The Cleric Revised
The Cleric Spell Slots per Spell Level
| 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 (x1), Divine Domain feature, Harness Divine Power | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement, Cantrip Versatility | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Channel Divinity (x2), 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, Cantrip Versatility | 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, Cantrip Versatility | 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, Cantrip Versatility | 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 (x3) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement, Cantrip Versatility | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention improvement, Destroy Undead (CR 5), Exalted Spellcasting | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Original Source: Player's Handbook
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 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
Spellcasting
- As a conduit for divine power, you can cast Cleric Spells.
- See the general rules of Spellcasting and the Cleric spell
- list.
Cantrip
- At 1st Level, you know three Cantrips of your choice from
- the Cleric spell list. You learn additional Cleric cantrips of
- your choice at higher levels, as shown in the Cantrips
- Known column of the Cleric table.
Preparing and Casting Spells
- The Cleric table shows how many Spell Slots you have to
- cast your Cleric Spells of 1st Level and higher. To cast one
- of these spells, you must expend a slot of the spell’s level
- or higher. You regain all expended Spell Slots when you
- finish a Long Rest.
- You prepare the list of Cleric Spells that are available for
- you to cast, choosing from the Cleric spell list. When you
- do so, choose a number of Cleric spells equal to your
- Wisdom modifier + your Cleric level (minimum of one
- spell). The spells must be of a level for which you have
- Spell Slots.
- For example, if you are a 3rd-level Cleric, you have four
- 1st-level and two 2nd-level Spell Slots. With a Wisdom of
- 16, your list of prepared Spells can include six spells of 1st
- or 2nd Level, in any combination. If you prepare the 1st-
- level spell Cure Wounds, you can cast it using a 1st-level
- or 2nd-level slot. Casting the spell doesn’t remove it from
- your list of prepared spells.
- You can change your list of prepared Spells when you
- finish a Long Rest. Preparing a new list of Cleric spells
- requires time spent in prayer and meditation: at least 1
- minute per Spell Level for each spell on your list.
Spellcasting Ability
- Wisdom is your Spellcasting ability for your Cleric Spells.
- The power of your spells comes from your devotion to
- your deity. You use your Wisdom whenever a Cleric spell
- refers to your spellcasting ability. In addition, you use
- your Wisdom modifier when setting the saving throw DC
- for a Cleric spell you cast and when making an Attack roll
- with one.
-
Spell 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
- 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.
| Cleric Domains | Original Source |
|---|---|
| Arcana | Sword Coast Adventurer's Guide |
| Death | Dungeon Master's Guide |
| Forge | Xanathar's Guide to Everything |
| Grave | Xanathar's Guide to Everything |
| Knowledge | Player's Handbook |
| Life | Player's Handbook |
| Light | Player's Handbook |
| Nature | Player's Handbook |
| Order | Tasha's Cauldron of Everything |
| Peace | Tasha's Cauldron of Everything |
| Tempest | Player's Handbook |
| Trickery | Player's Handbook |
| Twilight | Tasha's Cauldron of Everything |
| War | Player's Handbook |
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.
Harness Divine Power
- At 2nd level, you can expend a use of your Channel
- Divinity to fuel your spells. As a bonus action, you touch
- your holy symbol, utter a prayer, and regain one
- expended spell slot, the level of which can be no higher
- than half your proficiency bonus (rounded up). The
- number of times you can use this feature is based on the
- level you've reached in this class: 2nd level, once; 6th
- level, twice; and 18th level, thrice. You regain all
- expended uses when you finish a long rest.
Channel Divinity: Turn Undead
- As a bonus action, you present your holy symbol and
- speak aprayer 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.
Cantrip Versatility
- Whenever you reach a level in this class that grants the
- Ability Score Improvement feature, you can replace one
- cantrip you learned from this class's Spellcasting feature
- with another cantrip from the cleric spell list.
Destroy Undead
- 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.
| Cleric Level | Destroy Undead of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
| 20th | 5 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 roll need to be less
- than 3 times your Cleric level to succeed instead of your
- Cleric level.
Exalted Spellcasting
- At 20th level, any spell slot you expend to cast a Cleric
- spell counts as a spell slot of one level higher.
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.
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells |
|---|---|
| 1st | Divine Favor, Shield of Faith |
| 2nd | Magic Weapon, Spiritual Weapon |
| 3rd | Haste, Spirit Guardians |
| 4th | Find Greater Steed, Death Ward |
| 5th | Steel Wind Strike, Circle of Power |
Prepared for War
- At 1st level, you gain proficiency with martial weapons
- and heavy armor. You are also proficient in land vehicles
- In addition, you can perform the somatic components of
- cleric spells even when you have weapons or a shield in
- one or both hands.
Crusader's Bond
- Starting at 1st level, you can forge a bonds in war among
- people who are united against common enemies. As an
- action, you choose a number of willing creatures within 60
- feet of you equal to your proficiency bonus. You are also
- affected by your own Crusader's Bond. You create a
- magical bond among them and yourself for 10 minutes or
- until you use this feature again. While unbonded
- creatures are within 60 ft of you, they must roll a d4 and
- subtract the number rolled from the damage roll against
- bonded creatures. If the attack still hits, subtract the
- same number from the damage taken, after all other
- resistances and features are taken into consideration.
- You can use this feature twice at 1st level, and gain 1
- additional use at 5th, 9th, 13th, and 17th level in this
- class, and you regain all expended uses when you finish a
- long rest.
Channel Divinity: War God's Mantle
- Starting at 2nd level, as a bonus action, holy power
- radiates from you in an aura with a 30-foot radius,
- awakening boldness in friendly creatures. For 1 minute,
- the aura moves with you, centered on you. While in the
- aura, each non-hostile creature to you in the aura
- (including you) deals an extra 1d4 radiant damage when it
- hits with a weapon attack. Creature's that are also
- affected by your Crusader's Bond and affected by this
- aura have advantage on saving throws against being
- Frightened, or Charmed , or recovering from either of
- those conditions.
War God's Disciple
- Starting at 6th level, you can attack twice, instead of once,
- whenever you take the Attack action on your turn. This
- does not stack with the Extra Attack feature gained from
- other sources.
- In addition, if you hit the same creature with both attacks,
- your 2nd attack does an extra damage equal to your cleric
- level. Damage type same as the weapon used
Strikes of Attrition
- At 8th level, you gain the ability to infuse your weapon
- strikes with divine energy. When you hit a creature with
- a melee (weapon or spell) attack, that creature's weapon
- attacks until the start of your next turn are done so
- with disadvantage.
- In addition, your Crusader's Bond die increases from a
- 1d4 to a 1d6.
Avatar of Battle
- At 17th level, you gain resistance to bludgeoning, piercing,
- and slashing damage. Creatures that are also affected by
- your Crusader's Bond feature also have resistance to
- bludgeoning, piercing, and slashing damage. Once per
- long rest, the War domain cleric, as a reaction, can turn
- this resistance into immunity until the start of your next
- turn.
Peace Domain
- The balm of peace thrives at the heart of healthy
- communities, between friendly nations, and in the souls
- of the kindhearted. The gods of peace inspire people of all
- sorts to resolve conflict and to stand up against those
- forces that try to prevent peace from flourishing.
- Clerics of the Peace Domain preside over the signing of
- treaties, and they are often asked to arbitrate in disputes.
- These clerics' blessings draw people together and help
- them shoulder one another's burdens, and the clerics'
- magic aids those who are driven to fight for the way of
- peace.
- Original Source: Tasha's Cauldron of Everything
Domain Spells
| Spell Level | Spells | 1st | Sanctuary, Charm Person |
|---|---|
| 2nd | Aid, Suggestion |
| 3rd | Sending, Slow |
| 4th | Compulsion, Otiluke's Resilient Sphere |
| 5th | Rary's Telepathic Bond, Wall of Force |
Implement of Peace
- When you choose this domain at 1st level, you gain
- proficiency in the Insight, Performance, or Persuasion skill
- (your choice). When you make an ability check with the
- chosen skill, you can add a 1d4 to the roll.
- In addition, you get the Guidance cantrip. This doesn't
- count towards your total cantrips known. Proficiency
- bonus times per long rest, you may cast Guidance as a
- Bonus action, and not require concentration. You may
- cast a leveled spell with your action with this special
- bonus action casting of Guidance.
Emboldening Bond
- Starting at 1st level, you can forge an empowering bond
- among people who are at peace with one another. As an
- action, you may cast the Bless spell, choosing a number of
- willing creatures within 30 feet of you (this can include
- yourself) equal to your proficiency bonus + 1 instead of
- the normal amount of targets for Bless. You do not need
- to concentrate on this spell, and if you cast Bless or use
- this feature again while the other is still active, this feature
- or Bless effect ends. You create a magical bond among
- them for 10 minutes or until you use this feature again.
- You can use this feature twice at 1st level, and gain 1
- additional use at 5th, 9th, 13th, and 17th level in this
- class, and you regain all expended uses when you finish a
- long rest.
Channel Divinity: Balm of Peace
- Starting at 2nd level, you can use your Channel Divinity to
- make your very presence a soothing balm. As a Bonus
- Action, you can move up to your speed, without provoking
- opportunity attacks, and when you move within 5 feet of
- any other creature during this action, you can restore a
- number of hit points to that creature equal to 2d6 + your
- Wisdom Modifier (mimumum 1 hit point healed) A
- creature can receive this healing only once whenever you
- take this bonus action. The amount healed increases with
- level, with the number of d6's equaling your proficiency
- bonus (2d6 at 2nd, 3d6 at 5th, 4d6 at 9th, etc...)
Protective Bond
- Beginning at 6th level, the bond you forge between
- people helps them protect each other. When a creature
- affected by your Emboldening Bond feature or is currently
- affected by Bless is about to take damage, a second
- bonded or blessed creature within 30 feet of the first can
- use its reaction to teleport to an unoccupied space within
- 5 feet of the first creature. The second creature then takes
- all the damage instead. The effects of Bless or
- Emboldening Bond ends for the second creature taking
- the damage after the reaction has been resolved.
Greater Gifts of Peace
- At 8th level, when creature's are affected by your
- Emboldening Bond, or Bless spell, they gain a d6 instead
- of a d4 for it's duration.
- In addition, when you heal a creature with your Balm of
- Peace Channel Divnity, they may gain temporary hit
- points equal to your proficiency bonus.
Expansive Bond
- At 17th level, the benefits of your Emboldening Bond,
- Bless range, and Protective Bond features now work when
- the creatures are within 60 feet of each other. Moreover,
- when a creature uses Protective Bond to take someone
- else's damage, the creature has resistance to that
- damage. Taking the damage no longer end's the Bless or
- Emboldening Bond feature when used to take damage for
- someone else.
Twilight Domain
- The twilit transition from light into darkness often brings
- calm and even joy, as the day's labors end and the hours
- of rest begin. The darkness can also bring terrors, but the
- gods of twilight guard against the horrors of the night.
- Original Source: Tasha's Cauldron of Everything
Domain Spells
| Spell Level | Spells | 1st | Fairie Fire, Sanctuary |
|---|---|
| 2nd | Moonbeam, Pass without a Trace |
| 3rd | Phantom Steed, Leomund Tiny Hut |
| 4th | Confusion, Shadow of Moil |
| 5th | Circle of Power, Mislead |
Twilight's Embrace
- At 1st level, gain proficiency in Stealth, Perception or
- Investigation. When you make an ability check with the
- chosen skill, you may add a 1d4 to the roll.
- In addition, when you are wearing armor, you ignore the
- disadvantage on Stealth checks related to certain armors.
- You do not suffer disadvantage on Perception (Wisdom)
- checks made to see within lightly obscured areas.
- Furthermore, the twilight has taught you to be vigilant. As
- an action, you give one creature you touch (including
- possibly yourself) advantage on the next initiative roll the
- creature makes. This benefit ends immediately after the
- roll. You may use this feature a number of times per long
- rest equal to your proficiency bonus.
Eyes of Night
- Starting at 1st level, You can see through the deepest
- gloom. You have darkvision out to a range of 300 feet. In
- that radius, you can see in dim light as if it were bright
- light and in darkness as if it were dim light.
- As a Bonus action, you can magically share the darkvision
- of this feature with willing creatures you can see within 10
- feet of you, up to a number of creatures equal to your
- Wisdom modifier (minimum of one creature). The shared
- darkvision lasts for 1 hour. Once you share it, you can't do
- so again until you finish a long rest, unless you expend a
- spell slot of any level to share it again.
Channel Divinity: Twilight Sanctuary
- At 2nd level, you can use your Channel Divinity to refresh
- your allies with soothing twilight.
- As an action, you present your holy symbol, and a sphere
- of twilight emanates from you. The sphere is centered on
- you, has a 30-foot radius, and is filled with dim light. The
- sphere moves with you, and it lasts for 1 minute or until
- you are incapacitated or die. Whenever a creature
- (including you) ends its turn in the sphere, you can grant
- that creature one of these benefits:
- You may grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
- When the duration is over, all Temporary Hit Points of all
- creatures within 300 feet of you not behind total cover are
- removed.
Steps of Night
- Starting at 6th level, you can draw on the mystical power
- of night to rise into the air. As a bonus action when you
- are in dim light or darkness, you can magically give
- yourself a flying speed equal to your walking speed for 1
- minute. You can use this bonus action a number of times
- equal to your proficiency bonus, and you regain all
- expended uses when you finish a long rest.
Night's Sanctuary Gifts
- Starting at 8th level, When you use your Twilight
- Sanctuary feature, the feature suppresses non-magical
- light in the area, then fills the area with dim light.
- When you cast Sanctuary on a creature in dim light or
- darkness, they may gain temporary hit points equal to
- 1d6 + half your cleric level (rounded up) and ends any
- charmed or frightened condition currently affecting the
- creature.
- When you lend your Eyes of Night's feature to others, they
- also do not suffer disadvantage on Perception (Wisdom)
- checks made to see within lightly obscured areas.
- Furthermore, your Twilight Sanctuary gains another
- choice when a creature end's its turn within the sphere:
- You may grant it, until the beginning of it's next turn, the effects of a Sanctuary spell
Twilight Shroud
- At 17th level, the twilight that you summon offers a
- protective embrace: you and your allies have half cover
- while in the sphere created by your Twilight Sanctuary or
- creatures within 60 feet of you that are under the
- effect of a Sanctuary spell.
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.
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells | 1st | Longstrider, Speak with Animals |
|---|---|
| 2nd | Pass without a Trace, Spike Growth |
| 3rd | Plant Growth, Conjure Animals |
| 4th | Dominate Beast, Find Greater Steed |
| 5th | Insect Plague, Tree Stride |
Acolyte of Nature
- At 1st level, you learn one cantrip of your choice from
- the druid spell list. This cantrip counts as a cleric cantrip
- for you, but it doesn’t count against the number of cleric
- cantrips you know. You also gain proficiency in one of the
- following skills of your choice: Animal Handling, Nature, or
- Survival. When you roll an ability check with the chosen
- skill, you may add 1d4 to the roll.
- In addition, when you are hit with melee attacks, while
- you are not unconscious, the attacking creature takes you
- cleric level in piercing damage as thorns and brambles
- surround the clerics. Creatures that grapple or restrain
- the cleric with an attack or ability using an appendage
- also take this damage at the end of their turn.
Nature's Gifts
- At 1st level, you gain the following gifts from Nature:
- Your movement through difficult terrain doesn't cost you additional movement.
- You also gain a burrowing speed equal to your walking speed as you meld within the earth. While burrowing, you do not need to breath. You must end your turn above ground, if you don't you are shunted to the nearest space as the DM chooses.
- You also gain Tremorsense out to 30 feet.
Channel Divinity: Channel the Earth
- Starting at 2nd level, you can use your Channel Divinity to
- change the landscape and terrain in an area near you.
- As a Bonus Action, choose up to a 15 foot radius area of
- the ground within 60 feet of you. You are not affected by
- your own Channel the Earth feature. Creatures in the
- designated area other than you must make a Dexterity
- saving throw against your spell DC. Creatures that fail
- their saving throw take 1d6 Bludgeoning damage plus a
- number of d6's equal to half your Cleric level (rounded
- up) 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
- square taking at least 1 minute to clear by hand.
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.
- Once per long rest, you may choose to grant immunity
- instead of resistance to the creature against that instance
- of damage.
Nature's Conduit
- At 8th level, while under the effects from Nature's Gift,
- you and other creature's you lend your Nature's Gift to,
- gain a bonus to AC equal to half your proficiency bonus
- (rounded up)
- In addition, as a Bonus action, you may designate a
- number of other creatures equal to your Wisdom
- modifier. Those creatures for 1 minute gain the effects of
- your Nature's Gift. You may use this portion of this
- feature a number of time per long rest equal to your
- proficiency bonus. Creature's that are burrowing when
- this feature ends are shunted out in the nearest space
- towards the surface. Each 10 ft traveled in this way causes
- creatures to take 1d6 bludgeoning damage.
- Furthermore, your Channel the Earth now does d8's
- instead of d6's for damage, and the creatures that fail
- their saving throws also become restrained. Creature's
- restrained from Channel the Earth can use their action to
- attempt a Athletics (Strength) Check to free themselves Vs
- your spell save DC
Nature's Protection
- At 17th level, you gain immunity to poison and the
- poisoned condition and any critical hits against creature's
- benefiting from your Nature's Gift are considered a
- normal hit instead.
- In addition, when you are touching the ground and are
- subjected to a Saving throw to take half damage, you may
- use your reaction to take no damage if you made your
- save, or half damage if you failed, as your body meld's
- into the earth to avoid the brunt of the incoming damage.
Arcana 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.
- Original Source: Sword Coast Adventurer's Guide
Domain Spells
| Spell | Spells |
|---|---|
| Level | Chosen | 1st | Detect Magic, Magic Missile, Special |
| 2nd | Magic Weapon, Nystul's Magic Aura, Special |
| 3rd | Dispel Magic, Magic Circle, Special |
| 4th | Arcane Eye, Banishment, Special |
| 5th | Planar Binding, Teleportation Circle, Special |
Arcane Initiate
- When you choose this domain at 1st level, you gain
- proficiency in the Arcana skill and when you make a check
- with this skill, you add a 1d4 to the roll, and you gain two
- cantrips of your choice from the wizard spell list. For you,
- these cantrips count as cleric cantrips. You may swap out
- these two cantrips after a long rest.
Expanded Spell Knowledge
- At 1st level and beyond, the Arcana cleric gets 1 additional
- domain spell per spell levels 1st through 5th, giving 3
- spells each at 1st, 3rd, 5th, 7th, and finally at 9th level.
- When you gain access to a new spell level at the listed
- levels, pick a spell that is on the wizard spell list of that
- level. Arcana Domain spells are considered Cleric spells
- for you and your effects.
- In addition, when the Arcana cleric takes a long rest, they
- may spend an extra 10 minutes during spell preparation
- per spell level to swap out spells on the Arcana Domain
- spell list. You can swap out 1 spell at 1st level, 2 spells at
- 5th level, 3 spells at 11th level, and 4 spells at 17th level
- per long rest.
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 up to a
- number of creatures equal to your proficiency bonus of
- types 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.
| 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 |
| 20th | 5 or lower |
Magical Rejuvenation
- 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.
- In addition, when you use a 2nd level spell slot or higher
- to heal, creatures healed gain the benefits of a Lesser
- Restoration spell as well as the healing.
- Furthermore, when you use a 5th level spell slot or higher
- to heal, if you provide a Diamond worth 500 gp as a
- material component as part of the healing spell casting,
- the creature healed also benefits from a Greater
- Restoration spell. The Diamond act as a spell focus for
- this casting if the original spell has material components.
- This Diamond material component is not consumed.
Greater Spellcasting
- Starting at 8th level, you add your Wisdom modifier to the
- damage you deal with any cleric spell that doesn't already
- use your Wisdom Modifier.
- In addition, when casting cleric or racially obtained spells,
- you may treat spells as one spell slot higher for the spells
- effects.
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. You may swap out one of
- these 4 spells once every 7 days.
Order Domain
- The Order Domain represents discipline, as well as
- devotion to the laws that govern a society, an institution,
- or a philosophy. Clerics of Order meditate on logic and
- justice as they serve their gods, examples of which
- appear in the Order Deities table.
- Clerics of Order believe that 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 order and security in a
- chaotic multiverse.
- Original Sources: Guildmaster's Guide to Ravnica,
- Tasha's Cauldron of Everything
Domain Spells
| Spell Level | Spells | 1st | Command, Charm Person |
|---|---|
| 2nd | Hold Person, Zone of Truth |
| 3rd | Mass Healing Word, Slow |
| 4th | Compulsion, Mordenkainen's Private Sanctum |
| 5th | Dominate Person, Summon Celestial |
Order's Provisions
- When you choose this domain at 1st level, you gain
- proficiency with heavy armor. You also gain proficiency in
- the Intimidation or Persuasion skill (your choice). When
- you make an ability check with the chosen skill, you add
- 1d4 to the roll.
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 or bonus action, you present your holy
- symbol, and each creature of your choice that can see or
- hear you within 30 feet of you must succeed on a Wisdom
- saving throw or be charmed by you for 1 minute or until
- the charmed creature takes any damage. You can also
- cause any of the charmed creatures to drop what they are
- holding when they fail the saving throw.
- As an action or bonus action on subsequent turns,
- including whatever action you used for the above feature,
- you may direct a creature who failed it's save to make a
- single attack against a creature it can reach or is able to
- attack with whatever weapons/features it has. The attack
- does additional number of d4's in additional damage
- equal to your proficiency bonus with this attack. At the
- end of the Order cleric's turn, if a creature made an attack
- utilizing this feature, they get an additional Wisdom saving
- throw to shake off the effect.
Embodiment of the Law
- At 6th level, you become remarkably adept at channeling
- magical energy to compel others.
- If you cast a spell of the enchantment school using a spell
- slot of 1st level or higher, you can change the spell's
- casting time to 1 bonus action for this casting, provided
- the spell's casting time is normally 1 action.
- You can use this feature a number of times equal to your
- proficiency bonus, and you regain all expended uses of it
- when you finish a long rest.
Demanding Obedience
- Starting at 17th level, you no longer need to pick only 1
- creature to make a reaction attack from your Voice of
- Authority feature, a number of creature's equal to your
- proficiency bonus may make a Reaction attack with the
- casting of a 1st level spell or higher.
- In addition, your Embodiment of Law feature, when you
- cast an enchantment spell using a Bonus action with this
- feature, or casting Friends as a Bonus action, you are not
- limited to only casting Cantrips with your action on the
- same turn.
- Furthermore, your Power of Authority and Order's
- Demand feature does a number of d6's instead of d4's
- equal to your proficiency bonus.
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 (such as
- Chauntea, Arawai, and Demeter), sun gods (such as
- Lathander, Pelor, and Re-Horakhty), gods of healing or
- endurance (such as Ilmater, Mishakal, Apollo, and
- Diancecht), and gods of home and community (such as
- Hestia, Hathor, and Boldrci).
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells | 1st | Bless, Cure Wounds |
|---|---|
| 2nd | Lesser Restoration, Spiritual weapon |
| 3rd | Aura of Vitality, Revivify |
| 4th | Death Ward, Aura of Life |
| 5th | Mass Cure Wounds, Greater Restoration |
Combat Medic
- When you choose this domain at 1st level, you gain
- proficiency with heavy armor. Your speed is not reduced
- for not having enough Strength for wearing heavy armor.
- In addition, you gain proficiency with Alchemist Tools as
- well as Herbalism Kit. When you make ability check to
- make potions or salves with either of these Tools you add
- 1d4 to the roll.
- Furthermore, you may use a Healer's Kit as a bonus
- action to stabilize a creature within 5 feet of you.
- When the cleric stabilize someone with an Healer's kit,
- they gain hit points equal to the cleric's Proficiency bonus
- plus the cleric's Wisdom Modifier.
- Finally if you use an Healer's kit on a creature, other
- than you, while they are using Hit Dice to heal during a
- short rest, they can heal for the maximum amount. Add
- your cleric level to the healing as well. You may only use
- this part of the Combat Medic feature a number of times
- per day equal to your proficiency bonus per long rest.
Disciple of Life
- Also starting at 1st level, your healing spells are more
- effective. Whenever you use a cleric 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: Overflowing Life
- Starting at 2nd level, you can use your Channel Divinity to
- heal the badly injured.
- As a bonus action, you present your holy symbol and
- evoke healing energy to you and a number of creatures of
- your choice within 30 feet of you equal to your proficiency
- bonus. For 1 minute, those creature you designated heal
- for a value equal to 1d4 + your Wisdom Modifier at the
- beginning of their turn. Also those same creatures
- immediately have their Hit point maximum and current
- hits points increase by a value equal to your cleric level +
- your proficiency bonus for the same 1 minute duration.
Blessed Healer
- Beginning at 6th level, the healing spells you cast on
- others heal you as well. When you cast a cleric 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.
- In addition, when you stabilize a creature with an
- Healer's Kit, add your Cleric level to the amount of
- healing they receive.
Healing Ward
- At 8th level, when you use a cleric spell of 1st level or
- higher, or you use your channel divinity, then a creature
- of your choice within 30 feet of you gains temporary hit
- point's equal to 1d10 + your Wisdom Modifier. While a
- creature has these temporary hit points, the creature has
- advantage on Constitution Saving throws.
- In addition, your Overflowing Life channel divinity
- increase the healing to 1d6 + your Wisdom Modifier at the
- beginning of their turn.
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.
- In addition, your Disciple Life and Blessed Healer feature
- increases to 5 + the spell's level of additional healing.
Cleric: Death Domain
- The Death domain is concerned with the forces that cause
- death, as well as the negative energy that gives rise to
- undead creatures. Deities such as Chemosh, Myrkul, and
- Wee Jas are patrons of necromancers, death knights,
- liches, mummy lords, and vampires. Gods of the Death
- domain also embody murder (Anubis, Bhaal, and
- Pyremius), pain (Iuz or Loviatar), disease or poison
- (Incabulos, Talona, or Morgion), and the underworld
- (Hades and Hel).
- Original Source: Dungeon Master's Guide
Domain Spells
| Spell Level | Spells | 1st | False Life, Inflict Wounds |
|---|---|
| 2nd | Blindness/Deafness, Wither and Bloom |
| 3rd | Animate Dead, Vampiric Touch |
| 4th | Sickening Radiance, Blight |
| 5th | Antilife Shell, Negative Energy Flood |
Death's Embrace
- When you choose this domain at 1st level, you gain
- proficiency with martial weapons. Your melee weapon
- attacks may do necrotic damage instead of their
- original damage type. Also the damage of melee weapon
- you use increases by a number equal to your cleric level.
- In addition, when you a creature drops to 0 hit points
- within 10 ft of you, you may gain temporary hit point
- equal to your cleric level + your Proficiency bonus.
Reaper
- At 1st level, you learn one necromancy cantrip of
- your choice from any spell list. This is a cleric cantrip for
- you. When you cast a necromancy spell that normally
- targets only one creature, the spell can instead target two
- creatures within range. Targets must be within 30 ft of
- each other. If the spell consumes its material
- components, you must provide them for each target.
- In addition, you can corrupt normally holy spells, causing
- them to become unholy. When you deal damage with a
- cleric spell that normally would deal radiant or force
- damage, you may choose to do necrotic damage instead.
Channel Divinity: Marked for Death
- Starting at 2nd level, you can use Channel Divinity to
- destroy another creature's life force. As a bonus action,
- for 1 minute, when you hit a creature with a melee attack,
- or deal damage with a cleric spell to a creature within 10
- feet you can deal extra necrotic damage to 1 target. The
- damage equals 5 + twice your cleric level. If this
- damaging effect drops a creature to 0 hit points, you can
- use your reaction to have your maximum and current hit
- points increased by the same amount as this additional
- necrotic damage. Maximum hit points from this feature
- last for an hour. Maximum hit points from this feature
- do not stack with itself.
Inescapable Destruction
- Starting at 6th level, your ability to channel negative
- energy becomes more potent. Necrotic damage dealt by
- your cleric spells and other cleric class features ignores
- resistance to necrotic damage.
- In addition, you gain resistance to necrotic damage, and
- are immune to your own features and cleric spells that
- deal necrotic damage, unless the spell says otherwise.
- Furthermore, once per long rest, you may use your
- reaction when you would do necrotic damage to a
- creature that is immune to necrotic damage to ignore
- the immunity.
Corruption Overwhelming
- At 8th level, when you hit a creature with your weapon,
- deal damage with a cleric spell that does necrotic damage,
- or cleric feature that does necrotic damage, you
- prevent the creature from healing as well as increase
- the difficulty of concentrating on spells and other
- effects until the end of your next turn. The
- Concentration check's Constitution saving throw DC
- for creatures affected becomes 15 or 5 + half damage
- taken, whichever is higher.
Aura of Death
- Starting at 17th level, when creatures of your choice end
- their turn within 10 feet of you, they take damage equal to
- your Wisdom modifier + your Proficiency bonus in
- necrotic damage and have disadvantage on saving throws
- until the beginning of their next turn. Attacks made
- against said targets are done so with advantage.
Cleric: 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.
- In Amonkhet, knowledge is the second virtue of society.
- Kefnet’s task is to pass on this teaching of the
- God-Pharaoh and elucidate its meaning. He teaches that
- the afterlife will be inhabited only by those who have
- proved by their wits that they are worthy of dwelling in
- the glorious presence of the God-Pharaoh. He trains
- acolytes and initiates to push their limits and challenge
- their mental capacity with spells of ever-greater power.
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells | 1st | Command, Identify |
|---|---|
| 2nd | Augury, Suggestion |
| 3rd | Sending, Speak with Dead |
| 4th | Arcane Eye, Confusion |
| 5th | Legend Lore, Scrying |
Blessings of Knowledge
- At 1st level, you know the Comprehend Languages spell
- and cast cast it at will without using a spell slot. In
- addition each long rest, you may sit in prayer and pick a
- number of skills or tools equal to your proficiency bonus
- that you are not currently proficient in. Gain proficiency
- until you change these choices. Whenever you make an
- Ability Check with one of these Skills or Tools, add a 1d4
- to the roll.
- Your proficiency bonus is doubled for any ability check
- you make that uses any of these skills or tools.
- In addition, you know the Detect Magic spell and can cast
- it at will without using a spell slot.
- When you cast a spell as a ritual, you can use the spell's
- normal casting time, rather than adding 10 minutes to it.
- Once you use this benefit, you can't do so again until you
- finish a long rest.
Researcher's Information
- At 1st level, you have are divinely blessed with extensive
- knowledge on creatures. Choose 4 types of creatures
- from the following list: aberration, beast, celestial,
- construct, dragon, elemental, fey, fiend, giant, humanoid,
- monstrosity, ooze, plant, or undead. You can choose 2
- more from the list at 5th, 9th, 13th and 17th level. You
- can correctly identify a creature you encounter as to what
- creature type it is, given you can see it, or someone gives
- you an accurate description of features, regardless of
- your chosen types. As a bonus action, you can recall a
- number of information on the following list equal to your
- proficiency bonus about a creature of whose types you
- have chosen. You can use this part of this feature once
- per short or long rest.
- Saving Throw proficiencies
- Skill proficiencies
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Types of Actions
- Types of Bonus Actions
- Types of Reactions
- Legendary Resistances (and quantities)
- Special Senses
Channel Divinity: Read Thoughts
- Starting at 2nd 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 a bonus 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 10
- 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. You
- do not need to concentrate on this casting of Suggestion.
Circumventing Information
- Starting at 6th level, you can as a reaction, you can
- temporarily deny one of the abilities you learned from
- using your Researcher's Information. You may cancel 1
- damage resistance, 1 Saving throw proficiency, 1 skill
- proficiency, 1 legendary resistance, 1 special senses,
- or 1 condition immunity. You do this as you learn how
- these features work and learn the necessary
- information needed to circumvent those features. This
- circumvention last until the end of your next turn.
- You may use this feature once per long rest.
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.
Greater Divine Intervention
- At 17th level, your chance for Divine Intervention chances
- increases by an amount equal to twice your cleric level
- (for a total of rolling under 3 times your cleric level, and
- have 100% at level 20)
- In addition, you do not need to wait 7 days if it succeeds.
- You only need to wait for completing a long rest.
Cleric: Forge Domain
- The gods of the forge are patrons of artisans who work
- with metal, from a humble blacksmith who keeps a village
- in horseshoes and plow blades to the mighty elf artisan
- whose diamond-tipped arrows of mithral have felled
- demon lords. The gods of the forge teach that, with
- patience and hard work, even the most intractable metal
- can be transformed from a lump of ore to a beautifully
- wrought object. Clerics of these deities search for
- objects lost to the forces of darkness, liberate mines
- overrun by orcs, and uncover rare and wondrous
- materials necessary to create potent magic items.
- Followers of these gods take great pride in their work, and
- they are willing to craft and use heavy armor and
- powerful weapons to protect them. Deities of this domain
- include Gond, Reorx, Onatar, Moradin, Hephaestus, and
- Goibhniu.
- Original Source: Xanathar's Guide to Everything
Domain Spells
| Spell Level | Spells | 1st | Identify, Searing Smite |
|---|---|
| 2nd | Heat Metal, Magic Weapon |
| 3rd | Elemental Weapon, Protection from Energy |
| 4th | Fabricate, Wall of Fire |
| 5th | Animate Objects, Creation |
Blacksmith's Preparation
- When you choose this domain at 1st level, you gain
- proficiency with heavy armor and smith's tools. When you
- make Ability Check rolls using your smith tools, you add
- 1d4 to the roll.
- When you take Bludgeoning, Piercing or Slashing damage
- while wearing heavy armor, you may subtract after
- resistances and other abilities half your proficiency
- bonus (rounded up) from the damage taken.
- In addition, you may don and doff shields as a bonus
- action, and you may don and doff heavy armor you have
- made or made adjustments (takes a week to alter full
- platemail, other armor would take somewhere between 1
- day and 7 day under normal uninterrupted conditions,
- your DM decides the time) in a fraction of the time, it
- takes you 1 minute to doff and 1 minute to don this
- special armor. Costs 100gp to alter Full plate mail with this
- feature (costs between 25gp-100gp under normal
- condition for other types of armor, your DM decides the
- exact costs)
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.
- In addition, when you enchant an armor, those wearing
- your blessing of the Forge armor may ignore Strength
- requirements while that armor has the magical bonus.
- Furthermore, when you enchant a one-handed weapon
- that is versatile, you may give that item either the
- Finesse, or Heavy, potentially allowing it to qualify with
- other features.
- 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 another metal object. The creation is
- completed at the end of the hour, coalescing in an
- unoccupied space of your choice on a surface within 5
- feet of you.
- The thing you create can be something that is worth no
- more than 50 gp times your proficiency bonus. 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.
Forged in Fire
- At 8th level, you gain the ability to infuse your weapon
- strikes with the fiery power of the forge. When you hit a
- creature with a melee attack, you may add your cleric
- level in Radiant damage. In addition, when a creature hits
- you with a melee weapon attack, they take fire damage
- equal to your half your cleric level.
- In addition, when you take the attack action, and hit with
- a melee attack using a one handed weapon (but not
- necessarily with one hand if it is versatile), you may as a
- bonus action make make another attack with the same
- weapon against the same target.
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.
Cleric: 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 the multiverse’s workings. To
- resist death, or to desecrate the dead’s rest, is an
- abomination. Deities of the grave include Kelemvor,
- Wee Jas, the ancestral spirits of the Undying Court,
- Hades, Anubis, and Osiris. These deities teach their
- followers to respect the dead and pay them due homage.
- Followers of these deities seek to put restless spirits to
- rest, destroy the undead wherever they find them, and
- ease the suffering of dying creatures. Their magic also
- allows them to stave off a creature’s death, though they
- refuse to use such magic to extend a creature’s lifespan
- beyond its mortal limits.
- Original Source: Xanathar's Guide to Everything
Domain Spells
| Spell Level | Spells | 1st | Bane, False Life |
|---|---|
| 2nd | Gentle Repose, Wither and Bloom |
| 3rd | Revivify, Speak with Dead |
| 4th | Blight, Death Ward |
| 5th | Antilife Shell, Raise Dead |
Circle of Mortality
- At 1st level, you gain the ability to manipulate the line
- between life and death. When you would normally roll
- one or more dice to restore hit points with a spell to a
- creature at 0 hit points, you instead use the highest
- number possible for each die.
- In addition, you learn the Spare the Dying cantrip, which
- doesn't count against the number of cleric cantrips you
- know. For you, it has a range of 30 feet, and you can cast
- it as a bonus action. Your action for spellcasting it not
- limited to just cantrip when you cast Spare the Dying with
- this feature.
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 short or 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 reaction, action or bonus action, you choose one
- creature you can see within 30 feet of you, cursing it
- until the end of your next turn. The next time you or an
- ally of yours hits the cursed creature with an attack, the
- creature has vulnerability to all of that attack's damage,
- and then the curse ends.
Sentinel at Death's Door
- At 6th level, you gain the ability to impede death’s
- progress. Once per turn, when you or an ally that you can
- see within 30 feet of you suffers a critical hit, you can
- turn that attack 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 short or long rest.
Potent Spellcasting
- Starting at 8th level, you add your Wisdom modifier to the
- damage you deal with any cleric spell. Your cleric cantrips
- deal half damage on successful saves.
Keeper of Souls
- 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 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.
Cleric: 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 sun across the sky.
- Others are tireless sentinels whose eyes pierce every
- shadow and see through every deception. Some are
- deities of beauty and artistry, who teach that art is a
- vehicle for the soul's improvement. Clerics of a god of
- light are enlightened souls infused with radiance and
- the power of their gods' discerning vision, charged with
- chasing away lies and burning away darkness.
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells | 1st | Burning Hands, Fairie Fire |
|---|---|
| 2nd | Flaming Sphere, Scorching Ray |
| 3rd | Daylight, Fireball |
| 4th | Sickening Radiance, Wall of Fire |
| 5th | Flame Strike, Dawn |
Blinding Light
- When you choose this domain at 1st level, you gain the
- Light and Sacred Flame cantrip if you don't already know
- it. These cantrips don't count against the number of
- cleric cantrips you know.
- In addition, when you deal radiant damage to a creature
- or if creatures you choose start their turns in bright light
- from a spell or cleric ability you created, that creature
- must make a Constitution Saving throw vs your Cleric
- spellcasting save DC or be blinded, in addition to the
- normal effects of those abilities and spells. If those spells
- or abilities already create the blind condition, those saves
- are done so instead with disadvantage.
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 bright light to flare before the attacker
- before it hits or misses. An attacker that can't be blinded
- is immune to this feature.
- You can use this feature a number of times equal to your
- Wisdom modifier (a minimum of once). You regain all
- expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn
- Starting at 2nd level, you can use your Channel Divinity to
- harness sunlight, banishing darkness and dealing radiant
- damage to your foes.
- As a bonus action, you present your holy symbol, and any
- magical darkness within 30 feet of you is dispelled.
- Additionally, each hostile creature of your choice within
- 30 feet of you must make a Constitution saving throw. A
- creature takes radiant damage equal to 1d10 + twice 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 Warding 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.
- In addition, you gain twice as many uses per long rest
- (double your Wisdom Modifier).
Radiant Strength
- Starting at 8th level, you add your Wisdom modifier to the
- damage you deal with any cleric spells that doesn't
- already add it.
- In addition, when a creature makes a saving throw versus
- a Cantrip that does radiant or fire damage and makes
- their saving throw, they take half damage still, instead of
- no damage.
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.
Cleric: 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.
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells | 1st | Fog Cloud, Thunderwave |
|---|---|
| 2nd | Warding Wind, Shatter |
| 3rd | Call Lightning, Lightning Bolt |
| 4th | Control Water, Storm Sphere |
| 5th | Destructive Wave, Circle of Power |
Tempest Fury
- At 1st level, you gain proficiency with martial weapons
- and heavy armor. You also gain the Shocking Grasp
- Cantrip as a cleric spell. This does not count towards
- your Cantrips known.
- When you are wearing Heavy Armor, it is infused, giving
- you lightning and thunder resistance.
- In addition, when you hit a creature with a martial
- weapon, you may also as a Bonus action, affect that
- same creature with a Shocking Grasp Cantrip. You do not
- need to be within 5 ft or melee range of the creature for
- that creature to be affected. If the creature succeeds on
- their saving throw, they take no damage from shocking
- grasp, but still lose their reaction until the beginning of
- your next turn.
Wrath of the Storm
- Also at 1st level, you can thunderously rebuke attackers.
- When a creature within 10 feet of you that you can see
- hits you with an attack, you can use your reaction to
- cause the creature to take 2d8 + your cleric level in
- lightning or thunder damage (your choice)
- 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.
Thunderous Strike
- At 6th level, when you deal lightning or thunder damage
- to a Large or smaller creature, you can also push it up to
- 10 feet away from you.
- In addition, your melee strikes with weapon or spells deal
- additional lightning or thunder damage equal to your
- Wisdom Modifier.
Improved Wrath of the Storm
- At 8th level, Wrath of the Storm gets the following
- upgrades
- The range of creatures it can effect goes out to 30 feet.
- You can use Wrath of Storm a number of times equal to twice your Wisdom modifier (Minimum twice). You regain all expended uses when you finish a long rest.
- When you deal thunder or lightning damage to a creature, they have disadvantage on the first attack they make or the end of your next turn, whichever comes first.
Stormborn
- At 17th level, you have a flying speed equal to your
- current walking speed.
Cleric: 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.
- Original Source: Player's Handbook
Domain Spells
| Spell Level | Spells | 1st | Charm Person, Disguise Self |
|---|---|
| 2nd | Mirror Image, Pass without a Trace |
| 3rd | Blink, Dispel Magic |
| 4th | Dimension Door, Polymorph |
| 5th | Dominate Person, Modify Memory |
Blessing of the Trickster
- Starting when you choose this domain at 1st level, you
- can use your action to imbue a number of willing
- creatures equal to your Wisdom modifier (minimum 1)
- other than yourself within 30 feet to give them advantage
- on Dexterity (Stealth) checks. This blessing lasts for 1 hour
- or until you use this feature again.
- In addition you learn the Minor Illusion cantrip. This
- counts as a cleric cantrip for you and doesn't count
- towards your total cantrips known.
Trickster's Cunning
- Gain proficiency in either Stealth, Persuasion, or
- Deception. When you make an ability check using the
- proficiency you chose, you add a 1d4 to the roll.
- In addition, when wearing Armor you are proficient with
- and that gives disadvantage to Stealth checks, it does not
- cause you to have Disadvantage on those Stealth Checks.
Channel Divinity: Invoke Duplicity
- Starting at 2nd level, you can use your Channel Divinity to
- create an illusory duplicate of yourself.
- As an Bonus action, you create a perfect illusion of
- yourself that lasts for 1 minute. The illusion appears in an
- unoccupied space that you can see within 30 feet of you.
- As a bonus action , and on the turn you create it 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.
- You also can do the following feature while it is out:
- As a bonus action, you can teleport, magically swapping places with your duplicate at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the duplicates space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the duplicates space.
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
Improved Trickery
- Starting at 8th level you gain the following improvements:
- Your Cloak of Shadows feature can be done twice per
- short or long rest, instead of just once per long rest. Your
- Cloak of Shadow's feature lasts 1 minute instead of until
- the end of your next turn. Still ends if you attack or cast a
- spell.
- In addition, whenever any duplicates the the enemy can
- see are adjacent to you, the 1st time per turn if you are
- targeted by a spell or an attack, roll a d20. On a roll of 10
- or less, the spell or attack fails to target you and instead
- targets your duplicate instead. On an 11 or higher, the
- spell or attack successfully targets you.
- Furthermore, whenever you take the attack action and
- attack with 1 of your duplicates, you may make 1
- additional attack. You may do this a number of time per
- long rest equal to your Wisdom modifier. If you critical hit
- with an attack, regain an additional use of this part of
- this feature.
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.
- In addition, when you take the attack action, you may
- make 1 extra attack per duplicate active. This duplicate
- extra attack does extra damage equal to 3d8 psychic
- damage per a hit. This however causes a number of
- duplicates equal to number of extra attacks taken to
- dissipate early at the end of the current turn.
- Invoke Duplicity lasts for 10 minutes instead of 1 minute.
Changelog
Base Class
- Changed Functionality of Channel Divinity: Turn Undead at 2nd level
- Is now a Bonus action instead of an Action.
- Added Harness Power and Cantrip Versatility Optional features as base class features.
- Added additional level to Destroy Undead at level 20 for CR 5 creatures.
- Removed Divine Strikes and Potent Spellcasting feature from all Cleric Subclasses and replaced with thematic and unique Subclass features.
- Changed Functionality for Divine Intervention, specifically at 20th level.
- Now no longer is automatic, but instead is rolling under 3 times your Cleric level (below a 60 on percentile dice)
- Added "Exalted Spellcasting" feature at 20th level.
- At 20th level, any spell slot you expend to cast a Cleric spell counts as a spell slot of one level higher.
Arcana
- Changed Domain Spells: Leomund's Secret Chest for Banishment. In addition, Arcana Domain Cleric gain 3 spells per spell level instead of 2 spells, levels 1 through 5. They can choose any Wizard spell for the 3rd spell. When they complete a Long rest, they may spend an extra 10 minutes per spell level to swap out a spell for another spell. Number of spells you may swap out at once depends on the level of the Cleric.
- Added functionality to Arcane Initiate at level 1
- Can add 1d4 to Arcana Checks made.
- Can swap out the 2 Wizard cantrips from this feature on a long rest.
- Added functionality of Arcane Abjuration Channel Divinity at 2nd level.
- Added CR creatures of the types listed of 5 or lower at 20th, to match new Turn Undead functionality.
- Removed "Spell Breaker" at 6th level, Added "Magical Rejuvenation" at 6th level.
- Added Spell breaker feature to Magical Rejuvenation
- Whenever using a 2nd level spell slot or higher to heal a creature, they gain the benefits of a lesser restoration spell.
- Whenever using a 5th level spell slot or higher to heal and provide a Diamon Worth 500 gp as a material component as part of the healing spellcasting, the creature hjealed also benefits from a Greater Restoration spell. The Diamond acts as a spell focus for this casting if the original spell has material components. This Diamond material component is not consumed.
- Add Greater Spellcasting at 8th level.
- Add your Wisdom modifier to any cleric spell that deals damage and doesn't already add your Wisdom modifier.
- Whenever casting a cleric or racially obtained spell, you may treat spells as one spell slot higher for the spells effects.
- Added functionality of Arcane Mastery at 17th level.
- You may swap out one of these 4 spells (either 6th, 7th, 8th or 9th level spell) gained once every 7 days.
Death
- Changed Domain Spells: Ray of Sickness for Inflict Wounds, Ray of Enfeeblement for Wither and Bloom, Death Ward for Sickening Radiance, Cloudkill for Negative Energy Flood.
- Changed Name of Bonus Proficiency to Death's Embrace at 1st level.
- Added your Melee weapon attack may do necrotic damage instead of their original damage type. Also the damage of melee weapon you use increases by a number equal to your cleric level.
- In addition, when a creature within 10 ft of you drops to 0 hit points, you may gain temporary hit points equal to your Cleric level + your proficiency bonus.
- Changed Functionality of Reaper at 1st level.
- Now affects all your Necromancy spells not just cantrips.
- Now can target 2 separate creatures that are within 30 feet of each other instead of 5ft of each other when using a necromancy spell that targets 1 creature.
- Added if the spell consumes its material component, you must provide them for each target.
- In addition, when you cast a cleric spell that would normally deal radiant or force damage, you may choose to do necrotic damage instead.
- Changed Functionality of Touch of Death at 2nd level.
- Now a bonus action to activate.
- Now it effects a hit creature with a melee attack or if you deal damage with a cleric spell to a creature within 10 feet of you for 1 minute.
- If you drop a creature to 0 hit points while dealing this extra Necrotic damage, you maximum and current hit points increased by the same amount as this additional necrotic damage. The maximum hit points last an hour, and the Maximum hit points from this feature do not stack with itself.
- Added functionality of Inescapable Destruction at 6th level.
- Added you gain resistance to necrotic damage and are immune to your own features and cleric spells that deal necrotic damage, unless the spell says otherwise.
- Once per long rest, you may use your reaction to ignore the immunity to necrotic damage
- Added feature "Corruption Overwhelming" at 8th level.
- When dealing necrotic damage with cleric spells or features, as well as with your weapon, you prevent the creature healing until the end of your next turn. In addition, you make concentration checks more difficult, DC to be 15 or 5 + half the damage taken, whichever is higher.
- Removed Improved Reaper, Added "Aura of Death" feature at 17th level.
- When creatures of your choice end their turn within 10 ft of you, they take damage equal to your Wisdom modifier + your proficiency bonus in necrotic damage.
- In addition, those creature have disadvantage on saving throws until the beginning of their next turn. Attacks made while those creatures are within 10 ft of you are done so with advantage.
Forge
- Changed name and Functionality of "Bonus Proficiencies" to "Blacksmith's Preparations" at 1st level.
- Added when you make Ability checks with your Smith Tools, you may add 1d4 to the roll.
- Additionally, when you take Bludgeoning, Piercing or Slash damage while wearing Heavyt armor, you may subtract after resistances and other abilities half your proficiency bonus (rounded up) from the damage taken (This is akin to Heavy Armor mastery feat)
- Furthermore, you may don and doff Shields as a bonus action and you may don and doff heavy armor you have made or made adjustments (Takes a week to alter full plate mail, otehr armor would take somewhere between 1 day and 7 days under normal uninterrupted conditions, your DM decides the time) in a fraction of the time. It takes you 1 minute to doff and don this special armor. Costs 100 gp to alter full plat email (costs between 25 gp- 100 gp under normal conditions for other types of armor, your DM decides the exact costs)
- Changed functionality of Blessing's of the Forge at 1st
- Added when you enchant an armor, those wearing your Blessing of the Forge Armor may ignore Strength requirements while that armor has the magical bonus.
- Added when you enchant a one-handed weapon that is versatile, you may also give that weapon either the Finesse or Heavy property, potentially allowing it to qualify with other features.
- Changed functionality of Artisan's Blessing
- The gold amount of the item you can create is equal to 50 gp times your proficiency bonus
- Added "Forged in Fire" feature at 8th level.
- When you hit a creature with a melee attack, you may add your Cleric level in Radiant damage.
- When you are hit with a melee weapon attack, the attack takes half your Cleric level in Fire damage.
- When you hit with a creature with a melee attack using a one handed weapon (but not necessarily in 1 hand, if it has the versatile property) You may as a bonus action make another attack with the same weapon against the same target.
- Changed Functionality of Saint of Forge and Fire
- Removed condition that the bludgeoning, piercing or slashing damage has to come from non-magical attacks to gain resistance to it.
Grave
- Changed Domain spells: Ray of Enfeeblement for Wither and Bloom, Changed Vampiric Touch with Speak with Dead.
- Changed Functionality of Eyes of the Grave
- Changed to regain uses on short or long rest.
- Changed Functionality of Path to the Grave at 2nd level.
- Now is an action, bonus action or reaction to use.
- Changed Functionality of Sentinel at Death's Door at 6th level.
- Removed reaction to use, but can only use once per turn.
- Regain uses on a short or long rest.
- Changed Functionality of Potent Spellcasting at 8th level.
- Wisdom modifier now applies to all spells instead of just cantrips.
- Cantrips now do half damage on failed saving throws.
Knowledge
- Changed Domain Spells: Nondetection for Sending
- Added functionality of Blessings of Knowledge at 1st level.
- Removed learning two languages.
- Instead learn Comprehend Languages spell and can cast it as will without using a spell slot. In addition, each long rest you may pick a number of skills or tools equal to your proficiency bonus that you are not currently proficient in. Gain proficiency until you change these choises. Whenever you make an ability check with the chosen tools or skill, add 1d4 to the roll. Your proficiency bonus is doubled for any abiliy check you make using any of the chosen tools or skills.
- In addition, you know the Detect Magic spell and can cast it at will without using a spell slot.
- When you cast a spell as a ritual, you can use the spell's normal casting time rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
- Added feature at 1st level: "Researcher's Information"
- Choose 4 creature types from the list of all creature types. As a bonus action you may gain a number of specific information equal to your proficiency bonus from the provided list.
- Gain 2 more creature types at level 5th, 9th, 13th, and 17th level.
- Once you use this feature, you can't use it again until you finish a short or long rest.
- You can always correctly identify a creature you have chosen if given an accurate description or you can see them
- Removed Knowledge of the Ages Channel Divinity (Baked some of this functionality into Blessings of Knowledge) Changed Functionality of Read Thoughts, moved it to level 2.
- Now a bonus action to use.
- Changed duration from 1 minute to 10 minutes.
- Added you do not need to Concentrate on the Suggestion spell used with this Channel Divinity.
- Added feature at 6th level called "Circumventing Information"
- As a reaction you can temporarily disable a feature learned from your Researcher's Information until the end of your next turn. You may use this feature once per long rest. In the feature it lists specifically what you can disable from this feature.
- Moved Visions of the Past from level 17 to level 8.
- Added "Greater Divine Intervention" at 17th level.
- Your Divine Intervention now needs to roll under 3 times your cleric level to function and work, and at level 20, it works 100% of the time.
- When your Divine Intervention works, you only need to wait for a long rest before doing so again, instead of waiting for 7 days.
Life
- Changed Domain Spells: Beacon of Hope for Aura of Vitality, Guardian of Faith for Aura of Life, Raise Dead for Greater Restoration
- Changed Name of "Bonus Proficiencies" to "Combat Medic" at 1st level.
- Added that your Speed is not reduced for not having enough Strength for wearing heavy armor.
- Added gain proficiency in Herbalism kit and Alchemist Tools. When you make ability checks to make potions or salves with either of these tools, you add 1d4 to the roll.
- Added you may use a Healer's Kit as a bonus action to stabilize someone within 5 ft of you. When the Cleric stabilizes someone with a Healer's Kit, they gain hit points equal to the Cleric's Proficiency bonus plus the Cleric's Wisdom Modifier.
- Finally, when you use a Healer's Kit on a creature other than yourself, while they are using Hit Dice to heal during a short rest, they can heal for the maximum amount. Add your Cleric level to the Healing as well. You may only use this part of Combat Medic feature a number of times per long rest equal to your proficiency bonus.
- Changed Functionality of Disciple of Life at 1st level.
- Now specifies that it only works on Cleric spells of 1st level or higher instead of any spell 1st level of higher.
- Changed name of Channel Divinity: "Preserve Life to "Overflowing Life" at 2nd level.
- Bonus action to use.
- For 1 minute a number of creature within 30 feet of you equal to your proficiency bonus heal at the start of their turn by 1d4 + your Wisdom modifier.
- In addition those same creatures also gain additional maximum and current hit points equal to your cleric level + your Proficiency bonus for the same 1 minute duration.
- Added functionality of Blessed Healer at 6th level.
- In addition, when you stabilize a creature with a Healer's Kit, add your Cleric level to the amount of healing received by Combat Medic.
- Added "Healing Ward" feature at 8th level.
- When you use a cleric spell or 1st level or higher or use your channel divinity, choose a creature within 30 feet of you to gain temporary hit points equal to 1d10 + your Wisdom modifier. While a creature has these temporary hit points, the creature has advantage on Constitution saving throws.
- In addition, the Cleric's "Overflowing Life" Channel divinity now heals at the start of their turn for 1d6 + your Wisdom modifier.
- Added functionality to Supreme Healing at 17th level.
- In addition, your Disciple of Life and Blessed Healer feature increases to 5 + the spell's level of additional healing.
Light
- Changed Domain Spells: Guardian of Faith for Sickening Radiance, Scrying for Dawn.
- Changed Name of "Bonus Cantrip" with "Blinding Light" at 1st.
- Added you learn both the Light and Sacred Flame Cantrips, instead of just Light.
- In addition, when you deal radiant damage to a creature, or if creatures you choose start their turns in bright light from a spell or cleric ability you created, that creature must make a Constitution saving throw or be blinded in addition to the normal effects those abilities and spells create. If those spells or abilities already create the blind condition, those saves are done so instead with disadvantage.
- Changed functionality of Radiance of the Dawn at 2nd level
- Damage is now 1d10 + twice your Cleric level, instead of 2d10 + your cleric level.
- Changed Name of "Improved Flare" to "Improved Warding Flare"
- Added you gain twice as many uses of Warding Flare per long rest
- Added Radiant Strength at 8th level
- You add Wisdom modifier to damage you deal with any cleric spells that doesn't already add it.
- When a creature makes a saving throw versus a cantrip that does radiant or fire damage, they take half damage still instead of no damage
Nature
- Changed Domain Spells: Animal Friendship for Longstrider, Barkskin for Pass without a Trace, Wind Wall for Conjure Animals, Grasping Vine for Find Greater Steed.
- Changed name of "Bonus Proficiencies" to "Nature's Gifts" at 1st level.
- Removed proficiency with Heavy Armor
- Added movement through difficult terrain doesn't cost you additional movement.
- You gain a Burrowing Speed, meld within the earth. While burrowing, you do not need to breath. You must end your turn above ground, if you don't you are shunted to the nearest space as the DM chooses.
- You also gain Tremorsense out to 30 feet.
- Changed Functionality of Acolyte of Nature at 1st level.
- Added you add 1d4 to skill checks with the chosen skill.
- When you are hit with melee attacks while you are not unconscious, the attacking creature takes your cleric level in piercing damage as throsn and brambles surround the cleric. Creatures that grappled or restrain the Cleric with an attack or ability using an appendage also takes this damage at the end of their turn.
- Removed Channel Divinity: Charm Animals and Plants. Added Channel Divinity Channel the Earth
- Bonus action to use.
- 15 ft radius on the ground within 60 feet of you. Creatures other than you must make a Dexterity Saving throw against your Spell save DC. Creatures that fail their saving throw take 1d6 + a number of d6's equal to half your cleric level rounded down and are knocked prone. Creatures that make their save take have damage and not knocked prone.
- If ground in the affected area is loose earth or stone, it becomes difficult terrain until cleared, with each 5 foot square taking at least 1 minute to clear by hand.
- Added functionality to Dampen Elements at 6th level.
- Once per long rest you may choose to grant immunity instead of resistance to the creature against that instance of damage.
- Added "Nature's Conduit" feature at 8th level.
- Allow you as a bonus action to designate a Wisdom modifier number of creatures to also benefit from Nature's Gift.
- Creatures benefiting from Nature's Gift have a bonus to to AC equal to half your proficiency bonus (Rounded up)
- Now your Channel Earth Channel Divinity now does d8's instead of d6's in damage, and creatures that fail their save also becomes restrained. Creature's restrained may use their action to free themselves (Athletics checks vs your Spell save DC)
- Removed "Master of Nature" feature at 17th level, Added Nature's Protection feature at 17th level.
- Immune to Poison damage and the Poison condition, as well as critical hits becomes normal hits for creatures benefiting from Nature's Gift.
- In addition, when you are subjected to a Saving throw to take half damage, while touching the ground, you may use your reaction to take no damage if you succeed on your saving throw and half damage if you failed your saving throw.
Order
- Changed Domain Spells: Heroism for Charm Person, Locate Creature for Mordenkainen's Private Sanctum, Commune for Summon Celetial.
- Changed name of "Bonus Proficiencies" to "Order's Provisions" at 1st level.
- Added when you make an ability check with the chosen skill, you may add a 1d4 to the roll.
- Added Functionality to Voice of Authority at 1st level.
- Added that you learn the Friend's Cantrip and it is a Cleric cantrip for you. If the creature you casted this on didn't take damage during it's duration, the creature is not automatically hostile towards you and doesn't know if you used magic on it.
- Furthermore, Proficiency bonus times per long rest, you may cast it as a bonus action and without concentration. Casting Friend's again while one of your Friend's spells is currently active on a target ends the effect of the first Friend's Spell.
- Changed Functionality of Order's Demand at 2nd level.
- Changed duration to be 1 minute instead of the end of your next turn (still ends early if they take damage)
- As an action or b onus action on subsequent turns, including whaever action you used for the above feature, you may direct a creature who failed it's save to make a single attack against a creature it can reach or is able to attack with whatever weapons/features it has. The attack does an additional number of d4's in addition damage equal to your proficiency bonus with this attack. If a creature made an attack, at the end of the Order Cleric's turn, they get an additional Wisdom saving throw to shake off the effect.
- Changed Functionality of Embodiment of the Law at 6th level.
- Changed number of uses to be equal to your proficiency bonus instead of your Wisdom Modifier.
- Added Power of Authority feature at 8th level.
- Creature that utilize your Voice of Authority gain additional damage to a number of d4's equal to your proficiency bonus.
- Creatures that are Immune to being charmed can still be affected by your spells and cleric abilities, provided the spell allows a saving throw, they however gain advantage on those saving throws.
- Changed name of "Order's Wrath" to "Demanding Obedience" at 17th level.
- Removed original 17th level feature ability.
- Upgrades Voice of Authority, Embodiment of the Law, Power of Authority and Order's Demand features.
Peace
- Changed domain Spells: Heroism for Charm Person, Warding Bond for Suggestion, Beacon of Hope for Slow, Aura of Purity for Compulsion, Greater Restoration for Wall of Force.
- Changed functionality of Implements of Peace at 1st level.
- Added that you add 1d4 to ability checks you make with you chosen skill.
- Additionally, you gain the Guidance cantrip, and proficiency times per long rest, you make cast it as a bonus action and not require concentration. You may still cast leveled spells when using this special bonus action casting of Guidance.
- Changed Functionality of Emboldening Bond at 1st level.
- Now the number of uses is tied to your Cleric level instead of PB. If you straight level up Cleric, it is the same levels as PB increases.
- This now states you are casting a special version of Bless that doesn't require concentration, but does not stack with itself or the Bless spell.
- Changed Functionality of Channel Divinity: Balm of Peace at 2nd level.
- Changed to being a Bonus action from an action.
- The healing scales with the number of dice equal to your proficiency bonus (3d6 at +3, 4d6 at +4, etc...) + Wisdom Modifier.
- Changed the Functionality of Protected Bond feature at 6th level.
- Now applies to both your Emboldening Bond, or if you have the Bless spell on a creature.
- The effects of the Bless spell or Emboldening Bond feature end for the 2nd creature teleporting to take the damage after the damage is taken.
- Added Greater Gifts of Peace at 8th level.
- Whenever you use Emboldening Bond or Bless, the die becomes a d6 instead of a d4.
- In addition, when you use your Balm of Peace Channel Divinity, the creatures healed gain temporary hit points equal to your proficiency bonus.
- Changed Functionality of Expansive Bond at 17th level.
- When a 2nd creature uses Protective Bond to take the damage of another creature, it no longer ends the Bless or Emboldening Bond on that creature.
Tempest
- Changed Domain Spells: Gust of Wind for Warding Wind, Sleet Storm for Lightning Bolt, Ice Storm for Storm Sphere, Insect Plague for Circle of Power.
- Changed Name of "Bonus Proficiencies" to "Tempest Fury" at 1st
- Added gain Shocking Grasp cantrip as a cleric cantrip.
- If you are wearing heavy armor, it is infused, giving you lightning and thunder resistance.
- When you hit a creature with a martial weapon, you may also as a bonus action affect that same creature with a Shocking Grasp cantrip, If the creature succeeds on their saving throw, they take no damage, but still lose their reaction until the beginning of your next turn.
- Changed Functionality of Wrath of the Storm at 1st
- Damage is now 2d8 + your cleric level instead of 2d8
- Changed functionality of Thunderous Strike at 6th level.
- Added Thunder and lightning damage to trigger the push 10 feet away from you.
- Melee attacks with weapons or spells deal additional lightning or thunder damage equal to your Wisdom modifier.
- Added Improved Wrath of the Storm at 8th level.
- Range improves to 30 feet for creatures your Wrath of the Storm feature can effect.
- You gain twice as many uses per long rest (Twice your Wisdom modifier)
- If you deal thunder or lightning damage to a creature, they have disadvantage on the first attack they make until the end of your next turn.
- Changed Functionality of Stormborn
- No longer need to be not underground or indoors, just gain a flying speed equal to your current walking speed.
Trickery
- Changed Blessing of the Trickster at 1st level.
- Now can affect a number of other creatures within 30 feet of you, equal to your Wisdom modifier (minimum 1).
- In addition, you learn the Minor Illusion cantrip, this counts as a cleric cantrip, but not against the number of cantrips you known.
- Added Trickster's Cunning at 1st level.
- Gain proficiency in either Stealth, Persuasion or Deception skill. Add 1d4 to roll made with the chosen skill.
- In addition, when wearing armor you are proficient with that gives disadvantage to Stealth Checks, it does not cause you to have Disadvantage on those Stealth checks.
- Changed functionality of Invoke Duplicity
- As a bonus action instead of an action
- gain feature very similar to Echo Knight feature, see feature for more details
- Changed Cloak of Shadows at 6th level
- No longer a Channel Divinity
- You can use this feature once per short or long rest.
- Added Improved Trickery feature at 8th level.
- Cloak of Shadows now can be down twice per short or long rest, and may last up to 1 minute instead of the end of your next turn.
- In addition, your Duplicate may act as you were affected by a Mirror Image spell with 1 image.
- When you attack with one of your Duplicate, you may gain an additional attack. You can do so a number of times per long rest equal to your Wisdom modifier. If you score a critical hit with an attack, regain an additional amount of this part of this feature
- Changed Functionality of Improved Duplicity at 17th level.
- You create 4 duplicates of yourself instead of 1.
- When you take the attack action you may make 1 extra attack per duplicate active. This duplicate extra attack does extra damage equal to 3d8 psychic damage per a hit. This however causes a number of duplicates equal to the number of extra attacks takes to dissipate early at the end of the current turn.
- Your Invoke Duplicity now lasts for 10 minutes insteadf of 1 minute.
Twilight
- Changed Domain Spells: Sleep for Sanctuary, See invisibility for Pass without a Trace, Aura of Vitality for Phantom Steed, Aura of Life for Confusion, Greater Invisibility for Shadow of Moil.
- Changed Name of "Bonus Proficiencies" to "Twilight's Embrace" at 1st level.
- Removed Martial Weapon and Heavy Armor proficiencies.
- Added proficiency with either Stealth, Perception or Investigation, and can add a 1d4 to ability checks made with chosen skill
- In addition, when wearing armor, you ignore disadvantage on Stealth checks related to certain armors.
- You also do not suffer disadvantage on Wisdom (Perception) checks made to see within lightly obscured areas.
- Baked "Vigilant Blessing" feature into this feature. Limited number of times you can use this portion of this feature equal to your proficiency bonus times per long rest, but no longer ends if you use this feature again.
- Changed Functionality of Eyes of Night at 1st level.
- Changed from an Action to a Bonus action.
- Changed Functionality of Channel Divinity: Twilight Sanctuary at 2nd level
- When the Duration is over, all Temporary hit points of all creatures within 300 feet of you not behind total cover are removed.
- Added "Night's Sanctuary Gifts" feature at 8th level.
- When you use your Twilight Sanctuary feature, it extinguishes non-magical light in the area, then fills the area with dim light.
- When you cast Sanctuary on a creature in dim light or Darkness, They may gain temporary hit points equal to 1d6 + half your Cleric level (rounded up) and ends any charmed or frightened condition currently affecting the creature.
- When you use your Eyes of Night's feature on others, they also do not suffer disadvantage on Wisdom (Perception) checks made to see within lightly obscured areas.
- Furthermore, your Twilight Sanctuary gains another choice when a creature end's its turn within the sphere: Until the beginning of it's next turn, the effects of a Sanctuary spell.
- Changed Functionality of Twilight Shroud at 17th level.
- Added creatures within 60 feet of you affected by a Sanctuary spell also gain the half cover.
War
- Changed Domain spells: Crusader's Mantle for Haste, Freedom of Movement for Find Greater Steed, Stoneskin for Death Ward, Flame Strike for Steel Wind Strike, Hold Monster for Circle of Power.
- Renamed "Bonus Proficiency" to "Prepared for War" at 1st level.
- Added proficiency in Land vehicles.
- Added can perform the Somatic components of Cleric spells even when you have weapons or a shield in one or both hands.
- Removed "War Priest" feature at 1st level. Replaced with "Crusader's Bond" at 3rd level. (This works similarly to Peace domains Emboldening Bond...)
- See feature for details.
- Removed Guided Strike Channel Divinity, Added "War God's Mantle" at 2nd level.
- This works similarly to a "Crusader's Mantle" spell, without concentration.
- Creatures affected also have advantage on saving throws against being Frightened or Charmed, or recovering from either of those conditions.
- Removed Channel Divinity: War God's Blessing, Added "War God's Disciple" feature at 6th level.
- When you take the Attack Action, you may make 2 attack instead of 1. This does not stack with the Extra attack feature gained from other sources.
- In addition, if you hit the same creature with both attacks from the attack action, your 2nd attack does extra damage equal to your cleric level. Damage type is the same as the weapon used.
- Added "Strikes of Attrition" feature at 8th level.
- When you hit a creature with a melee attack, that creatures attacks until the start of your next turn are done so with disadvantage.
- Additionally your Crusader's Bond die increases from 1d4 to 1d6
- Changed Functionality of Avatar of Battle at 17th level.
- Removed stipulation of resistances to Bludgeoning, Piercing and Slashing damage be from non-magical attacks.
- Creature's Affected by your Crusader's Bond also have resistance to Bludgeoning, Piercing and Slashing damage.
- Once per long rest, as a reaction, you can make this resistance for yourself into immunity until the start of your next turn.