Additionally, your divine blessing protects you from small nonmagical flames such as candles, torches, or coals, which will not harm you.

Channel Divinity: Inferno

Starting at 2nd level, you can use your Channel Divinity to channel the Elemental Plane of Fire through your body. As an action, you present your holy symbol, and fire surges out from you in a blistering inferno. Each creature you choose within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your cleric level on a failed saving throw, or half as much damage on a successful one. Creatures within 10 feet of you have disadvantage on this saving throw. A creature that has total cover from you is not affected.

Acolyte of the Blaze

Starting at 6th level, you are more attuned to the Elemental Plane of Fire, and can exert greater control over your flames. When you deal fire damage, your fire burns supernaturally hot, ignoring a creature's resistance, but not immunity to fire damage. Additionally, you gain resistance to fire damage.

Potent Spellcasting

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

Lord Over Flame

Starting at 17th level, whenever you summon an elemental from the Elemental Plane of Fire, the elemental's stats are altered in the following ways:

A summoned elemental can attack one additional time when they take the Attack action.

A summoned elemental adds your proficiency bonus to their AC and damage rolls.

A summoned elemental gains a bonus to their hit points equal to your cleric level + your Wisdom modifier.

Additionally, while you are concentrating on a spell that summons an elemental from the Elemental Plane of Fire, you cannot lose your concentration on that spell as a result of taking damage.

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Cleric |

Forge Domain

The gods of the forge are patrons of a rtisans 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 fo rge 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 ores, 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.

Domain Spells

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

Forge Domain Spells
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bbonus Proficiencies

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

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest , you can touch one 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

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 an other metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100gp. 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 trans forms 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

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 + bonus to AC.

Divine Strike

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.

Saint of Forge and Fire

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.

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Gear Domain

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.

Gear Domain Spells

Cleric Level Spells
1st guiding bolt, thunderwave
3rd barkskin, heat metal
5th protection from energy, lightning bolt
7th dimension door, fabricate
9th animate objects, creation

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

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

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

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

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

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

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.

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Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of them ultiverse. To desecrate the peace of the dead is anabomination. Deities of the grave include Kelemvor, Wee Jas, the ancestrals pirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these d eities seek to put wanderings pirits to rest, destroy the undead, and ease the suffering of the dying.

Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Domain Spells

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

Grave Domain Spells

Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line betw een 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 a~ 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.

 

Channnel Divinity: Path to the Grave

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.

Sentinal at Death's Door

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

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric can trip.

Keeper of Souls

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.

Cleric |

Hunting Domain

The thrill of the chase, the hiss of the arrow as it flies with unerring accuracy, the bay of the hounds and the smell of blood upon the ground: these are the praises sung to the gods of hunting and predation, archery and wild places. Oshoshi, Woden, Mixcoatl, Cernunnos, Flidais, Neith, Mielikki, Artemis, Apollo, Bhadra, Odin, Diana, Obad-Hai, the Wild Huntsman, and other gods and ancient powers that hold sway in the deep wilderness may claim the domain of hunting. Clerics of these gods are called for a variety of reasons, such as protecting the wilderness, killing dangerous beasts, safeguarding other hunters, and performing feats of great strength and cunning.

Hunting Domain Spells

Cleric level Spells
1st hunter's mark, longstrider
3rd earthbind, locate animals or plants
5th Leomund's tiny hut, lightning arrow
7th arcane eye, hallucinatory terrain
9th commune with nature, swift quiver

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in martial weapons and in the Survival skill.

Thrill of the Hunt

At 1st level, your god empowers you with the endurance to track down your prey. While you are not wearing medium or heavy armor or a shield, your movement speed increases by 10 feet, and your pace is not reduced while tracking.

Channel Divinity: Slayer's Arrow

At 2nd level, your god teaches you to attack the soul of your quarry. As an action, you can expend a use of your Channel Divinity to make a ranged weapon attack against a target you can see, even if it is outside of your weapons range. This attack ignores all but total cover. If the target is hit, it must make a Charisma saving throw. If they fail, they take extra piercing damage equal to 2d8 plus your cleric level and are stunned until the beginning of your next turn. If they succeed, they take half as much damage and are knocked prone. This attack is considered magical for the purpose of overcoming reistance and immunities.

Living Wind

At 6th level, the winds of the wildlands come to your call. Whenever you cast a cantrip or attack with a weapon, you can use a bonus action to move up to your speed towards a target of your attack or spell. When you do so, ranged attacks and opportunity attacks against you are made with disadvantage until the start of your next turn.

 

Divine Strike

At 8th level, your attacks are empowered with deadly potency. 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 magical piercing or slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Unerring Hunter

At 17th level, you become immune to the effects of difficult terrain and gain a climb speed equal to your walking speed.

Additionally, if a creature fails the saving throw against your slayer arrow by 5 or more, they gain one level of exhaustion for the next 24 hours, you can use your Slayer's Arrow a number of times equal to your wisdom modifier(minimum 1).

Cleric |

Kinetic Domain

Manipulation of the forces of the world, both seen and unseen, is the domain of the gods themselves. Few mortals can withstand the press of energies upon their minds, but those who do are granted gifts with which to enforce their ideologies upon the multiverse. Philosophical in motive and rigid in belief, clerics of the kinetic domain are wise sages and powerful warriors alike.

Kinetic Domain Spells

Cleric level Spells
1st catapult, feather fall
3rd hold person, levitate
5th fly, Leomund's tiny hut
7th freedom of movement, Otiluke's resilient sphere
9th telekinesis, wall of force

Bonus Proficiency

When you select this domain at 1st level, you gain proficiency in martial weapons.

Grasp of God

At 1st level, you learn the mage hand cantrip. You can use a bonus action to control the hand. The hand can carry a number of pounds equal to eight times your cleric level. You cannot carry Small or larger creatures with the hand.

Channel Divinity: Detect Motion

At 2nd level, you can use your action and the Channel Divinity feature to detect all motion within a 100-foot radius until the end of your current turn.

Creatures and objects that are moving appear in perfect clarity to your mental sight, while immobile living creatures appear as pulsing heartbeats and flowing blood. You cannot detect immobile undead or other creatures that can remain perfectly still, such as mimics or sentient plants.

Forceful Mind

At 6th level, your control improves. When you take the Attack action, you can choose to use the mage hand to Shove a creature within 5 feet of it instead of attacking. You make a the contested check with Wisdom (Insight) instead of Strength (Athletics) to Shove a creature using the hand. The hand counts as a creature of the same size as your own for the purposes of shoving. The range of mage hand increases to 60 feet and you can move it up to 60 feet using your bonus action.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with pure force. 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.

 

Unity of Motion

At 17th level, you can Shove a creature with Forceful Mind using a bonus action instead of an Attack action. Also, you gain resistance to force damage and have advantage on saving throws against effects that would move you against your will or knock you prone.

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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.

Knowledge Domain Spells

Cleric Level Spells
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. Additionally, you gain proficiency in an artisan tool of your choice.

Channel Divinity: Knowledge of the Ages

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

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

 

Visions of the Past

Starting at 8th 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.

Divine Insight

Starting at 17th level, you can use your action to learn certain information about a creature you can see. You learn the creature's maximum hit points, current hit points, class levels, if any, damage resistances, immunities, and vulnerabilities, skill bonuses, and saving throw proficencies.

Once you've used this feature, you cannot use it again until you finish a long rest.

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Life Domain

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, sun gods, gods of Healing or endurance, and gods of home and community.

Life Domain Spells

Cleric Level Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Heavy Armor.

Disciple of Life

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

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy Symbol and evoke Healing energy that can restore a number of hit points equal to five times your cleric level.

Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.

Blessed Healer

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

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, 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.

Supreme Healing

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

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Light Domain

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 sunacross 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 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.

Light Domain Spells

Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

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

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 blindedis immune to this feature.

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

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

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

 

Potent Spellcasting

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

Corona of Light

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

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Love Domain

Endless tales are told of love and romance, of the bonds of family and the endless power of friendship. Gods such as Aine, Yue-Lao, Hathor, Min, Bastet, Aphrodite, Eros, Kama, Freya, Venus, Cupid, Sune, and other deities of beauty, affection, and compassion may hold sway over the domain of love. Clerics of this domain often act as matchmakers, counselors, healers and bringers of vengeance on those who have broken hearts and shattered dreams. When called by their gods, they keep spirits bright to quell the evils of the world, but those clerics who have fallen to the darker side of love are often jealous, envious, and spiteful, seeking to destroy those who have spurned them.

Love Domain Spells

Cleric level Spells
1st healing word, heroism
3rd calm emotions, gentle repose
5th aura of vitality, lightning bolt
7th confusion, Otiluke's resilient sphere
9th dispel evil and good, mass cure wounds

Bonus Proficiency

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

Heart's Grace

When you choose this domain at 1st level, your god grants you the knowledge and protection to bring kindness to the world. You gain proficiency in the Persuasion skill. Whenever you take the Help action, you gain temporary hit points equal to your cleric level that last until the start of your next turn.

Channel Divinity: Bonds of Friendship

At 2nd level, you can entwine the fates of you and your companions. As an action, you can target a willing ally within 60 feet to activate your Channel Divinity feature. For the next minute or until you lose concentration on this feature as though it were a spell, the two of you share a single pool of hit points. Temporary hit points are applied individually, and should be tracked separately. When the effect ends, the remaining hit points are divided equally between you based on the percentage total of the pool. If the total reaches 0, all creatures tied to this pool of hit points are reduced to 0 hit points and must make death saving throws as normal. You do not have to perform concentration saving throws for damage dealt to your ally, only for damage dealt to you.

Virtuous Cause

At 6th level, your body and soul are purified and made whole. You gain advantage on saving throws against effects that would inflict the frightened and charmed conditions. You also gain immunity to disease and advantage on saving throws against exhaustion.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with passionate flame. 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.

Red String of Fate

At 17th level, your god grants you the power to bind yourself to the lives of your entire party at once. As an action, you present your holy symbol, filling yourself with divine power. Up to ten of your chosen companions within 120 feet are bound to one another by a transparent red thread, and subject to the Bonds of Friendship feature for the duration. For one minute, you gain the following benefits:

• You can choose to have your weapon attacks use your Wisdom modifier instead of Strength or Dexterity when calculating bonuses to attack and damage rolls.

• Each time you suffer damage, choose an ally within 30 feet of you. That ally can use their reaction to make a single attack or cast a single cantrip.

When the effect ends, the hit points are divided evenly among the group based on the percentage total of the pool. If the total pool of hit points reaches zero, this effect ends and all subjects are reduced to zero hit points.

You can use this feature once, and this use recovers whenever you finish a long rest.

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Luck Domain

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.

Luck Domain Spells

Cleric Level Spells
1st Divine Favor, Bless
3rd Aid, Enhance Ability
5th Bestow Curse, Protection from Energy
7th Death Ward, Guardian of Faith
9th Antilife Shell, Legend Lore

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

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

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

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

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.

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Lunar Domain

An object of endless cycles of light and shadow that pull upon the ocean tides, the moon rises even when it is unseen. Many pantheons have gods of the moon, although those associated with magic, cycles, fate, trickery, shadow, light, and nature could hold sway over the lunar domain. Followers of these gods often operate in secrecy, using their abilities to contain the evils that only emerge when the sun has hidden its face.

Lunar Domain Spells

Cleric level Spells
1st detect magic, jump
3rd alter self, moonbeam
5th blink, slow
7th greater invisibility, Otiluke's resilient sphere
9th dream, modify memory

Wax and Wane

At 1st level, your god teaches you to mimic the cycle of the moon with your motions. When you take the Attack action and then use your bonus action to attack again using two-weapon fighting, you can use your Wisdom modifier for attack and damage rolls and you can choose to add your ability modifier to the damage of the second attack.

Guided by Faith

Also at 1st level, you learn to protect yourself with divine grace rather than mortal ability. When you are not wearing heavy armor or have a shield equipped, you gain a bonus to your AC equal your proficency bonus.

Channel Divinity: Crescent Strike

At 2nd level, you can use your Channel Divinity feature as an action to unleash an arc of crystalline moonlight infused with gravity. Creatures of your choosing within a 15-foot cone must make a Dexterity saving throw against your cleric spell save DC. If they fail, they take radiant damage equal to your cleric level plus your Wisdom modifier and are knocked prone and have their speed reduced to 0 until the start of your next turn. If they succeed, they take half as much damage and are not knocked prone or reduced in speed.

Moonlight Shadow

At 6th level, your god grants you the ability to hide from prying eyes. Whenever you cast a cantrip or spell, you can use a bonus action to teleport up to 20 feet and become invisible until the start of your next turn. Additionally, you can cast spider climb targeting yourself as a bonus action without expending a spell slot.

You can use these actions a total number of times equal to your Wisdom modifier, and these uses recover whenever you finish a long rest.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the frozen light of the moon. 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 or radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Eclipse and Tide

At 17th level, your god grants you the power to control gravity. You can cast reverse gravity once, and this use recovers when you finish a short or long rest. When you cast this spell, you can choose to affect an area that is smaller than normal, or only yourself. You can also choose to alter gravity to face a particular direction using this spell instead of being reversed, causing creatures and objects to fall horizontally or at an angle rather than vertically.

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Madness Domain

Your power as a cleric comes from the divinity of the madgod. Every paranoid thought and nervous breakdown in the world empowers the madgod, and you as his emissary. Of course, little do people know that the madgod is just a cobbler who lives down the road and smiles kindly at passersby. Well, actually he's a little magpie that flies around at daybreak. Or perhaps he's a wedge of cheese that talks to the clouds?

Madness Domain Spells

Cleric Level Spells
1st dissonant whispers, Tasha's hideous laughter
3rd crown of madness, phantasmal force
5th clairvoyance, hypnotic pattern
7th confusion, hallucinatory terrain
9th dream, modify memory

Bonus Proficiencies

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

Lunatic Insight

At 1st level, whenever you make an ability check, you can choose to use your unique insight to make connections which may or may not exist. If the d20 roll for the ability check was even, you add your proficiency bonus to the check, even if you have already added it. If the roll was odd, you subtract your proficiency bonus from the check.

Channel Divinity: Give Madness

Starting at 2nd level, you can use your action to force a creature within your reach to make a Charisma saving throw or be deranged for 1 minute. Whenever a deranged creature makes an attack roll and rolls an odd number on the d20, the attack misses.

Fragmented Mind

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.

 

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, 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.

Enhanced Madness

Starting at 17th level, whenever you use your Channel Divinity to give madness, you may choose to give the target a randomly rolled short term madness effect (found in the in the Dungeon Master's Guide, page 259). After using this ability, you must finish a long rest before using it again.

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Metal Domain

There's music, and then there's metal. In the beginning, there was a single, massive beat, and from it came every sound that followed. Metal is an extension of that original cosmic pulse, simmering with wicked guitars and thrashing drums, while the clerics of the gods of metal cry out for blood, battle, conquest, despair, triumph, and victory. Their instruments sing the praises of their gods, and the gods answer with fire, fury, steel, and thunderous power. Metal is more than music. Metal is the sound of life and death.

Metal Domain Spells

Cleric level Spells
1st hellish rebuke, thunderwave
3rd crown of madness, pyrotechnics
5th fear, Melf's minute meteors
7th phantasmal killer, wall of fire
9th immolation, legend lore

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in heavy armor, martial weapons, and the Performance skill.

Axe Guitar

At 1st level, your god teaches you the wicked secrets of a mysterious device known as a "eh-lek-trick geh-tar", which you can summon using your action. This weapon counts as a holy symbol for the purposes of spellcasting, and acts as a greataxe that deals either slashing or thunder damage, your choice. If it is lost or destroyed, you can summon a new one during a short rest. It's also an instrument, if you didn't pick up on that part.

Your Axe Guitar disappears if it is more than 5 feet away from you for 1 minute or more.

You can transform a greataxe or instrument into your Axe Guitar by performing a Special ritual while you hold the Axe Guitar. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the Axe Guitar, shunting it into an extradimensional space, and it appears whenever you create your Axe Guitar thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Axe Guitar if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Channel Divinity: Up to Eleven

At 2nd level, your god intervenes to crank things up. You can present your holy symbol as an action to use your Channel Divinity feature to bolster an ally within earshot. Each successful attack requiring an attack roll that ally makes during their next turn inflicts the maximum damage per die, regardless of esistances, or immunities.

 

Guttural Scream

At 6th level, your vocal cords distort and change to enable you to speak the lyrics of the darkest hymns to the gods of metal. You are permanently under the effects of thaumaturgy and can cast it as a bonus action without somatic or verbal components.

Additionally, whenever a creature strikes you with a melee attack, that creature takes thunder damage equal to your Wisdom modifier as you cry out in rage to your god.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of rock. 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.

Harbinger of Armageddon

At 17th level, your god enables you to summon their messenger to scorch the earth. As an action, you can summon a Harbinger of Metal. The Harbinger has the same statistics as a fire giant (MM pg. 154) except its attacks deal fire damage. This creature obeys your commands unwaveringly, and will willingly sacrifice itself to serve your goals. The Harbinger remains in your service for one minute or until either you or the Harbinger are reduced to 0 hit points. You can extend the duration of this feature by continuing to play your Axe Guitar as an action within 300 feet of the Harbinger of Metal. Each turn you do so, the Harbinger gains an additional round before it is returned to its home plane in the fires of apocalypse.

Once you use this feature, you must finish a long rest before you use this feature again.

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Nature Domain

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.

Nature Domain Spells

Cleric Level Spells
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in two 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: Natures Ally

Starting at 2nd level, you can use your channel divinity to gain assistance from the gods of nature. As an action, you can expend your channel divinity and designate a target within 60 feet of you. That target is immedietly assalted by nearby plantgrowth and small animals. The target takes 1d10 piercing damage, and until the beginning of your next turn has its movement halved and cannot take reactions.

Dampen Elements

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

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, 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.

Primordial Guidance

at 17th level, nature watches your every movement. You gain the ability to target a number of creatures up to your wisdom Modifier. Additionally the damage is increased to 3d10.

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Night Domain

Gods of the night - such as Selûne, Shar, Tharizdon, Takhisis, and Hecate - serve as both creators of light and harbingers of darkness, with moon goods 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.

Night Domain Spells

Cleric Level Spells
1st sleep, aura of shade
3rd darkness, moonbeam
5th fear, feign death
7th greater invisibility, rend shadows
9th dream, shadow stride

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and the Stealth skill.

Lunar Radiance

Also at 1st level, you can empower your attacks with moonlight. 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 1d8 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

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

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, 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

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

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.

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Ocean Domain

Standing upon the shore and staring into an endless expanse of water for the first time can be a religious experience for some, and certainly is for those who are called to service by a god of the sea. Serving gods like Lir, Ahti, Poseidon, Oceanus, Sedna, Susanoo, Nammu, Ran, Njord, Neptune, Salacia, Umberlee, Habbakuk, Zeboim, Deep Sashelas, and Erado, these clerics pursue a wide variety of goals; from calming the waves so that fishermen may survive to summoning terrible monsters from the deep.

Ocean Domain Spells

Cleric level Spells
1st arms of Hadar, ice knife
3rd gust of wind, mirror image
5th tidal wave, water breathing
7th Evard's black tentacles, watery sphere
9th maelstrom, scrying

Bonus Cantrips

When you choose this domain at 1st level, you learn the shape water and the ray of frost cantrips if you do not already know them, and they count as cleric cantrips for you.

Waves on the Shore

At 1st level, your god's power comes to you from the tidal pools and shallows, and from the chitinous creatures that dwell there. You gain a swim speed equal to your walking speed. When you are not wearing armor or a shield, you can choose to have your AC equal 13 + your Constitution modifier, as transparent chitin plates form over your skin to protect you. While these plates are present, you can cast spells, act, and breathe normally while underwater. If you already have a swim speed from your racial features, your walking speed increases to 30 feet, if it were lower previously, and you are immune to any negative effects from being on the surface that you would suffer due to your race.

Channel Divinity: Deep Embrace

At 2nd level, you can present your holy symbol and use your Channel Divinity feature as an action to summon a sphere of water around yourself or a willing ally. The sphere is Large and moves with the target as they swim within it, allowing the creature to hover in the air if they ascend. Ranged attacks against targets inside suffer disadvantage, and they gain resistance to fire and cold damage while within the sphere. The sphere can immerse other targets of Medium size or smaller when it enters their space. Creatures within the sphere are subject to the Underwater Combat rules. This sphere lasts for one minute or until the target of the sphere uses a bonus action to dismiss it.

 

Blood in the Water

At 6th level, your god grants you the fearsome curse of the deadly predators of the seas. Whenever you suffer damage, you can use your reaction to mark one creature you can see with a black, bleeding splotch upon their skin. While you can see the target, you can use an action to call a spiritual swarm of undersea predators to attack them and those around them.

The target must make a Wisdom saving throw. If they fail, the predators strike them and all other hostile creatures within 15 feet of them, inflicting 3d10 psychic damage. If they succeed, the splotch fades and the effect ends.

While a creature is marked, you are aware of its exact location if you are within 120 feet of it. You can only mark one creature at a time using this feature. Marking a new creature erases any previous mark.

Potent Spellcasting

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

Call of the Sea

At 17th level, your summons to the ocean is as strong as it's call to your heart. The spell tsunami is treated as an Ocean Domain Spell for you. Additionally, you can cast wall of water at will without expending a spell slot, and control water once per short or long rest without expending a spell slot.

Finally, you gain resistance to cold damage and immunity to exhaustion from swimming or other oceanic conditions and activities.

Octopus Face

Your appearance doesn't have to be chitinous. The hide of a shark or stingray can be just as durable and provide a different style of armor for Waves on the Shore.

You can choose the athstetics that makes up the natural armor you gain from the Waves on the Shore feature.

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Peace Domain

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.

Peace Domain Spells

Cleric Level Spells
1st charm person, sanctuary
3rd calm emotions, hold person
5th protection from energy, tongues
7th confusion, freedom of movement
9th dominate person, dispel evil and good

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

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

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

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

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.

 

Pacifism and D&D

While pacifism is often considered a noble goal, it can be a difficult ideal to follow in life-threatening combat against non-sentient creatures. Before playing a cleric of this domain, talk with your group and assess if pacifism fits with the style of game both the DM and your fellow players are seeking, as it may not be right for your group.

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Pestilence Domain

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.

Pestilence Domain Spells

Cleric Level Spells
1st bane, detect poison and disease
3rd blindness/deafness, protection from poison
5th bestow curse, remove curse
7th blight, confusion
9th contagion, insect plague

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

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

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

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

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.

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Piety Domain

In the wastelands and the wilds, succor and compassion are hard to find. Clerics who follow the path of Piety embrace the will and mien of a supremely compassionate divine being, one who gives blessing and comfort to those who are in need and provides the means to fight that which threatens the meek. Piety clerics may ask more from their parish than clerics of other gods, but their ability to defend their flock against the horrors of the night is worth every ounce of personal sacrifice.

Piety Domain Spells

Cleric Level Spells
1st bless, detect evil and good
3rd prayer of healing, warding bond
5th remove curse, tongues
7th banishment, divination
9th dispel evil and good, hallow

Bonus Cantrips

At 1st level, you learn the cantrips guidance and shillelagh, which count as cleric cantrips for you. 12

Cast Out

Starting at 1st level, while you are brandishing a holy symbol, you can use a bonus action on your turn to create one of two effects:

  • You gain advantage on the next attack roll you make against a fiend, fey, undead, or possessed creature.

  • Fiends, fey, undead, and possessed creatures have disadvantage on attack rolls against you until the start of your next turn.

A holy symbol you brandish in this fashion must serve no other function than being a holy symbol (for example, it can’t be a weapon or an emblazoned shield).

Additionally, starting at 2nd level, Turn Undead affects fiends, fey, and possessed creatures as well as undead.

Channel Divinity: Confession

At 2nd level, you can attempt to command a creature to prostrate itself before you and confess its sins. As an action, select a creature you can see within 30 feet to make a Wisdom saving throw. On a failed save, the creature drops to its knees and begins confessing to you. For the next minute, that creature becomes non-hostile towards any creatures, will not move from its square, and cannot lie to you. The creature can reattempt its Wisdom saving throw each time it takes damage before the duration lapses.

A creature must understand the concept of sin or taboo to be affected by this ability, though it need not share your beliefs on such matters; as such, this ability cannot affect non-sentient creatures or creatures with an intelligence score of 3 or less.

Communion

At 6th level, you can spend 10 minutes proselytizing to your allies, filling them with your god's faith and resolve. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains temporary hit points equal to your level + your Wisdom modifier.

A creature can’t gain temporary hit points from this ability again until it has finished a short or long rest.

Potent Spellcasting

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

Miracle

Starting at 17th level, you can use your action to call upon your deity to deliver a true miracle. When you do so, this ability duplicates the effects of casting any one spell of 8th level or lower of your choice, as long as that spell’s effects do not contradict the nature of your deity. You don’t need to meet any requirements in that spell, including costly components.

Once you use this ability, you gain one level of exhaustion, and you can’t use this ability again until you finish a long rest.

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Protection Domain

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.

Protection Domain Spells

Cleric Level Spells
1st compelled duel, protection from evil and good
3rd aid, protection from poison
5th protection from energy, slow
7th guardian of faith, Otiluke’s resilient sphere
9th Antilife Shell, wall of force

Bonus Proficiency

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

Shield of the Faithful

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 an arm, a shield, or some other part of yourself to try to throw the attack off target.

Channel Divinity: Radiant Defense

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 first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

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, 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.

 

Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, and slashing, thunder. Whenever you finish long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

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Punishment Domain

The wicked and sinful must pay for their crimes against your faith, and your deity is one that tolerates no wrongdoing. Gods of law, order, justice, knowledge, war, despair and vengeance such as Zeus, Nemesis, Osiris, Anubis, Torm, and many others may all have punishment as one of their domains. Clerics of this domain are sometimes known as inquisitors, but all are resolute in their hunt for apostates, heathens, fiends and heretics.

Punishment Domain Spells

Cleric level Spells
1st hellish rebuke, inflict wounds
3rd heat metal, zone of truth
5th bestow curse, dispel magic
7th banishment, phantasmal killer
9th dispel evil and good, immolation

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in heavy armor.

Eyes of the Inquisitor

Starting at 1st level, your god enables you to reveal the foulest of secrets and the hidden blasphemies that permeate the corrupted souls of mortals. You gain proficiency in the Insight skill. If you are already proficient in this skill, you add twice your proficiency bonus instead.

Additionally, you can cast detect magic and zone of truth each as a bonus action once per short or long rest without expending a spell slot.

Channel Divinity: Penitent Prayer

At 2nd level, you can use your Channel Divinity feature as a bonus action to strike yourself in penance for your sins. You take damage equal to your cleric level from your held weapon, you gain temporary hit points equal to twice the damage suffered, and you become immune to the charmed and frightened conditions for one minute.

Ominous Dread

At 6th level, your god empowers you with the ability to strike terror into the hearts of the impure. As an action, you can project an aura of fear in a 30-foot radius. Creatures of your choosing within that radius must make a Wisdom saving throw against your cleric spell save DC or be frightened of you until the start of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the burning fervor of your belief. 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.

 

Purge the Heretic

At 17th level, your god bestows their divine fury upon you. Whenever you or an ally within 60 feet of you deals damage, you can choose to re-roll any number of damage dice. You take the higher result for each die rolled. When you do so, you lose hit points equal to the number of dice re-rolled using this feature.

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Retribution Domain

Vengeance is a noble cause to the gods who hold retribution as one of their domains, and seeking to strike back against those who disturb the peace and tranquility of the world is a righteous goal indeed. Gods of war and peace, justice and balance, judgement and wrath could all hold retribution as a domain. Their worshippers hunt those who harm others, strike back against the wicked, and hold grudges till their dying day.

Retribution Domain Spells

Cleric level Spells
1st compelled duel, hellish rebuke
3rd enlarge/reduce, spiritual weapon
5th fear, spirit guardians
7th fire shield, locate creature
9th Bigby’s hand, flame strike

Bonus Proficiencies

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

Vengeful Counter

At 1st level, your deity enables you to strike those who harm your allies. Whenever an allied creature you can see takes damage from an attack and the attacker is within your reach, you can make a melee attack against the creature as a reaction.

Channel Divinity: Enable Revenge

At 2nd level, you can use your Channel Divinity feature as a reaction whenever an ally you can see takes damage from an attack. For the next hour, the ally has advantage on rolls to track their attacker and are aware of their location if they are within 100 feet of them.

Whenever the ally sees the attacker make an attack or cast a spell, the ally can use a reaction to move up to their speed directly towards their quarry.

Fly Havoc

At 6th level, your god grants you the wings of an avenging angel. As a bonus action, you can expend a spell slot of 3rd level or higher to cause wings to sprout from your back, transforming your armor to suit them. While these wings are deployed, you gain a flying speed equal to your walking speed. When you are on the ground while these wings are deployed and you don't have a shield equipped, you gain a bonus to your AC equal to half your Wisdom modifier (rounded down), as you use your wings for defense. These wings last for a number of rounds equal to the level of the spell slot expended plus one.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fury of your god. 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 or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

No Rest for the Wicked

At 17th level, you are unceasing in your hunt for those who act against the servants of your god. You gain immunity to exhaustion and to the frightened condition. Also, your reach is considered 5 ft. longer for the purposes of Vengeful Counter, and you can add your Divine Strike damage to the damage dealt by that attack even though it is not your turn.

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Rum Domain

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.

Rum Domain Spells

Cleric Level Spells
1st charm person, sleep
3rd calm emotions, lesser restoration
5th hypnotic pattern, slow
7th confusion, death ward
9th greater restoration, modify memory

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 in 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 you drink; 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

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. 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

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 movement speed. This movement does not provoke opportunity attacks from the moving creature.

 

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, 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

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.

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Scorn Domain

While some gods are friendly, hopeful, and generous, others show disdain and disgust at the pitiful wretchedness that they survey. Momus, of the Greek pantheon, was thrown from the heavens for mocking the other gods, while deities of other pantheons that rule over strife, war, chaos, law, and conflict of any kind could potentially include scorn as one of their domains. Often, these gods are vengeful and petty, willing to grant power to mortals that please them in exchange for unwavering service and loyalty. Followers of these gods lead armies and theocracies with an iron fist, seek to tear down the temples of false gods, or desire terrible revenge for a perceived slight to their esteemed personage.

Scorn Domain Spells

Cleric level Spells
1st bane, hellish rebuke
3rd hold person, suggestion
5th bestow curse, vampiric touch
7th banishment, elemental bane
9th dominate person, seeming

Bonus Cantrip

When you choose this domain at 1st level, you learn the Ruin cantrip if you do not already know it.

Disdainful Request

Also at 1st level, your god grants you the power to see the weaknesses in others, and to order them to act in your defense. You can use a bonus action to instruct one ally you can see to make an attack against a target you can see. The ally can use their reaction to move up to their speed and make the attack. Alternatively, you can demand they defend themselves, enabling the ally to take the Dodge action as a reaction.

You can use this feature a number of times equal to your Wisdom modifier, and these uses recover whenever you finish a long rest.

Channel Divinity: Imperious Command

At 2nd level, you can use your Channel Divinity feature to force your inferiors to obey your divine proclamations. As an action, you can cast command without expending a spell slot. You can choose to expend a spell slot of 2nd level or higher when using this feature to cast command at that spell level. When you cast this spell using this feature, you can issue two separate commands to the target, one after another. For example, you could demand that the creature to "Approach" then "Grovel" once it arrives. These commands are all followed during the same turn in the order they are given.

Deny the Weak

At 6th level, you refuse to be harmed by those you consider to be beneath you and anathema to your faith. Whenever you are attacked, you can use your reaction to force your attacker to make a Charisma saving throw against your cleric spell save DC. If they fail, the damage you would suffer from their attacks is halved until the end of the current turn.

Potent Spellcasting

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

Spiteful Demand

At 17th level, your scorn is heard in every whisper of your breath. Whenever you use your Imperious Command feature to cast command, the range of the spell increases to 120 feet, you can target twice as many creatures as you could normally, and can issue three commands in succession. For example, if you cast the spell using a 3rd level spell slot, you could target six creatures and command them to "Approach. Drop. Grovel."

Alternatives to Scorn

While Scorn is a less-than-positive sentiment, consider Authority or Law as alternative domain interpretations for the mechanical features presented here. Remember that other players may take offense when treated scornfully, so avoid doing so if possible. The demands of your god have sent you to travel with the party for a reason, so focus on the goals of your deity rather than the petty indignities suffered by every adventurer.

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Slime Domain

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.

Slime Domain Spells

Cleric Level Spells
1st grease, ray of sickness
3rd acid arrow, enlarge/reduce
5th meld into stone, stinking cloud
7th blight, freedom of movement
9th cloudkill, contagion

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

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

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

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

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.

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Solidarity Domain

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.

Solidarity Domain Spells

Cleric Level Spells
1st bless, guiding bolt
3rd aid, warding bond
5th beacon of hope, crusader’s mantle
7th aura of life, guardian of faith
9th circle of power, mass cure wounds

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

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.

Channel Divinity: Oketra’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grantthat 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

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.

 

Supreme Healing

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

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Spider Domain

The Spider Domain is under the exclusive purview of a single deity: The Spider Queen, Lolth, a capricious goddess that delights in torment, subterfuge, and dominating the weak. She is especially revered by the drow, but sinister creatures of every type make offerings to her, including petitioners who worship in secret on the surface. Customarily, Lolth only bestows clerical powers upon female priests, but there are always rare exceptions when it serves the Spider Queen's schemes.

The spider domain deals in secrets, subterfuge, assassination, and wanton cruelty. Clerics that make this domain their own are rarely anything other than evil.

Spider Domain Spells

Cleric Level Spells
1st charm person, disguise self
3rd spider climb, web
5th fear, vampiric touch
7th dominate beast, giant insect
9th dispel evil and good, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the Stealth skill, whips, and poisoner’s kits.

Web Walker

Also at 1st level, you gain a climbing speed equal to your movement speed. Additionally, you ignore movement restrictions caused by webbing and you are immune to the effects of the web spell.

Channel Divinity: Venom

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to coat a melee weapon you are holding with a paralytic poison. The next time you hit a creature with a melee weapon attack within the next minute, it must succeed on a Constitution saving throw. A creature that is immune to being poisoned automatically succeeds this saving throw. On a failed save, the creature takes poison damage equal to your cleric level and becomes paralyzed for 1 minute. On a successful one, it takes half as much damage and is not paralyzed. A creature paralyzed by this ability can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Blessing of the Spider Queen

Starting at 6th level, you have a divine connection to spiders of all types. Any spider that can see you is considered charmed by you, and can communicate with you as if you were under the effect of the speak with animals spell.

Additionally, you learn the spell conjure animals, which you can use only to summon giant spiders, giant wolf spiders, or swarms of spiders, unless you also know this spell from another source.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the poisoning bite of a spider. 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.

Domination

Starting at 17th level, you learn the dominate monster spell. When you cast the spells dominate beast, dominate monster, or dominate person, you ignore a target's immunity to being charmed. Additionally, you can use your bonus action, instead of your action, to take total and precise control of a target.

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Strength Domain

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 nev-er equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.

Strength Domain Spells

Cleric Level Spells
1st divine favor, shield of faith
3rd enhance ability, protection from poison
5th haste, protection from energy
7th dominate beast, stoneskin
9th destructive wave, insect plague

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

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.

Channel Divinity: Rhonas’s Blessing

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

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.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from attacks.

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Survival Domain

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.

Domain Spells

You gain domain spells at the cleric level listed in the Entropy Domain Spells Table. See the Divine Domain class feature for how domain spells work.

Survival Domain Spells
Cleric Level Spells
1st create or destroy water, false life
3rd locate animals or plants, prayer of healing
5th fear, protection from energy
7th death ward, dominate beast
9th antilife shell, greater restoration

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Survival and Nature 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

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

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

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

Protection of the Tribe

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.

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Tempest Domain

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.

Tempest Domain Spells

Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

Bonus Proficiencies

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

Wrath of the Storm

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

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

Channel Divinity: Destructive Wrath

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

Thunderbolt Strike

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

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, 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

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

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Travel Domain

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.

Travel Domain Spells

Cleric Level Spells
1st feather fall, longstrider
3rd find steed, misty step
5th fly, haste
7th dimension door, private sanctum
9th passwall, teleportation circle

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

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

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

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

At 17th level, you are more at home on the road than anywhere else. Opportunity attacks made against you automatically miss.

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Trickery Domain

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.

Trickery Domain Spells

Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Blessing of the Trickster

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

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion o 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

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

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.

 

Improved Duplicity

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

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Ur Domain

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 saves against divine spells, which are spells cast by clerics, paladins, druids, rangers, and other sources that are Divine.

Channel Divinity: Anti-heal

By 2nd level, as a bonus action on your turn, you can use your Channel Divinity to invert positive energy auras around you. For 1 minute, no creature within 60 feet of you can regain hit points due to magic. Instead, when a creature would regain hit points, it must make a Constitution saving throw or take necrotic damage equal to the amount it would have regained.

Siphon Spell

Starting at 6th level, you can expend two spell slots of the same level to cast a spell that you know of 1 level higher.

Potent Spellcasting

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

Steal Magic

By 17th level, you have learned to siphon magic from spellcasters just as you do from the gods. As a reaction when you affected by a spell, you can learn it as a cleric spell and prepare it until you complete a long rest. You can only learn one spell in this fashion at a time and it does not count against the number of spells you can prepare. If you attempt to learn a new spell after you have learned one with this feature, you immediately forget the old spell.

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Venom Domain

Your deity is one of poison and sickness, webs and chitin and death. Crawling, slithering, skittering things that dwell in the dark and bear fangs dripping with foul ichor are in service to your god - and you are among them. Serket, Lolth, Talona, Zehir, and any other deity that rules over insects, scorpions, spiders, snakes, and other creatures that possess a deadly toxin may hold sway over the domain of venom, including gods of more general death and beasts of the wild. Most are ambitious and cruel, serving the twisted ends of their gods through assassination and sacrifice, but dark gods such as these often vie with one another, sparking cooperation against a common foe.

Venom Domain Spells

Cleric level Spells
1st detect poison and disease, ray of sickness
3rd spider climb, web
5th bestow curse, stinking cloud
7th giant insect, vitriolic sphere
9th insect plague, modify memory

Bonus Cantrip

At 1st level, you learn the poison spray cantrip if you do not already know it, and it counts as a cleric cantrip for you.

Conspirator's Tongue

When you choose this domain at 1st level you gain resistance to poison damage. Also, you can cast speak with animals at will without expending a spell slot, but only to communicate with snakes, spiders, insects, and other vermin.

Channel Divinity: Toxic Soul

At 2nd level, you can use a bonus action and your Channel Divinity feature to curse up to six creatures of your choosing within a 30-foot radius. These targets lose any resistance or immunity to poison and acid for one hour, and must each make a Charisma saving throw. If they fail, they are poisoned until the start of your next turn and take poison damage equal to your cleric level.

Poisoned Bloodbath

At 6th level, your veins are filled with deadly venom. Whenever you take damage, you can use a reaction to spray blood upon one creature within 10 feet of you. The target must make a Constitution saving throw against your cleric spell save DC or be blinded until the start of your next turn and take 3d6 poison damage.

Potent Spellcasting

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

 

Dark Blessing

At 17th level, you consume the ichor of your god. You gain immunity to poison and the poisoned condition. Your mouth grows fangs that drip with toxic poison. You can use an action to make a melee spell attack with these fangs, which inflict 3d10 poison damage. Targets struck by your fangs must make a Constitution saving throw. If they fail, they are poisoned for one minute, and can make an additional saving throw at the start of each of their turns to end the

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Void Domain

Conventional understanding places the Void outside the cosmology of the rest of the universe, a separate thing, 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 be the conductor, waving his baton for the final time and commanding all the instruments to stop.

Once you use this feature, you can’t use it again until you finish a long rest. light. Void Priests see this as a gift and seek to bring others as well to stare deep into the Void.

Void Domain Spells
Cleric Level Spells
1st false life, guiding bolt
3rd blindness/deafness, darkness
5th daylight, vampiric touch
7th dimension door, hallucinatory terrain
9th antilife spell, creation

Bonus Cantrips

When you choose this domain at 1st level, you gain the voidlight cantrip.

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.

Channel Divinity: Shape Void

Starting at 2nd level, you can use your action to bend the walls of the universe, creating a small pocket of black voidstuff in its absence, and shaping it as you see fit. Choose one of the following options:

Barrier. You warp the void pocket into a large obstruction, a 10-foot diameter sphere, at an empty space you choose within 30 feet. For the next minute, while you maintain concentration on this effect as a spell, nothing can penetrate or move through this space.

Javelin. You stretch the voidstuff into a crackling spear of energy, which you hurl toward a creature you can see within 60 feet. Make a ranged spell attack roll against the target. On a hit, you deal force damage equal to your Wisdom modifier plus 1d12 for each point of your proficiency bonus.

Pocket. You curve the walls of the universe outward, forming an extradimensional pocket space that is large on the inside and hidden from the outside. This space is invisible from the outside and can hold 500 pounds, not exceeding 64 cubic feet of volume. It is anchored to your holy symbol; touching it allows a creature to see the entryway into the space.

This extradimensional space lasts for 1 hour. After that time, the space dissipates and its contents spell forth.

Void Step

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

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

Oblivion

By 17th level, you can open a rift in space and time into the Void around a creature or object of your choosing. If you open the rift around an object, that object vanishes for 1d6 rounds if it can fit within a 20-foot sphere. If you open the rift around a creature, that creature must make a Dexterity saving throw. Huge and larger creature automatically succeed this saving throw. On a failed save, a creature remains in the Void for 1d4 + 1 rounds and takes 2d8 radiant damage and 2d8 psychic damage at the beginning of each of its turns there. On a successful save, the creature sees a glimpse of the Void, taking 2d8 radiant damage and 2d8 psychic damage, and is not banished to the Void.

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War Domain

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.

War Domain Spells

Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader’s mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Bonus Proficiencies

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

War Priest

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

Channel Divinity: Guided strike

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

Channel Divinity: War God’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

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, 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.

 

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage.

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War Domain (Variant)

In every conflict there have been priests who stand on the front lines alongside their lay brethren. They display courage and valor just as much as the next man, and none can doubt their ability to contribute to the fight. War Clerics are often figures that soldiers will turn to for guidance on the tumultuous field of the fray. Offering up their prayers to their deity, begging for protection, they bless their brothers in arms and prepare for the onslaught of the enemy. War deities can include champions of honor and valor (such as Athena or Odin) or gods of senseless violence (such as Ares and Surtur). Still others champion not the virtues of war, but the warriors themselves (such as Bast, Nike, and Tyr).

War Domain Spells
Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, haste
7th freedom of movement, stoneskin
9th flamestrike, hold monster

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: Prayer of the Warrior

Starting at 2nd level, you can expend a use of your Channel Divinity feature to spend 1 minute praying to your god, beseeching them to bless your weapon in battle. At the end of your prayers, you gain the benefits of one of the following fighting styles. You retain this fighting style until you complete a long rest.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Crippling. When you hit a creature with a weapon attack, its speed is reduced by 5 feet, to a minimum of 0, until the beginning of your next turn. If it is a critical hit the reduction is instead 10 and they are unable to take the Dash action on their next turn.

Great Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new result, even if the new result is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Hand-and-a-Half. While wielding a versatile weapon in two hands, you gain a +1 to attack and +1 to damage with that weapon.

Titan Fighting. You gain a +2 bonus to melee weapon attack rolls you make against Large or larger creatures.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sacramental Retribution

Starting at 6th level, when an ally within 5 feet of you is attacked by a hostile creature that you can see, you can use your reaction to make a single weapon attack against that creature.

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, you can cause the attack to deal an extra 1d8 of the type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

Starting at 17th level, you gain resistance to bludgeoning, piercing, and slashing damage.

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Water Domain

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.

Water Domain Spells

Cleric Level Spells
1st absorb elements, ice knife
3rd darkness, snowball swarm
5th tidal wave, wall of water
7th ice storm, watery sphere
9th cone of cold, maelstrom

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

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

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

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

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.

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Wealth Domain

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.

Wealth Domain Spells

Cleric Level Spells
1st identify, unseen servant
3rd arcane lock, locate object
5th glyph of warding, tongues
7th fabricate, Leomund's secret chest
9th creation, geas

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, and what it would be worth second-hand.

Leverage

Also at 1st level, when you cast a spell that requires material components with a gp value, you require materials of only half of that value to cast the spell.

Channel Divinity: Riches

Starting at 2nd level, you can use your Channel Divinity to beseech your deity for a bit of extra cash. As an action, you present your holy symbol and speak a solemn promise, causing coins or gems worth 2d10 + your Wisdom modifier (in gp) to instantly appear in your hands.

Bribe

When you reach 6th level, you can use your divine understanding to determine how to bribe almost any creature. As an action, you can make a Wisdom (Insight) check in relation to any creature you can see that is hostile towards you (DC equals 10 + that creature's CR, rounded down). On a success, you can then bribe that creature with rare or luxurious goods - or simply gold. The bribe costs an amount in gp equal to the half the creature's XP value and, once completed, that creature cannot be hostile towards you for the next 24 hours. The effect ends early if you attack or otherwise harm the creature. You can't bribe any creature with an Intelligence of 3 or lower, or any creature the DM deems inappropriate.

Potent Spellcasting

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

 

Tycoon

By 17th level, your deity showers you with vast riches. Whenever you would gain money, whether 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.

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Witchcraft Domain

Not all gods of magic are pure and devoted only to the arcane arts. Hecate, Hel, Circe, Ereshkigal, Nerull, Vecna, Afflux, Doresain, Incabulos, Lolth, Asmodeous, and other entities of terrible and unearthly power may hold sway over the domain of witchcraft and other dark magic. Followers of these powers are not always evil, but often use more wicked methods than most would find palatable. While some act with generous intent and seek to destroy greater or opposing evils, they are rare by comparison. Clerics of this domain are often known as witches, holding power over the arcane powers and natural world alike. Those who are called by their deities to act often are found seeking lost artifacts, performing rites and rituals, causing and curing plague, and summoning creatures of accursed power.

Witchcraft Domain Spells

Cleric level Spells
1st detect magic, magic missile
3rd Maximillian’s earthen grasp, spike growth
5th fly, conjure animals
7th Evard's black tentacles, polymorph
9th dream, hold monster

Bonus Cantrips

When you select this domain at 1st level, you learn the produce flame cantrip and either the prestidigitation cantrip or druidcraft cantrip, if you do not already know them.

Witch's Familiar

At 1st level, you learn the find familiar spell and can cast it without expending material components. This familiar's intelligence is set to 12 if it is normally lower, and it can speak any language you can. The range you can communicate telepathically with this familiar increases to 100 feet per cleric level you possess, and it gains resistance to all damage.

Channel Divinity: Blood Ritual

At 2nd level, you can perform a dark rite to imbue power to yourself and others. Over the course of one minute, choose a number of creatures up to your Wisdom modifier and expend a use of your Channel Divinity feature to anoint them with blood. The subjects gain a 5 foot bonus to their speed, advantage on their first saving throw or their first attack, and their weapon attacks can deal necrotic damage. This benefit lasts for one hour. If a subject is reduced to 0 hit points during that time, dark tendrils burst from them, making a melee spell attack using your statistics against one hostile creature within 10 feet. The target must make a Dexterity saving throw or be incapacitated during their next turn and take 3d8 necrotic damage.

 

Toil and Trouble

At 6th level, you learn to twist the forms of other creatures. As an action, choose a target within 30 feet. The target must make a Wisdom save against your cleric spell save DC. If they fail, they are incapacitated for one minute and transformed into a Small or Tiny animal, such as a toad, newt, or cat. If the creature takes damage, they instantly revert back to their normal form and are no longer incapacitated. You can use this feature once, and this use recovers whenever you finish a long rest.

Potent Spellcasting

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

Witch's Athame

At 17th level, you learn to summon the ritual dagger of a true practitioner of witchcraft during a long rest. While you wield this rune-inscribed silver dagger, you can choose to take necrotic damage less than or equal to your cleric level as a bonus action whenever you are casting a spell that deals damage. The damage you take cannot be reduced or negated in any way. When you do so, you can inflict the amount of damage you've suffered using this feature on to up to three targets of the spell during the round that you cast it.

Additionally, you can use this blade to steal the life from other creatures. Whenever you hit a creature with this magical silver dagger, it suffers an additional 1d4 necrotic damage. You regain hit points equal to the amount of necrotic damage inflicted from attacks with this weapon, and you can use your Wisdom modifier in place of your Strength or Dexterity modifier when making attacks with this weapon.

If this weapon is lost or destroyed, you can summon another during your next long rest.

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Zeal Domain

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.

Zeal Domain Spells

Cleric Level Spells
1st searing smite, thunderous smite
3rd magic weapon, shatter
5th haste, fireball
7th fire shield (warm shield only), freedom of movement
9th destructive wave, flame strike

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

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

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

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.

Blaze of Glory

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.