The Cleric Nobody Asked For

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The Cleric Nobody Asked For

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 orcs 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 their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Image Credit to WotC, PHB
The Cleric Class Table
Level Prof. Features Channel Divinity Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Channel Divinity 1 3 2
2nd +2 Divine Order 1 3 3
3rd +2 Cleric Subclass 1 3 4 2
4th +2 Ability Score Improvement 1 4 4 3
5th +3 Deliverance 1 4 4 3 2
6th +3 Cleric Subclass Feature 2 4 4 3 3
7th +3 2 4 4 3 3 1
8th +3 Ability Score Improvement 2 4 4 3 3 2
9th +4 2 4 4 3 3 3 1
10th +4 Cleric Subclass Feature 2 5 4 3 3 3 2
11th +4 2 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 2 5 4 3 3 3 2 1
13th +5 2 5 4 3 3 3 2 1 1
14th +5 Holy Endowment 2 5 4 3 3 3 2 1 1
15th +5 2 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 2 5 4 3 3 3 2 1 1 1
17th +6 2 5 4 3 3 3 2 1 1 1 1
18th +6 Cleric Subclass Feature 3 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention 3 5 4 3 3 3 3 2 2 1 1

Creating a Cleric

To create a Cleric, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.

Then look at the Cleric table to see the class features you get at each level in this class. The descriptions of those features appear in the “Cleric Class Features” section.

Class Features

As a Cleric, you gain the following class features

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

Proficiencies


  • Saving Throws: Wisdom, Strength
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: None
  • Skills (Choose 2): Insight, Medicine, History, Persuasion, Religion

Spellcasting

1st-level Cleric feature
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Cleric.


Cantrips You know two 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 column of the Cleric table.


Prepared Spells. 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.


Spellcasting Ability. Wisdom is your Spellcasting Ability for your Cleric spells.


Spellcasting Focus. You can use a Holy Symbol Focus as a Spellcasting Focus for the spells you prepare for this class.

Channel Divinity

1st-level Cleric feature
As a cleric, you have the ability to channel the divine power from the outer planes. This power comes in a variety of forms. You start with two such known effects, described below. Each time you use your Channel Divinity, you choose which effect to create from among those you know.

You can use your Channel Divinity feature once, as listed in the Cleric Class table. Recharge: Short Rest

If one of your Cleric's Channel Divinity effects requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.


  • Turn Undead. As a Magic action, you present your Holy Symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. Failure: Become Frightened and Incapacitated for 1 minute. This effect ends early on the creature if it takes any damage, is forced to make a saving throw, you have the Incapacitated condition, or you die.
  • Divine Shelter. As a Bonus Action, you present your Holy Symbol and speak a prayer. Choose a creature within 30 of you(which can be yourself). That creature gains temporary hit points equal to your Wisdom modifier (minimum of 1) which lasts a maximum of 1 minute, and +2 AC and +2 to all saving throws so long as they have these temporary hit points.

Divine Order

2nd-level Cleric feature
You serve your God, and to do so you gain the necessary training of your choice:


  • Thaumaturge. Focusing on your divine magics, you gain the following boons.

    -- You know one extra cantrip from the Cleric spell list.

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

    -- You gain a new way to use your Channel Divinity. Once between long rests, as a Bonus Action, you expend one use of your Channel Divinity to regain one expended spell slot. The level of which can be no higher than half your proficiency bonus (rounded up).

  • Protector. Trained for battle, you gain Martial Weapon proficiency, Heavy Armor training, and you can use any Simple or Martial weapon as a Spellcasting Focus for your Cleric spells.

Cleric Subclass

3rd-level Cleric feature
You gain a Cleric subclass of your choice. Subclasses are detailed after this class’s description.

Subclass Spells

Each subclass has a list of spells — its subclass spells — that you gain at the cleric levels noted in the subclass description. Once you gain a subclass 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 subclass spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Ability Score Improvement

4th-level Cleric feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Deliverance

5th-level Cleric feature
Divine power infuses you in battle. You gain one of the following options of your choice:


  • Divine Strike. Once on each of your turns when you hit a creature with an attack with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant (your choice) damage. Starting at 11th level, this extra damage increases to 2d8.
  • Potent Spellcasting. You add your Wisdom modifier to the damage you deal with a Cleric cantrip.

Holy Endowment

14th-level Cleric feature
The holy power you channel grows in one of the following ways of your choice:


  • Imbued Divinity. You gain 1 additional use of your Channel Divinity between rests, beyond what is listed in the Cleric class table.
  • Rebuke Heresy. Each time you deal damage to a creature with a Cleric cantrip or through the Attack action, you can give vitality to yourself and another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier(minimum of 2).
  • Sanctified Action. Once between long rests, when you deal damage or heal a creature, you can increase the damage dealt or hit points restored to 1 creature equal to twice your cleric level + your Wisdom modifier.

Divine Intervention

20th-level Cleric feature
As a Magic action, implore your deity for aid. Describe the assistance you seek. The DM chooses the nature of the intervention and if the deity intervenes; the effect of any cleric spell or cleric domain spell would be appropriate as an example.

If your deity intervenes, you can’t do this again for 7 days.

Cleric Subclasses

A Cleric subclass is a specialization that grants you special abilities at certain Cleric levels, as specified in the subclass.

Each Cleric subclass is named after the various doctrines within a religious order. When you choose a subclass, you decide why your Cleric chose that doctrine and how that doctrine serves your god and your order.

Devotee of Life

Much of existence itself relies on the positive energy that imbues a soul and body with life. Devotees of Life serve their god by focusing on this vibrant energy, showing compassion to those in need of aid, and pride themselves in completing their duty with honor and integrity. While all gods require life in order sustain their followers, agricultural deities, sun gods, gods of healing or endurance, and gods of home and community are more likely to have a dedicated sect of Devotees of Life.

Devotee of Life Spells
Cleric Level Spells
3rd Aid, Bless, Cure Wounds, Lesser Restoration
5th Mass Healing Word, Revivify
7th Aura of Life, Death Ward
9th Greater Restoration, Mass Cure Wounds

Preserve Life

3rd-level Devotee of Life feature
Your healing Spells are empowered by life itself.

When a spell you cast with a Spell Slot restores Hit Points, they regain additional Hit Points equal 2 + the spell’s level.

Channel Divinity: Emergency Aid

3rd-level Devotee of Life feature
You can heal a group of the critically injured.

As a Magic action and one Channel Divinity, while you present your Holy Symbol, you restore a number of Hit Points equal to 5 times your Cleric level.

Choose any Bloodied creatures within 30 feet of yourself (you can choose yourself), and divide those Hit Points among the chosen creatures. This feature can bring a creature’s current Hit Points to no more than half its Hit Point Maximum.

Destroy Undead

6th-level Devotee of Life feature
Undead that are Incapacitated by your Turn Undead Channel Divinity gain vulnerability to all damage while Incapacitated.

Channel Divinity: Blessed Healer

10th-level Devotee of Life feature
Whenever you or another creature has any amount of hit points restored by a spell of 1st level or higher that you cast, you can use a Channel Divinity to alleviate that creature of one of the following conditions: Blinded, Stunned, Poisoned, Slowed, Deafened, or Paralyzed.

Ultimate Restoration

18th-level Devotee of Life feature
As a Magic action, you touch the corpse of a creature that has died within the last 24 hours. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. Upon resurrection, they are cleared of any negative conditions, such as blinded, or stunned.


  • You can use this feature once.
  • Recharge: Finish a Long Rest.

Devotee of Light

Cutthroats, shadows, demons, and dissidents hide in the darkness, just beyond the limelight of the law or the sight of peace keepers. Devotees of Light dedicate themself in service to their god with vigilance, truth, and courage. They take on a doctrine of a discerning vision, charged with chasing away lies and burning away darkness.

Those who are devoted to the light might be associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce every shadow and deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement.

Devotee of Light Spells
Cleric Level Spells
3rd Burning Hands, Faerie Fire, Zone of Truth, See Invisibility
5th Daylight, Fireball
7th Arcane Eye, Wall of Fire
9th Flame Strike, Scrying

Conviction in Truth

3rd-level Devotee of Light feature
When you suspect another creature is lying to you, you can force that creature to make a Charisma saving throw against a DC equal to your passive Insight score. This save is done in secret by the DM. On a failure, you get a strong sense that they are being untruthful.


  • You can use this feature once.
  • Recharge: Finish a Long Rest.

Channel Divinity: Radiance of the Dawn

3rd-level Devotee of Light feature
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As a Magic action, you present your holy symbol and fill a 30-foot-radius Emination with sunlight. Any magical darkness—such as that created by the Darkness spell—in the Eminaiton when you take this action is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. Fail: A creature takes 2d10 + your cleric level radiant damage. Success: They take 1/2 damage. A creature that has total cover from you is not affected.

Then, this sunlight provides bright light within Emination for 10 minutes, but ends early if you become Incapacitated.

Warding Flare

6th-level Devotee of Light feature
When a creature that you can see within 30 feet of you makes an attack roll, you can use your reaction to impose disadvantage on the attack roll. You must do this before the attack roll is made. An attacker that can’t be blinded is immune to this feature.


  • You can use this feature Twice.
  • Recharge: Finish a Long Rest.

Reveal the Veiled

10th-level Devotee of Light feature
As a Bonus Action, you can present your Holy Symbol and cast See Invisibility without expending a spell slot. When you cast it in this way, for the duration of the spell, your allies also gain the benefit of the spell while they are within a 15 foot Emination from you.


  • You can use this feature once.
  • Recharge: Finish a Long Rest.

Corona of Light

18th-level Devotee of Light feature
When another creature is in a source of bright light created by you, such as the light cantrip, a torch you hold, or your Radiance of the Dawn, they have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.

Devotee of Trickery

Devoting to Trickery means using the magic of deception, illusion, and stealth. Clerics who wield this magic 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, and theft rather than direct confrontation.

Gods who employ clerics devoted to trickery are traditionally mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they’re patrons of scoundrels, gamblers, rebels, and liberators. Their devotees often embody these traits and follow a code of vigilance, shielding those who suffer from their oppressors, and acting preemptively, as evil waits for no man, these devotees strike first and ask questions later.

Devotee of Trickery Spells
Cleric Level Spells
3rd Charm Person, Disguise Self, Pass without Trace, Invisibility
5th Hypnotic Pattern, Nondetection
7th Confusion, Dimension Door
9th Hold Monster, Mislead

Blessing of the Trickster

3rd-level Devotee of Trickery feature
As an Magic action, you can choose yourself or a willing creature you touch and give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

3rd-level Devotee of Trickery feature
You can create an illusory duplicate of yourself.

As a Bonus Action and a Channel Divinity, you teleport up to 30 feet to an unoccupied space you can see and create a perfect visual illusion of yourself in the space you left that lasts for 1 minute, or until you become Incapacitated.

Alternatively, when you take this Bonus Action, you don't teleport and the illusion appears in an unoccupied space that you can see within 30 feet of you.

While the illusion persists, you gain the following benefits:


  • Cast Spells. You can cast spells as though you were in the illusion’s space, but you must use your own senses.
  • Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.
  • Move. As a Bonus Action, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

Channel Divinity: Cloak of Shadows

6th-level Devotee of Trickery feature
You can use your Channel Divinity to vanish.

As a Bonus Action, you can expend one use of your Channel Divinity to teleport up to 30 feet to an empty space you can see and become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Improved Duplicity

10th-level Devotee of Trickery feature
The illusion of your Invoke Duplicity has grown more powerful. When you create it, you can teleport up to 120 feet rather than 30 feet, and when you move it, you can move it up to 60 feet rather than 30 feet. Alternatively, when you create the illusion instead of teleporting, you can create it up to 120 feet from you instead of 30 feet.

In addition, when you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.

While the illusion persists, you can use a Magic action to end the illusion early, teleporting to the illusion's space.

Trickster's Escape

18th-level Devotee of Trickery feature
Your movement is unaffected by difficult terrain, and you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature grappling or restraining you.

Devotee of War

The Gods watch over the warriors who fight for them and reward them for their great deeds. Devotees of War include champions of honor and chivalry as well delivers of destruction and punishment. Other devotees take a more neutral stance, promoting war in all its manifestations and supporting allied warriors in any circumstance. In all cases devotees these serve their god's goals. Their cause could be deliverance from evil, protection of the weak, or evangelizing the deity's message.

Devotee of War Spells
Cleric Level Spells
3rd Divine Favor, Warding Bond, Shield of Faith, Spiritual Weapon
5th Crusader’s Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Destructive Wave, Hold Monster

War Priest

3rd-level Devotee of War feature
You can make one weapon attack as a Bonus Action.


  • You can use this a number of times equal to your Wisdom modifier (a minimum of once).
  • Recharge: Finish a Short or Long Rest.

Channel Divinity: Guided Strike

3rd-level Devotee of War feature
When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction and a Channel Divinity to give that roll a +10 bonus, potentially causing it to hit.

Consecrated Weapon

6th-level Devotee of War feature
When you hit a creature with a melee attack, you can expend a spell slot of 1st level or higher to deal and additional 1d6 radiant or necrotic damage (your choice) per level of spell slot expended and apply one of the following effects:


  • Mandate. They are Baited by you.
  • Condemn. If the target is Large or smaller, they must make a Strength saving throw. Fail: They are pushed up to 15 feet away from you, knocked prone, or both.

Knight Templar's Focus

10th-level Devotee of War feature
When you make a concentration check while concentrating on a Cleric spell and fail, you can use your Reaction to pass instead.


  • You can use this Reaction once.
  • Recharge: Finish a Long Rest.

Avatar of Battle

18th-level Devotee of War feature
You gain resistance to bludgeoning, piercing, and slashing damage.

Devotee of Knowledge

The first tenet of a Devotee of Knowledge is learning and teaching knowledge. They act as archivists of their god, are tasked with evangelizing their ideology, study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. They may take up residence 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.

Devotee of Knowledge Spells
Cleric Level Spells
3rd Command, Identify, Magic Missile, Suggestion
5th Nondetection, Speak with Dead
7th Arcane Eye, Confusion
9th Planar Binding, Teleportation Circle

Faithful Historian

3rd-level Devotee of Knowledge feature
You have the blessing of knowledge granting the following:

  • You learn two languages of your choice.
  • You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
  • You gain mastery die with two of the following skills: Arcana, History, Nature, or Religion. When you make an ability check in which you have an mastery die, roll 1d4 and add the number rolled to the result of your check.
  • Anytime you are investigating or combing through written texts or sources you gain advantage. In addition, you can create written texts and artwork in half the time, and half any material costs.

Channel Divinity: Learned Mind

3rd-level Devotee of Knowledge feature
As a Bonus Action, you can expend one use of your Channel Divinity to immediately prepare 2 different Cleric spells.

Arcane Intuition

6th-level Devotee of Knowledge feature
Spending 1 minute while touching an item or creature, you learn what spell or curses afflict or are imbued on it, a rough estimate of the magic's potency, and if its an item what magical properties it has, if any.

Spell Break

6th-level Devotee of Knowledge feature
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.

Studied Magic

10th-level Devotee of Knowledge feature
Choose any 2 spells that are 5th level or lower. The chosen spells are added to your Subclass Spells list. Like your other subclass spells, they are always prepared and count as cleric spells for you.

Visions of the Past

18th-level Devotee of Knowledge feature
You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.


  • You can use this feature once.
  • Recharge: Finish a Long Rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.


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.

Channel Divinity: Calculated Ward

18th-level Devotee of Knowledge feature
You gain the ability to use your understanding of magic to defend against it.
When you or another creature that you can see within 60 feet makes a saving throw, you can use your Reaction and a Channel Divinity to grant Advantage on their save.

Devotee of Order

Devotees of Order strive for stability, staying vigilant standing against those who oppose their god. They follow codes, laws, and tenets ensuring their religious sect represents discipline. These clerics might also take a devotion to the laws that govern a society, an institution, or a philosophy. These devotees believe that order provides the basis for healthy communities, between friendly nations, and ensuring peace.

All Gods have use for Devotees of Order, as they ensure the stability of their order, as well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create peace, order, and security in a chaotic multiverse.

Devotee of Order Spells
Cleric Level Spells
3rd Command, Sanctuary, Hold Person, Warding Bond
5th Slow, Aura of Vitality
7th Aura of Life, Compulsion
9th Circle of Power, Dominate Person

Implements of Order

3rd-level Devotee of Order feature
You gain proficiency in the Insight, Intimidation, or Persuasion skill (your choice).

Vigilant Blessing

3rd-level Devotee of Order feature
After 1 minute in prayer with one creature you touch (which can be yourself), that creature gains Advantage on their next initiative roll they make. This benefit ends immediately after the roll, after 8 hours, or if you use this feature again.

Channel Divinity: Shoulder Burdens

3rd-level Devotee of Order feature
As a Magic action, you present your holy symbol and gain temporary hit points equal to twice your cleric level + your Wisdom modifier. Until the start of your next turn, allies within 10 feet of you gain half cover, and when a creature within 5 feet of you is the target of an attack, you can choose become the target of the attack instead.

Voice of Authority

6th-level Devotee of Order feature
Invoke the power of law to embolden an ally to attack.

If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their Reaction immediately after the spell to make one weapon attack or one unarmed strike.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Shelter the Devote

10th-level Devotee of Order feature
When a creature within 30 feet of you that you can see it hit by a critical hit, you can use your Reaction and a Channel Divinity to reduce the critical hit to normal hit. Any bonuses resulting from the critical hit are ignored.

Strength in Unity

18th-level Devotee of Order feature
You can forge an empowering bond among people who stand united. After 1 minute, you choose a number of willing creatures within 60 feet of you (this can include yourself) equal to your Wisdom modifier. You create a magical bond among them for 8 hours or until you use this feature again. While any bonded creature is within 60 feet of another, they can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

 

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