Cleric, the Bamstacks Variant v1

by Bamstacks

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Cleric, the Bamstacks Variant

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.

Other Changes

This variant is intended to go along with the other changes, like class proficiency bonuses, detailed here.

The Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

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

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

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

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

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody.

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

Quick Build

You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

Class Features

As a cleric, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

  • (a) a simple weapon or (b) a martial weapon (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Alternatively, you can roll 5d4 x 10 gp and buy your starting equipment

Cleric Multiclassing

Clerics follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 15 to take a level in this class, or to take a level in another class if you are already a cleric.

Proficiencies Gained. If cleric isn’t your initial class, here are the proficiencies you gain when you take your first level as a cleric: light armor, medium armor, shields

Spell Slots. Add all your levels in the cleric class to the appropriate levels from other classes to determine your available spell slots.

Cleric Proficiency Bonus. When multiclassed, any cleric class feature that refers to your cleric proficiency bonus refers to what your proficiency bonus would be if only taking your cleric levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Cleric Class Table in the Proficiency Bonus column for your cleric level for what your cleric proficiency bonus is.

Spellcasting

1st-level Cleric feature

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

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

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 Heal, 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 (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain

1st-level Cleric feature

Choose one domain related to your deity from the options available in the Divine Domains section of the document. Your choice grants you domain spells, expanded 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 and 18th levels.

Domain Spells

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

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

Expanded Domain Spells

Your deity's power and influence allows you to choose from an expanded list of spells when you prepare your cleric spells for the day. These spells are added to the cleric spell list for you.

Channel Divinity

2nd-level Cleric feature

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

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

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

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

Channel Divinity: Divine Spark

You point your holy symbol at another creature you can see within 30 feet of yourself and focus divine energy at them with the intent to either harm of heal. If you choose to harm, roll a number of d6s equal to twice your cleric proficiency bonus and add the rolls together, and force the creature to make a Constitution saving throw. On a failed save, the creature takes radiant damage, or a damage type included in your clerical canon, equal to the total, and on a successful save, the creature takes half as much damage (rounded down). If you choose to heal, roll a number of d8s equal to your cleric proficiency bonus. You restore hit points to the creature equal to that total.

Channel Divinity: Turn Undead

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

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

Channel Divinity: Harness Divine Power

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 any number of spell slots of a combined level no higher than half your cleric proficiency bonus, rounded up.

Ability Score Improvement

4th-level Cleric feature

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, increase two ability scores of your choice by 1, or take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead

5th-level Cleric feature

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

Destroy Undead Table

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

Clerical Canon

6th-level Cleric feature

You choose which principles of your god's will you will embody. Choose one of the two clerical canons, and you gain that canon's feature. Whenever you gain a level in the cleric class that would grant an Ability Score Increase, you can switch your choice of clerical canon.

Crusader. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d10 radiant damage. As you gain cleric levels, this damage increases to 2d10 at 10th level, 3d10 at 14th level, and 4d10 at 18th level. If your Divine Domain has a Canon feature, you can change the damage type of this extra radiant damage to any damage type listed as part of your canon. If you make a weapon attack as part of a cantrip, you can choose for this extra damage to replace any extra damage on a hit the cantrip provides, otherwise you do not add this damage.

Vicar. You can add your Wisdom modifier to the damage you deal with any cleric cantrip. In addition, you can change the damage type of any cleric cantrip you cast to radiant damage, or, if your Divine Domain has a Canon feature, to any damage type listed as part of your canon.

Divine Intervention

10th-level Cleric feature

You can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your bonus action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level, your deity intervenes. You may choose to have your DM choose the effect, alternately, you can choose the effect of any Cleric spell or spell available to your Domain of any level.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

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

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

Arcana Domain Spells

Cleric Level Spells
1 detect magic, magic missile
3 magic weapon, nystul's magic aura
5 dispel magic, magic circle
7 arcane eye, leomund's secret chest
9 planar binding, teleportation circle

Arcana Domain Expanded Spells

Spell Level Spells
Cantrip mage hand
1st identify
2nd enlarge/reduce
3rd counterspell, leomund's tiny hut
4th matilda's minor gateway
5th bigby's hand
6th arcane gate, contingency, trojan focus
7th mirage arcane, sequester, teleport
8th demiplane, mind blank
9th prismatic wall

Arcane Initiate

1st-level Arcana feature

You gain Expertise in the Arcana skill. You learn two cantrips of your choice from the wizard spell list, they don't count against your cantrips known, and they count as cleric cantrips for you.

Channel Divinity: Arcane Abjuration

2nd-level Arcana feature

You can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and all celestial, elemental, fey, or fiend creatures of your choice that are within 30 feet of you must make a Wisdom saving throw, provided that the creature(s) can see or hear you. If the creatures fail their saving throw, they are turned for 1 minute or until they takes any damage.

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

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

Arcane Banishment

Cleric Level Banishes Creatures of CR...
5 1/2 or lower
8 1 or lower
11 2 or lower
14 3 or lower
17 4 or lower

Spell Breaker

6th-level Arcana feature

When you restore hit points to an ally with a spell of 1st level or higher or through your Channel Divinity, 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, or half your cleric proficiency bonus, rounded up, if using Channel Divinity.

Arcana Canon

6th-level Arcana feature

Magical force floods into your spells and weapon strikes. Force damage becomes part of your clerical canon.

Arcane Mastery

18th-level Arcana feature

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.

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).

Death Domain Spells

Cleric Level Spells
1 false life, ray of sickness
3 blood rain, ray of enfeeblement
5 animate dead, vampiric touch
7 blight, death ward
9 antilife shell, cloudkill

Death Domain Expanded Spells

Spell Level Spells
Cantrip fetid nail
1st blood spear
2nd corpse lance, pillar of bone
3rd clutch of nyogtha
5th bloodstone path
6th circle of death
7th finger of death
8th aurethia's death blizzard
9th all time low

Reaper

1st-level Death feature

You gain proficiency with martial weapons, and you learn one necromancy cantrip of your choice from any spell list.

When you cast a necromancy cantrip that deals damage and that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

2nd-level Death feature

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

Inescapable Destruction

6th-level Death feature

Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Additionally, beginning at 6th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

Death Canon

6th-level Death feature

Necrosing and life-stealing energies flood your spells and weapon attacks. Necrotic damage becomes part of your clerical canon.

Bring Forth Undead

18th-level Death feature

You can use an action to raise any undead creatures that have been killed within the past minute and give them 1 HP. They can be commanded to all attack a single creature with that same action. You can use your bonus action to command them to protect multiple creatures to the best of their abilities.

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.

Forge Domain Spells

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

Forge Domain Expanded Spells

Spell Level Spells
Cantrip holdingchain
1st shield, ironbinds
2nd arcane lock, immovable object
3rd prehistoric hail
5th wall of light
6th fizban's platinum shield, investiture of flames
7th forcecage
8th incendiary cloud
9th invulnerability, nova

Blessing of the Forge

1st-level Forge feature

You gain proficiency with heavy armor, martial weapons, and smith's tools.

Additionally, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

Channel Divinity: Artisan's Blessing

2nd-level Forge feature

You can use your Channel Divinity to create simple items. You can 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 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

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

Soul of the Forge

6th-level Forge feature

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.

Forge Canon

6th-level Forge feature

The heat of divine forges infused your spells and weapon attacks. Fire damage becomes part of your clerical canon.

Saint of Forge and Fire

18th-level Forge feature

Your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

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.

Grave Domain Spells

Cleric Level Spells
1 spare the dying, bane, false life
3 gentle repose, ray of enfeeblement
5 revivify, vampiric touch
7 blight, death ward
9 antilife shell, wall of stone

Grave Domain Expanded Spells

Spell Level Spells
Cantrip spectral hand
1st false life
2nd blood rain, tick of the clock
3rd clutch of nyogtha
4th old world's rest
5th bloodstone path
6th circle of death, soul cage
7th confluence
8th antipathy/sympathy
9th all time low, sphere of annihilation

Bonus Proficiencies

1st-level Grave feature

You gain proficiency with the Herbalism kit. When you use the Herbalism kit to brew healing potions, you only require half the materials normally required to brew the potions. Instead of 25 gp worth of herbalism materials to brew a basic healing potion, you instead only require 12 sp and 5 cp.

Circle of Mortality

1st-level Grave feature

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, when you cast spare the dying, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

1st-level Grave feature

You gain the ability to sense the presence of the undead, whose existence is an insult to the natural cycle of life. You passively 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 capabilities or identity. You can use an action on your turn to instead push this sense past all nonmagical barriers for 1 minute, or until you choose to end this effect.

Channel Divinity: Path to the Grave

2nd-level Grave feature

You can use your Channel Divinity to mark another creature’s life force for termination. As a 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

6th-level Grave feature

You gain the ability to impede death’s progress. As a reaction 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 long rest.

Grave Canon

6th-level Grave feature

Your spells and weapon attacks bring creatures closer to death. Necrotic damage becomes part of your clerical canon.

Keeper of Souls

18th-level Grave feature

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.

Knowledge Domain

The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Knowledge Domain Spells

Cleric Level Spells
1st command, identify
3rd augury, borrowed knowledge
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Knowledge Domain Expanded Spells

Spell Level Spells
1st comprehend languages, sense emotions
2nd see invisibility, suggestion
3rd counterspell
4th fabricate, spellcrush
5th mislead, synaptic static
6th mental prison
7th teleport
8th demiplane
9th foresight

Blessings of Knowledge

1st-level Knowledge feature

You learn two languages of your choice. You gain Expertise in two of the following skills: Arcana, History, Nature, or Religion.

Channel Divinity: Knowledge of the Ages

2nd-level Knowledge feature

You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill, tool, and spell from the wizard spell list of a level no higher than the maximum spell level you could cast through your cleric levels. For skills and tools, you have proficiency with the chosen skill or tool until you complete a short or long rest or you use this ability again. For spells, you know the spell and it doesn't count against your prepared spells. You lose knowledge of the spell after you take a long rest or use this ability again.

Channel Divinity: Read Thoughts

6th-level Knowledge feature

You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

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

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

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

Knowledge Canon

6th-level Knowledge feature

The knowledge of the ages allows you access to the energy of the eons. Force damage becomes part of your clerical canon.

Visions of the Past

18th-level Knowledge feature

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

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.

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 Boldrei).

Life Domain Spells

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

Life Domain Expanded Spells

Spell Level Spells
2nd Bloom, Healing Spirit
3rd Life Transference, Motivational Speech
4th Watery Sphere, Old World's Rest
6th Globe of Invulnerability
7th Regenerate
8th Clone
9th Invulnerability

Disciple of Life

1st-level Life feature

You gain proficiency with heavy armor, and your healing spells are more effective. Whenever you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

2nd-level Life feature

You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to four times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. You can’t use this feature on an undead or a construct.

Blessed Healer

6th-level Life feature

The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + twice the spell’s level.

Supreme Healing

18th-level Life feature

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. If you would use a spell or channel divinity to restore a set number of hit points, you increase the amount healed by half, rounded down.

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.

Light Domain Spells

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

Light Domain Expanded Spells

Spell Level Spells
1st chromatic orb, color spray
3rd flame arrows, birdsight
4th fire shield
5th immolation, wall of light
6th investiture of flame
7th prismatic spray
8th glibness
9th nova, prismatic wall

Warding Flare

1st-level Light feature

You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

2nd-level Light feature

You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d10 damage plus your Wisdom modifier, 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. The damage increases with level, with the number of d10's equaling one half your Cleric level (rounded up).

Improved Flare

6th-level Light feature

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.

Corona of Light

18th-level Light feature

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

Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells

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

Nature Domain Expanded Spells

Spell Level Spells
1st beast bond, faerie fire
2nd bloom, locate animals or plants
3rd birdsight, thorns of a rose
4th guardian of nature
5th transmute rock, wrath of nature
6th wall of thorns, transport via plants
7th whirlwind
8th earthquake, tsunami
9th transmute lava

Acolyte of Nature

1st-level Nature feature

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

Channel Divinity: Shake the Earth

2nd-level Nature feature

You cause the ground to shake in a position near you. As an action, choose a 10 foot radius area of ground within 30 feet of you. Creatures in that area must make Dexterity saving throws against your spell DC. Creatures that fail their saving throw take 1d8 bludgeoning damage plus a number of d8'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-diameter portion requiring at least 1 minute to clear by hand.

Dampen Elements

6th-level Nature feature

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Nature Canon

6th-level Nature feature

The elements of nature's extremes infuse your spells and weapon attacks. Cold, fire, and lightning damage become part of your clerical canon.

Flesh of Wood

18th-level Nature feature

Your flesh takes on a wood like quality. You gain immunity to poison and the poisoned condition, and any critical hit against you counts as a normal hit instead.

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 include Mother Isra, the Elladan god of home, hearth, and library Job, the Vungic god of watchfulness and the open sky Kou, Leyna, and the Vengrian god of walls and castles Tedor.

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.

Order Domain Spells

Cleric Level Spells
1 command, heroism
3 hold, zone of truth
5 end emotions, slow
7 compulsion, dominate
9 commune, wall of stone

Order Domain Expanded Spells

Spell Level Spells
Cantrip booming blade, prestidigitation
1st charm person
2nd earthbind, suggestion
4th otiluke's resilient sphere
6th mental prison
7th forcecage
8th dominate monster, feeblemind
9th imprisonment

Bonus Proficiencies

1st-level Order feature

You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

1st-level Order feature

You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

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

Channel Divinity: Order's Demand

2nd-level Order feature

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

Embodiment of the Law

6th-level Order feature

You become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

Order Canon

6th-level Order feature

The fear of not following orders infuses your spells and weapon attacks. Psychic damage becomes part of your clerical canon.

Order's Wrath

18th-level Order feature

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 6d8 psychic damage, and the curse ends. You can curse a creature in this way only once per 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. Mother Isra, Ulluri, Kean, Arlo, Leyna, and Tedor are all deities who try to build their own ideas of peace.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Peace Domain Spells

Cleric Level Spells
1 heroism, sanctuary
3 aid, warding bond
5 beacon of hope, sending
7 aura of purity, otiluke's resilient sphere
9 greater restoration, rary's telepathic bond

Peace Domain Expanded Spells

Spell Level Spells
1st sleep
2nd thought shield, warding wind
3rd banner of stars, fast friends
4th old world's rest
5th awaken
6th scatter
7th sequester, teleport
8th demiplane, mind blank
9th invulnerability

Implement of Peace

1st-level Peace feature

You gain proficiency in the one skill of your choice between Insight, Performance, or Persuasion.

Emboldening Bond

1st-level Peace feature

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of creatures within 10 feet of you equal to your cleric proficiency bonus (one of these can be yourself). You create a magical bond among these creatures for 10 minutes, until you use this feature again. While any bonded creature is within 30 feet of another, the creature can add half your cleric proficiency bonus to any saving throw they make.

You can use this feature once. You regain your use of this feature when you finish a long rest.

Channel Divinity: Balm of Peace

2nd-level Peace feature

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks. When you take this action, you have a pool of hit points you can heal equal to twice your cleric level plus your Wisdom modifier. You can divide this healing among any creatures that come within 5 feet of you during your turn when you use this action.

Protective Bond

6th-level Peace feature

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 10 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. Each emboldened creature can only take this action once before they need to take a long rest to use it again.

Expansive Bond

18th-level Peace feature

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 30 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Sea Domain

Inspired by Stuffies_12's Sea Domain found here and Benevolent Evil's found here.

The ocean has always held a sacred and wondrous place in many cultures. It is at the same time the source of all life, yet a bringer of terrible catastrophe. Deities of this domain are generally benevolent, knowing their place as a lifegiver, but often partaking in ferocious tempers.

Clerics of the Sea Domain celebrate and pay tribute to the seas, aiming to draw from some of the immense power of the waves while allaying the natural disasters that have felled many coastal societies. They celebrate the existence of all life, given their common worship of the ocean. By extension, they believe the oceans must be protected in order for life to continue and prosper.

Bonus Proficiencies

1st-level Sea feature

As one connected to the waters of the world and those who travel and work on it, you are skilled in seafaring tools. You gain proficiency in tridents and nets, and with navigator's tools.

Blessed Water

1st-level Sea feature

You can spend 1 minute praying over at least llb of water to create pure blessed water that lasts for up to 8 hours or until you finish a long rest. You can use this feature up to a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest.

You choose one of the following options for the water each time you use this feature.

Aquatic Elixir. If a creature consumes the water, it gains the ability to breathe underwater for a number of hours equal to half your cleric level (minimum of one hour). After you reach 6th level, a creature can drench itself in the water instead of consuming it, granting the creature a swimming speed equal to its walking speed for a number of minutes equal to 10 x your cleric level

Holy Water. The water functions the same as holy water for the duration, except that it deals bonus radiant damage equal to half your cleric level. You can expend 25 gp worth of powdered silver when the blessed water is created to transform it into a flask's worth of real holy water with the same effects and no duration.

Water of Life. A creature can use its action to touch an injured creature and spread the water upon the injured creature's body. The injured creature regains hit points equal to 3 + your cleric level

Sea Domain Spells

Cleric Level Spells
1st shape water, create or destroy water, purify food and drink
3rd healing spirit, lesser restoration
5th tidal wave, wall of water
7th watery sphere, summon elemental (water only)
9th greater restoration, maelstrom

Sea Domain Expanded Spells

Spell Level Spells
1st ice knife
2nd misty step
3rd babbling brook, roaring river
4th long way down, oceanic slam
6th investiture of ice, wall of ice
7th fruit of legends
8th full sea moon, tsunami
9th power word birth

Channel Divinity: Tidal Surge

2nd-level Sea feature

You can use your Channel Divinity to call forth the force of crushing waves. As an action, you present your holy symbol and each creature of your choice within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to 1d6 + a number of d6s equal to half your cleric level, rounded up, and it is pushed 10 feet away from you, or 10 feet towards you, your choice when you use this feature. On a success, a creature takes half as much damage and isn't pushed or pulled.

Pure Water

6th-level Sea feature

You can create cleansing water to purify your allies. As a bonus action, you create a thin layer of water in a 20-foot radius centered on yourself. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. A creature inside the sphere regains 1d4 hit points at the start of each of its turns. It also gains resistance to poison damage and is immune to being poisoned. If a creature is poisoned when it enters the sphere, the poison is removed. You can choose a number of creatures to be affected by this feature up to your Wisdom modifier.

Once you use this feature, you can't do so again until you finish a short or long rest.

Starting at 18th level, affected creatures inside the sphere deal an extra 2d6 cold damage when they deal damage with a spell or hit with an attack once on each of their turns.

Channel Divinity: Wrath of the Seas

18th-level Sea feature

You can summon the power of your deity to aid your endeavours. You can expend three uses of your Channel Divinity and cast summon elemental without expending a spell slot or material components. You summon a water elemental, as stated in the Domain Spells feature, as if the spell were cast at 9th-level.

Once you use your Channel Divinity in this way, you can't do so again until you finish a long rest.

Tempest Domain

Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells

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

Tempest Domain Expanded Spells

Spell Level Spells
2nd levitate, shatter
4th storm sphere
5th cone of cold, insect plague
6th chain lightning
7th whirlwind
8th tsunami
9th storm of vengeance

Bonus Proficiencies and Cantrip

1st-level Tempest feature

You gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

1st-level Tempest feature

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. This damage increases as you gain cleric levels, to 3d8 at 6th level, 4d8 at 10th level, 5d8 at 14th level, and 6d8 at 18th level.

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

Channel Divinity: Destructive Wrath

2nd-level Tempest feature

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

Thunderbolt Strike

6th-level Tempest feature

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Tempest Canon

6th-level Tempest feature

Tempests and storms are infused into your spells and weapon attacks. Lightning and thunder damage become part of your clerical canon.

Of the Storms

18th-level Tempest feature

You have a flying speed equal to your current walking speed. Furthermore, you can cast lightning bolt at 5th level without expending a spell slot, and regain the ability to do so when you finish a short or long rest.

Trickery Domain

Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells

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

Trickery Domain Expanded Spells

Spell Level Spells
1st tasha's hideous laughter
2nd blur, knock
3rd major image
4th greater invisibility
5th seeming
6th contingency, magic jar, trojan focus
7th mirage arcane, project image
8th maze
9th mass polymorph, weird

Bonus Proficiencies

1st-level Trickery feature

You gain proficiency with rapiers, scimitars, longbows, and thieves' tools.

Blessing of the Trickster

1st-level Trickery feature

You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

2nd-level Trickery feature

You can use your Channel Divinity to create an illusory duplicate of yourself.

As a Bonus Action, you can expend one use of your Channel Divinity to teleport up to 30 feet to an unoccupied space you can see, and you create a perfect visual illusion of yourself in the space you left. The illusion lasts for 1 minute, but it ends early if you have the Incapacitated condition or dismiss it as a Bonus Action. While the illusion persists, you gain the following benefits:

Cast Spells. You can cast spells as though you were in the illusion’s space, but you must use your own senses.

Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself, and you can then teleport, swapping places with the illusion.

Trickster's Magic

6th-level Trickery feature

If you cast a spell of the Illusion school using a spell slot, you can change the spell’s casting time to a Bonus Action for this casting, provided the spell’s casting time is normally an action.

You can use this feature a number of times equal to your cleric proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Trickery Canon

6th-level Trickery feature

The essence of tricks and schemes infuses into your spells and weapon attacks. Psychic damage becomes part of your clerical canon.

Improved Duplicity

18th-level Trickery feature

The illusion of your Invoke Duplicity has grown more powerful. When you create it, you can teleport up to 120 feet rather than 30 feet, and when you move it, you can move it up to 60 feet rather than 30 feet. In addition, when you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage. Finally, when the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.

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.

Clerics who serve these deities-examples of which are Munteye, Ulluri, Kou, Leyna, and Ernest-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Domain Spells

Cleric Level Spells
1 faerie fire, sleep
3 moonbeam, see invisibility
5 aura of vitality, leomund's tiny hut
7 aura of life, greater invisibility
9 circle of power, mislead

Twilight Domain Expanded Spells

Spell Level Spells
2nd misty step
3rd banner of stars, catnap
4th greater invisibility
5th dream, far step
6th eyebite
7th sequester, teleport
8th demiplane, mind blank
9th aurora occidens

Bonus Proficiencies

1st-level Twilight feature

You gain proficiency with two martial weapons of your choice.

Eyes of Night

1st-level Twilight feature

You can see through the deepest gloom. You have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with 1 willing creature you are touching. 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

2nd-level Twilight feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die, whichever is sooner. Whenever a creature (including you) ends its turn in the sphere, you can use your reaction to cause one of the following effects to occur:

  • You can grant the creature temporary hit points equal to your cleric proficiency bonus plus your Wisdom modifier. These temporary hit points last until your Sanctuary disappears.
  • You can grant the creature the ability to use its reaction upon entering the sanctuary to make a saving throw with advantage against a charm or fear effect it is suffering from.

Starting at 10th level, this Sanctuary improves. As a bonus action on your turn, if you have this aura up, you can cause the stars in the twilight that compose it to shine brightly. The sphere becomes heavily obscured until the start of your next turn. You can see through heavy obscurement created by this effect.

Guide Through the Night

6th-level Twilight feature

You can touch one willing creature taking a short rest, and you can cause them to lose 1 level of exhaustion and regain 2 expended hit dice when they finish their short rest.

You can use this feature once. You regain the ability to use this feature when you finish a long rest.

Twilight Shroud

18th-level Twilight feature

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells

Cleric Level Spells
1st righteous brand, shield of faith
3rd cloud of daggers, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, staggering smite
9th flame strike, steel wind strike

War Domain Expanded Spells

Spell Level Spells
Cantrip true strike
1st absorb elements, shield
2nd flame blade
3rd haste, blinding smite
4th stoneskin
5th crescent blade, starlight smite
6th tenser's transformation, fizban's platinum shield
7th mordenkainen's sword
9th blade of disaster

Bonus Proficiencies

1st-level War feature

You gain proficiency with martial weapons and heavy armor.

War Priest

1st-level War feature

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

Additionally, the first time you hit a creature with a weapon on your turn, your zeal breaks the spirit of the target. Whenever they make an attack roll until the end of your next turn, they must roll 1d4 and subtract the result. A creature can only be affected by one instance of this feature at one time.

Channel Divinity: Guided Strike

2nd-level War feature

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

Starting at 10th level, the attack you apply your Channel Divinity to also deals an additional 1d10 radiant damage if it hits. This damage increases to 2d10 at 18th level.

War God’s Wrath

6th-level War feature

When you use your action to cast a Cleric cantrip, you may make a single weapon attack with a weapon your are holding as a part of that same action.

In addition, you can make a single weapon attack with a weapon you are holding as a part of the same action as you cast a Cleric spell of 1st level or higher, but you can only do so twice, regaining all expended uses when you finish a short or long rest, unless you expend a use of your Channel Divinity to do so again. Starting at 18th level, you can do so at-will.

Avatar of Battle

18th-level War feature

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Cleric Spell List

Notes:

This is the list of spells available to clerics when they prepare their spells. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes found here.

Cantrips (0 Level)
  • BrightlanceHB
  • Eye of AnubisHB
  • Give LifeHB
  • Guidance*
  • Hallowed HandsHB
  • Lay to RestHB
  • Light*
  • Mending*
  • Priest's Shield
  • Resistance*
  • Sacred Flame
  • Spare the Dying*
  • Speak TrueHB
  • Thaumaturgy*
  • Toll the Dead
  • Word of Radiance*
1st Level
  • Bane
  • Bless
  • Ceremony
  • Command
  • Create or Destroy Water
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Fertility RitesHB
  • Guiding Bolt
  • Harm*
  • Heal*
  • Healing Word*
  • Last RitesHB
  • Oath-Sealing CovenantHB
  • Protection from Evil and Good
  • Purify Food and Drink
  • Righteous BrandHB
  • Sanctuary
  • Shield of Faith*
  • Swarm PestHB
2nd Level
  • Aid
  • Augury
  • Avenging FlameHB
  • Blindness/Deafness
  • Borrowed Knowledge*
  • Calm Emotions
  • Continual Flame
  • Enhance Ability
  • Find Traps*
  • Gentle Repose*
  • Hold Person
  • Lesser Restoration
  • Locate Object*
  • Prayer of Healing*
  • Protection from Poison
  • Silence
  • Spiritual Weapon
  • Warding Bond*
  • Zone of Truth*
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow BlessingHB
  • Bestow Curse
  • Clairvoyance
  • Clarion CallHB
  • Create Food and Water
  • Cyan HaloHB
  • Daylight*
  • Dispel Magic
  • Fast Friends
  • Feign Death*
  • Funeral PyreHB
  • Glyph of Warding*
  • Incite Greed
  • Life Transference*
  • Magic Circle
  • Meld Into Stone
  • Motivational Speech
  • Protection from Energy*
  • Remove Curse
  • Revivify*
  • Sending
  • Speak with Dead
  • Spirit Guardians*
  • Spirit Shroud
  • Storm HeraldHB
  • Tongues
  • Water Walk
  • Weave NecrosisHB
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Control Water
  • Curse WardHB
  • Death Ward
  • Divination
  • Duel of DestinyHB
  • Freedom of Movement
  • Guardian of Faith
  • Iron MaidenHB
  • Judgement DayHB
  • Locate Creature
  • Sticks to SnakesHB
  • Stone Shape
5th Level
  • Commune
  • Contagion
  • Dawn*
  • Dispel Evil and Good
  • DuskHB
  • Flame Strike*
  • Geas*
  • Greater Restoration
  • Hallow
  • Holy Weapon*
  • Insect Plague*
  • Legend Lore*
  • Mass Heal*
  • Planar Binding*
  • Raise Dead*
  • Righteous AccusationHB
  • Scrying
  • Storm of CrowsHB
  • Storm's EyeHB
  • Summon Celestial
  • Wings of CelestHB
6th Level
  • Blade Barrier*
  • Create Undead
  • Creeping DarknessHB
  • Divine ConduitHB
  • Find the Path*
  • Forbiddance
  • Heroes' Feast*
  • Investiture of DarknessHB
  • Investiture of LightHB
  • Investiture of ScalesHB
  • Investiture of SoundHB
  • Investiture of VigorHB
  • Planar Ally
  • Scorchline ArtifactHB
  • Sunbeam*
  • Syletza's Angelic FormHB
  • Syletza's Fiendish FormHB
  • True Seeing
  • Word of Recall
7th Level
  • Celestial SpearHB
  • Conjure Celestial
  • Divine Word
  • Drifting GlaciersHB
  • Etherealness
  • Fire Storm*
  • MoulderHB
  • Plane Shift
  • Prayer of AidHB
  • Regenerate*
  • Resurrection*
  • Symbol*
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Death ChimeHB
  • Discern LocationHB
  • Divine AvengerHB
  • Earthquake*
  • Great HealHB
  • Holy Aura
  • ImplosionHB
  • Sunburst*
  • UndertowHB
9th Level
  • Astral Projection
  • CataclysmHB
  • Divine RightHB
  • EpidemicHB
  • Gate*
  • Light of HeavenHB
  • Mass Heal
  • Power Word Heal*
  • True Resurrection*
  • Weapon of GodHB

Changelog

Base Class Changes

  • Each domain is given an expanded list of spells to choose from. This helps higher level clerics feel like they have more options mostly, but gives access to thematic and occasionally strong spells that fit the theme of the domain. A trickery domain cleric, for example, gains tasha's hideous laughter and maze as options they can take for cantrips/spells, among others. This is probably the biggest and most substantial change to the class as a whole, and worth a discussion on its own.
  • Divine Strike has been moved from 8th level to 6th level, and revamped and renamed to Clerical Canon. The design decision to give a feature at 8th level has always been odd to me, and giving it at 6th allows it to be a part of the intended power jump players will feel at the start of Tier 2 play. I've also quickened the scaling to allow it to compete more and differently with cantrip scaling, and taken it away from the subclasses, as well as also allowing any cleric to choose from the cantrip boost or the weapon attack boost. I thought a Life Domain cleric should be able to protect their allies through weapon use, if that's what they wanted to do.
  • Divine Intervention is now a bonus action instead of an action. Makes it not feel quite so bad to try for a desperate 10-20% of a miracle happening, so you still have an opportunity to do something with your turn even if it doesn't work out. The player also now can choose to exert some control.
  • Subclass features now come in at 18th level, not 17th.

Subclass Changes

This list is not comprehensive, and is a work-in-progress, as I've added and changed a lot. Potent Spellcasting/Divine Strikes have been removed universally and replaced with a Clerical Canon feature. All clerics now get expanded spells. But, some other notable changes:

Arcana

  • Their Clerical Canon gains force damage.

Knowledge

  • Knowledge of the Ages: you can now have proficiency until the next short or long rest. This is a lot easier to keep track of.
  • Their Clerical Canon gains force damage.

Life

  • Preserve Life is too much tracking and hassle as-written. This has been rewritten to be simpler.

Light

  • Radiance of the Dawn has been nerfed at early levels, but the scaling is much better, so that it continues to be a reasonable option at later levels.

Nature

  • Heavy armor proficiency is taken away. This didn't make sense, flat out.
  • Acolyte of Nature now allows more flexibility with the cantrip you choose.
  • Channel Divinity has been switched; was overly circumstantial before, now it's more useful generally as an AOE damage + prone + difficult terrain effect.
  • Canon includes some elemental damage types
  • Flesh of Wood now changed to be more applicable; critical hits against you count as normal hits.

Order

  • Psychic damage added to Canon

Peace

  • Emboldening Bond changed to hopefully be less tracking, but this feature is very liable to change, as it probably still has too much tracking.
  • Balm of Peace was a ridiculous amount of healing before. Now you get a pool that you can distribute instead.
  • Protective Bond distance nerfed from 30 feet to 10 feet. This distance increases to 30 feet at 18th level.

Tempest

  • Wrath of the Storm now scales with cleric level to still be useful later on.
  • Thunderbolt Strike now works with both lightning and thunder damage.
  • Lightning and thunder damage are part of your clerical canon.
  • You now gain a straight-up flying speed at 18th level instead of the limited flight beforehand. You can also cast lightning bolt at 5th level once per rest.

Trickery

  • Changed to reflect the new Trickery cleric from the Unearthed Arcana playtest packet 7 which I like.

Twilight

  • Bonus Proficiencies has lost heavy armor and all martial weapons, is now just two martial weapons of your choice. Heavy armor should be reserved for the clerics which are heavily themed around war and battle, which Twilight just isn't.
  • Eyes of Night has changed to be just 1 creature, instead of Wis mod # of creatures.
  • Vigilant Blessing removed. Too much at 1st level.
  • Twilight Sanctuary now requires you to use your reaction and a spell slot to grant a creature within it one of the benefits. The scaling has slightly changed as well.
  • Steps of Night removed, Guide Through the Night is there instead. This is a twilight cleric, they should be good at ushering their friends through rests.

War

  • War domain clerics are now incentivized to use weapons without giving them an ability that's ridiculous at level 1 and then pitiful after level 5. At level 6, they can be a gish of sorts without having Extra Attack by making attacks at the same time as they cast spells.
  • Domain spells have been changed.

Homebrew Adaptation

This cleric revision features a number of base class revisions, some of which require addressing in homebrew Divine Domains. Universally, each domain will have a last of Expanded Spells, removing of Divine Strike/Potent Spellcasting, and all 17th level features will be gained at 18th level instead.

Beauty

Laserllama's Beauty domain found here.

Beauty Domain Spells

Add friends to the list gained at 1st level.

Beauty Domain Expanded Spells

Spell Level Spells
Cantrip mind sliver
1st distort value
2nd tasha's mind whip
3rd incite greed
4th ego whip, hallucinatory terrain
5th geas, synaptic static
6th mass suggestion, mental prison
7th sequester
8th feeblemind, mind blank
9th true polymorph

Bonus Cantrip

Remove the first paragraph.

Add the following feature, for those of us who want to not wear armor and who want to have Charisma as a secondary ability score instead of Dexterity.

Hesistance to Harm

1st-level Beauty feature

Your beauty and grace cause those who would easily harm you to hesitate and falter, afraid to damage the picture of beauty in front of them. When not wearing armor or a shield, your AC is calculated as 10 + your Wisdom modifier + your Charisma modifier.

Channel Divinity: Impulsive Infatuation

Add the following sentence to the end of the feature:

"As you gain cleric levels, you can target additional creatures when you use this ability: 2 at 10th level, and 3 at 15th level, and 4 at 20th level."

Replace Potent Spellcasting with this feature:

Beauty Canon

6th-level Beauty feature

The dazzlingly enchanting beauty of the world is infused in your spells and weapon attacks. Psychic damage becomes part of your clerical canon.

Blood

Laserllama's Blood domain found here.

Replace the Domain Spells with:

Blood Domain Spells

Cleric Level Spells
1 Crimson Splatter, Blood Spear, Heal
3 Blood Rain, Hold
5 Blood Ball, Vampiric Touch
7 Blight, Dominate
9 Bloodstone Path, Destructive Wave

Blood Domain Expanded Spells

Spell Level Spells
1st Ray of Sickness
2nd Corpse Lance, Ray of Enfeeblement
4th Iron Maiden
6th Blood Doll, Investiture of Mist, Wall of Flesh
7th Finger of Death
9th Invulnerability

Bonus Proficiencies

Add the following to the end of the feature:

"In addition, your deity has given you unique at-will power over your own blood. When you cast Crimson Splatter, the speed reduction applies even if the target(s) succeeds on the saving throw."

Channel Divinity: Blood Curse

Add the following to the end of the feature:

"As you gain cleric levels, you can target additional creatures when you use this ability: 2 at 10th level, and 3 at 15th level, and 4 at 20th level."

Sanguine Rebuke

Replace the last sentence of the first paragraph with "On a failed save, they take a number of d10s of necrotic damage equal to one third your cleric level."

Blood Canon

6th-level Blood feature

The blood of your enemies boils with your spells and weapon attacks. Necrotic damage becomes part of your clerical canon.

Vampiric Mastery

Replace the 2nd sentence with the following:

"When you kill a creature with a minimum CR of 2 with a necromancy spell of 6th level or lower, you can use your reaction to regain one of your expended spell slots."

Chaos

Laserllama's Chaos domain found here.

Words of Chaos

Remove the feature; instead, add vicious mockery to the Chaos Domain Spells.

Chaos Domain Expanded Spells

Spell Level Spells
Cantrip mind sliver
1st color spray
2nd mirror image
3rd blink, sending
4th summon aberration
5th danse macabre
6th mass suggestion, scatter
7th chaos release, prismatic spray
8th maze, mind blank, telepathy
9th mass polymorph, prismatic wall, weird

Replace Potent Spellcasting with:

Chaos Canon

6th-level Chaos feature

The chaos of the far realms infused into your spells and weapon attacks. Psychic damage becomes part of your clerical canon.

Darkness

The Devout Handbook's Darkness Domain found here.

Darkness Domain Spells

Replace creation with dusk.

Darkness Domain Expanded Spells

Spell Level Spells
Cantrip minor illusion
1st aspir
2nd darkvision
3rd summon shadowspawn
4th deafening darkness, greater invisibility
5th creation
6th aura of silence, creeping darkness
7th finger of death, flower moon, sensory deprivation
8th maddening darkness, maze
9th all time low, spell void

Replace Divine Strike with the following:

Death Canon

6th-level Death feature

Necrosing and life-stealing energies flood your spells and weapon attacks. Necrotic damage becomes part of your clerical canon.

Destruction

Valda's Destruction Domain found here.

Destruction Domain Spells

Replace blight and cloudkill with gravity sinkhole and tornado respectively.

Destruction Domain Expanded Spells

Spell Level Spells
1st catapult, force ram
2nd flaming sphere
3rd erupting earth, vortex blast
4th oceanic slam
5th blink of gravity
6th chain lightning, move earth
7th chaos release, whirlwind
8th aurethia's death blizzard, tsunami
9th meteor swarm, storm of vengeance

Replace Potent Spellcasting with:

Destruction Canon

6th-level Destruction feature

Your spells and weapon attacks explode with destructive force. Fire, thunder, and force damage become part of your clerical canon.

Hearth

Laserllama's Hearth domain found here.

Hearth Domain Expanded Spells

Spell Level Spells
1st alarm
2nd mental barrier, tiny servant
4th Mordenkainen's faithful hound, fire shield
5th dream
6th globe of invulnerability
7th Mordenkainen's magnificent mansion, sequester
8th antipathy/sympathy, mighty fortress
9th invulnerability

Journey

Haven's Journey Domain found here.

Domain Expanded Spells

Spell Level Spells
1st jump
2nd levitate, vortex warp
3rd fly, thunder step
4th misty walk
5th far step
6th arcane gate, investiture of wind, scatter
7th teleport, plane shift
8th demiplane
9th foresight

Channel Divinity: Zealous Charge

Replace "2d6 + your cleric level" with "a number of d6s equal to half your cleric level, rounded up"

Journey Canon

6th-level Journey feature

Your domain's desire to move and journey infuses into your spells and weapon attacks. Force damage becomes part of your clerical canon.

Luck

Laserllama's Luck domain found here.

Luck Domain Expanded Spells

Spell Level Spells
1st distort value
2nd what's mine is yours
3rd haste
4th confusion
5th twist this fate
6th contingency, trojan focus
8th glibness
9th foresight

Move Potent Improvisation to 6th Level

Luck Canon

6th-level Luck feature

The emotions surrounding incredible success and soul-wrenching failure infuse your spells and weapon attacks. Psychic damage becomes part of your clerical canon.

Pestilence

Valda's Pestilence Domain found here.

Pestilence Domain Expanded Spells

Spell Level Spells
Cantrip poison spray
1st ray of sickness
2nd wither and bloom
3rd create bog
4th corrosive pool, poison puff
5th cloudkill
6th investiture of mist, transport via plants
7th flower moon
8th abi-dalzim's horrid wilting, aurethia's death blizzard

Channel Divinity: Infection

Add the following to the end of the first paragraph: "As you gain levels in this class, you can target additional creatures: 2 creatures at 10th level, 3 at 15th level, and 4 at 20th level."

Pestilence Canon

6th-level Pestilence feature

Pestilence and disease floods your spells and weapon attacks. Poison damage becomes part of your clerical canon.

Poverty

Laserllama's Poverty domain found here.

Poverty Domain Expanded Spells

Spell Level Spells
1st absorb elements
2nd earthbind, mental barrier, misty step
3rd tiny servant
4th faithful hound
5th far step, passwall
6th contingency, scatter
7th forcecage
8th mind blank, feeblemind
9th aurora occidens, imprisonment

Mantle of Poverty

Add the following to the end of the feature: "While your AC is determined by this feature, you can use your Wisdom modifier for the attack and damage rolls for attacks using the simple weapon you wield."

Prosperity

Laserllama's Prosperity domain found here.

Prosperity Domain Expanded Spells

Spell Level Spells
1st alarm, catapult
2nd glowing coin
3rd incite greed
4th matilda's minor gateway
5th matilda's convenient courier
6th drawmij's instant summons
7th magnificent mansion
8th antipathy/sympathy
9th time stop

Sorrow Domain

u/Yorviing's Sorrow Domain found here.

Blight of Sadness

1st-level Sadness feature

Your powers of sadness and despair can drive your opponents in their darkest moments to a pit of despair. When a creature you can see rolls a 1 on a d20 roll, you can use your reaction to force that creature to make the next saving throw they make with disadvantage. This effect disappears 1 minute after it is applied or until it affects a saving throw, whichever is sooner.

You can use this ability once, regaining the ability to do when you finish a long rest, unless you expend a spell slot of 1st-level or higher to use it again.

Sorrow Domain Expanded Spells

Spell Level Spells
2nd detect thoughts, thought shield
3rd sending
4th deafening darkness
5th synaptic static
6th death of the author, investiture of emptiness
7th power word pain, project image
8th antipathy/sympathy, mind blank
9th all time low

Channel Divinity: Wave of Disparity

Replace the 2d8 psychic damage with "a number of d8s of psychic damage equal to half your cleric level, rounded up"

Sorrow Canon

6th-level Sadness feature

Overwhelming sadness infuses your spells and weapon attacks. Psychic damage becomes part of your clerical canon.

Time Domain

Based on UAH's Time Domain found here.

Time Domain Expanded Spells

Spell Level Spells
Cantrip temporal beat
1st longstrider
2nd blur, tick of the clock
3rd blink, catnap
5th twist this fate
6th contingency, investiture of time
7th sequester, teleport
8th maze
9th all time low, foresight, time stop

Time Canon

6th-level Time feature

As you harness the power of time, you can harness it to accelerate and decelerate your attacks and spells. Force damage becomes part of your Clerical Canon.

Art Credits

Art (Cover): Elisa Serio: Cleric - DnD commission (Link)
Art (Page 2): Rui Li: Priestess (Link)
Art (Page 3): isdira: Divine Blessing (Link)
Art (Page 4): Daniel Denova: Adria Divine (DnD) (Link)
Art (Page 5): Tiago Alexandre: Lucille De Valois (Link)
Art (Page 6): cleric/paladin (Link)
Art (Page 7): Bastien Jez: Encounter (Link)
Art (Page 8): Lasahido: Cleric (Link)
Art (Page 9): Nakisha Mcewen (Link)
Art (Page 10): Noah Sliney: Firbolg Death Cleric (Link)
Art (Page 11): Victor Adame: Golem Forger (Link)
Art (Page 12): Francesca Amalberti: Caduceus Clay (Link)
Art (Page 13): SaffronsCurse0: Tobias Andrion - Legend Reborn (Link)
Art (Page 14): Bruno Machado: Cleric (Life Domain) (Link)
Art (Page 15): Matthew Collins: Koros, my Light Domain Cleric (Link)
Art (Page 16): Magic the Gathering: Lathril, Blade of the Elves (Link)
Art (Page 17): esuthio: hermit (Link)
Art (Page 18): Vasylina: Cleric (Link)
Art (Page 19): Linda Lithén: Sea goddess (Link)
Art (Page 20): milana-black: Water Enchantress (Link)
Art (Page 21): Elena Barbieri: Orianna, Tempest cleric of Talos (Link)
Art (Page 22): @caitmayart: Daemus Whitehead - my new unchained rogue sylph boy. (Link)
Art (Page 23): Tasha's Cauldron of Everything: Twilight Domain Cleric (Link)
Art (Page 24): Saranit Klinklaykun: War Priest (Link)
Art (Page 25): depingo: MtG Anointer of Champions (Link)
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