Cleric

by Devan

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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.

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.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of goblins arrayed against him, shouting praise to the gods with every foe’s fall.

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.

The 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 2 - - - - - - -
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

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 per cleric level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a martial weapon
  • (a) scale mail, (b) leather armor, or (c) chain mail
  • (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

Spellcasting

Cantrips

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

Preparing and Casting Spells

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

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

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.

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 as a spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your deity. 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead Table
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 bonus 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. You may choose to have your DM choose the effect, alternately, you can choose the effect of any Cleric spell or spell available to your Domain of any level.

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.

Arcana Domain

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

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list.

Channel Divinity: Arcane Abjuration

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

As an action, choose one celestial, elemental, fey, or fiend of your choice within 30 feet must make a Wis save, provided it can see or hear you. If it fails, it is turned (as in Turn Undead) for 1 minute or until damaged.

At 5th level, when a creature fails its save, 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
8th 1
11th 2
14th 3
17th 4

Spell Breaker

Starting at 6th level, when you restore hit points to an ally, 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 used to cast the healing spell.

Divine Strike

Starting at 8th level, you can add 1d8 radiant damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Arcane Mastery

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

Death Domain

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

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike

Starting at 8th level, you can add 1d8 necrotic damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

Forge Domain

Forge Domain Spells
Cleric Level Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protect from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation

Bonus Proficiencies

Proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 1st level, at the end of a long rest, you can touch one nonmagical set of armor or weapon. Until the end of your next long rest, the object becomes magic, granting a +1 bonus to AC or a +1 bonus to attack and damage rolls.

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct a one minute ritual that crafts a nonmagical item or items that must include some metal.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

Starting at 8th level, you can add 1d8 fire damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

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.

Grave Domain

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, when you would roll dice to restore hit points to a creature at 0 hit points, you instead use the highest number for each die and add your Wisdom modifier.

In addition, you learn the Spare the Dying cantrip, which for you, is a bonus action and has a 30 foot range.

Eyes of the Grave

At 1st level, as an action, you open your awareness to detect undead. Until the end of your next turn, you know the location of any undead within 120 feet 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 per long rest.

Channel 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, choose a creature you can see within 30 feet, cursing it until the end of your next turn. The next time the cursed creature is hit with an attack, the creature has vulnerability to all of that attack's damage, and the curse ends.

Sentinel at Death's Door

At 6th level, as a reaction when you or an ally that you can see within 30 feet suffers a critical hit, you can turn that attack into a normal hit.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Divine Strike

Starting at 8th level, you can add 1d8 necrotic damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Keeper of Souls

At 17th level, when an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the 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.

Knowledge Domain

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 gain expertise in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Channel Divinity: Knowledge of the Ages

At 2nd level, as an action, you choose one skill or tool. You have proficiency with the chosen skill or tool until you complete a short or long rest or you use this ability again.

Channel Divinity: Read Thoughts

At 6th level, as an action, choose one creature that you can see within 60 feet. That creature must make a Wisdom save. If the creature succeeds, you can’t use this feature on it again until you finish a long rest.

If the creature fails, you can read its surface thoughts when it is within 60 feet of you. This lasts 1 minute.

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

Divine Strike

Starting at 8th level, you can add 1d8 radiant damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Visions of the Past

At 17th level, once per short or long rest you can 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.

Object Reading. Holding an object, you see visions of the previous owner. After meditating for 1 minute, you learn how previous owners acquired and lost the object, as well as recent significant events involving the object and owners.

Area Reading. You see visions of recent events in your immediate vicinity, going back a number of days equal to your Wisdom score. You learn about significant events, beginning with the most recent.

Life Domain

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 twice 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. 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 twice the spell’s level.

Divine Strike

Starting at 8th level, you can add 1d8 radiant damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

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.

Light Domain

Light Domain Spells
Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th gaurdian 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

At 1st level, 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 that attack. 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 per long rest.

Channel Divinity: Radiance of Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness.

As an action, any magical darkness within 30 feet of you is dispelled. Each hostile creature within 30 feet must make a Con save, taking radiant damage equal to 1d10 damage plus your Wisdom modifier, on a failed saving throw, and half on a success. A creature that has total cover from you is not affected.

The damage increases at higher cleric levels, with the number of d10's equaling half your Cleric level (rounded up).

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.

Divine Strike

Starting at 8th level, you can add 1d8 radiant damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

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.

Nature Domain

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 may select two extra cantrips from the Druid spell lists. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Shake the Earth

You cause the ground to shake near you. As an action, choose a 10 foot radius circle of ground within 30 feet of you. Creatures in that area must make Dexterity saving throws against your spell DC. Creatures that fail their saving throw take 1d8 bludgeoning damage, and are knocked prone. Creatures that make their saving throw take half damage and are not knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

The damage of this ability increases at higher cleric levels, with the number of d8's equaling half your Cleric level (rounded up).

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

Starting at 8th level, you can add 1d8 cold, fire, or lightning damage (your choice) to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Master of Nature

At 17th level, you can attempt to command plants and beasts. Once per short or long rest you can present your holy symbol and each beast or plant creature that can see you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and your allies.

While charmed by you, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Order Domain

Order Domain Spells
Cleric Level Spells
1st Command, Heroism
3rd Hold Person, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Commune, Dominate Person

Bonus Proficiencies

You gain proficiency with heavy armor and the Intimidation or Persuasion skill.

Voice of Authority

You can 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 against a creature of your choice that you can see.

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

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until they take damage. You can also cause any of the charmed creatures to drop what they are holding when they fail.

Embodiment of the Law

At 6th level, if you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action, if it is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Divine Strike

Starting at 8th level, you can add 1d8 psychic to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Order's Wrath

Starting at 17th level, if you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Peace Domain

Tempest Domain Spells
Cleric Level Spells
1st Heroism, Sanctuary
3rd Aid, Warding Bond
5th Beacon of Hope, Sending
7th Aura of Purity, Resilient Sphere
9th Greater Restoration, Telepathic Bond

Implement of Peace

Gain proficiency in Insight, Performance, or Persuasion.

Emboldening Bond

At 1st level, as an action, you choose a number of willing creatures within 30 feet equal to your proficiency. You create a magical bond among them for 10 minutes or until you use this again. While any bonded creature is within 30 feet of another, they can roll a d4 and add the it to any ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Channel Divinity: Balm of Peace

At 2nd level, you can use your Channel Divinity as an action to move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any creature during this action, you can restore hit points to that creature equal to 1d6 + your Wisdom modifier. A creature can receive this healing only once per use.

The healing of this ability increases at higher cleric levels, with the number of d6's equaling half your Cleric level (rounded up).

Protective Bond

At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first and takes all the damage instead.

Divine Strike

Starting at 8th level, you can add 1d8 radiant to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Expansive Bond

At 17th level, Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. When a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Tempest Domain

Tempest Domain Spells
Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, lightning bolt
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 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. 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

Starting at 8th level, you can add 1d8 thunder or lightning damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Stormborn

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

Trickery Domain

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 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 of yourself that lasts for 1 minute, or until you lose your concentration. The illusion appears in an unoccupied space that you can see within 30 feet of you. 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.

Cloak of Shadows

Starting at 6th level, you can call upon your deity to conceal your presence.

As a bonus action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

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

Divine Strike

Starting at 8th level, you can add 1d8 damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Improved Duplicity

At 17th level, your Invoke Duplicity no longer requires your concentration to maintain.

Twilight Domain

Twilight Domain Spells
Cleric Level Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead

Bonus Proficiencies

Proficiency with martial weapons and heavy armor.

Eyes of Night

At 1st level, you have darkvision out to a range of 300 feet. As an action, you can share this feature with willing creatures within 10 feet of you, up to a number equal to your Wisdom modifier. This lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you spend a spell slot of any level to share it again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, as an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Once on each of your turns as a bonus action you can grant any creature in the sphere one of the following benefits:

  • You grant it temporary hit points equal to your Wisdom modifier + your Cleric level.
  • You end one charm or fear effect on them.

Steps of Night

At 6th level, as a bonus action when in dim light or darkness, you can give yourself a fly speed equal to your walking speed for 1 minute. You can use this a number of times equal to your proficiency bonus per long rest.

Divine Strike

Starting at 8th level, you can add 1d8 psychic damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Twilight Shroud

At 17th level, you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

War Domain

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

Proficiency with martial weapons and heavy armor.

War Priest

From 1st level, You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Additionally, the first time you hit a creature with a weapon on your turn, your zeal breaks the spirit of the target. Whenever they make an attack roll until the end of your next turn, they must roll 1d4 and subtract the result.

Channel Divinity: Guided Strike

Starting at 2nd level, when a creature (including yourself) within 30 feet of you makes an attack roll, you can use your Channel Divinity and a reaction to give 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.

War God’s Wrath

At 6th level, when you use your action to cast a Cleric spell of 1st level or higher, you may make a single weapon attack with a weapon your are holding as a part of that same action.

Divine Strike

Starting at 8th level, you can add 1d8 radiant damage to the damage roll of one attack or cantrip per turn. This damage increases to 2d8 at 14th level.

Avatar of Battle

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

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