Revised 2024 UA Cleric

by Tatarius

Search GM Binder Visit User Profile
Revised 5.24e Cleric                                                                           Spell Slots per Spell Level
Level Proficiency Bonus Features Channel Divinity Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Order, Spellcasting 3 4 2
2nd +2 Channel Divinity 2 3 4 3
3rd +2 Cleric Subclass 2 3 6 4 2
4th +2 Ability Score Improvement 2 4 7 4 3
5th +3 Smite Undead 2 4 9 4 3 2
6th +3 Subclass Feature 3 4 10 4 3 3
7th +3 Blessed Strikes 3 4 11 4 3 3 1
8th +3 Ability Score Improvement 3 4 12 4 3 3 2
9th +4 Commune 3 4 14 4 3 3 3 1
10th +4 Subclass Feature 3 5 15 4 3 3 3 2
11th +4 Divine Intervention 3 5 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 5 16 4 3 3 3 2 1
13th +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1
14th +5 Subclass Feature 3 5 17 4 3 3 3 2 1 1
15th +5 Divine Resurgence 3 5 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 5 18 4 3 3 3 2 1 1 1
17th +6 4 5 19 4 3 3 3 2 1 1 1 1
18th +6 Subclass Feature 4 5 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement+ 4 5 21 4 3 3 3 3 2 1 1 1
20th +6 Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1

Class Features


  • As a Cleric, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Cleric level
  • Hit Points at 1st Level: 16 + 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 2) History, Insight, Medicine, Persuasion, Religion

Starting Equipment


  • As a 1st-level character, you start with the following
  • equipment, or you can forgo it and spend 110 GP on
  • equipment of your choice.
    Chain Shirt, Holy Symbol, Mace
    Priest Pack, Shield, 7 gp
1st level: Divine Order

  • You have dedicated yourself to one of the following
  • sacred roles of your choice:

    Protector: Trained for battle, you gain Martial Weapon proficiency and Heavy Armor training.
    Thaumaturge: You know one extra cantrip from the Cleric spell list (see your Spellcasting feature for information on preparing spells). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). You may also prepare additional spells from the Cleric Spell List equal to your Wisdom Modifier.

1st level: Spellcasting

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

  • Cantrips You know three cantrips of your choice from the
  • Cleric spell list. Rather than choosing, you may start with
  • Guidance, Sacred Flame, and Thaumaturgy.

  • Whenever you gain a Cleric level, you can replace one of
  • your cantrips with another cantrip of your choice from the
  • Cleric spell list.

  • When you reach 4th and 10th level in this class, you learn
  • another cantrip of your choice from the Cleric spell list, as
  • shown in the Cantrips column of the Cleric table.

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

  • Prepared Spells of 1st+ Level: You prepare the list of
  • spells of 1st level and higher that are available for you to
  • cast with this feature. To start, choose four 1st-level spells
  • from the Cleric spell list. Rather than choosing, you may
  • start with Bless, Cure Wounds, Guiding Bolt, and Shield of
  • Faith.

  • The number of spells on your list also increases as you
  • gain Cleric levels, as shown in the Prepared Spells column
  • of the Cleric table. Whenever that number increases,
  • choose additional spells from the Cleric spell list until the
  • number of spells on your list matches the number on the
  • table. The chosen spells must be of a level for which you
  • have spell slots. For example, if you’re a 3rd-level Cleric,
  • your list of prepared spells can include six spells of 1st or
  • 2nd level, in any combination.

  • If another Cleric feature gives spells that you always have
  • prepared, those spells don’t count against the number of
  • spells on the list you prepare with this Spellcasting
  • feature, but those spells otherwise follow the rules in this
  • feature.

  • Changing Your Prepared Spells: Whenever you finish a
  • Long Rest, you can change your list of prepared spells,
  • replacing one or more of the spells there with other Cleric
  • spells for which you have spell slots. Preparing a new list
  • requires time spent in prayer and meditation: at least 1
  • minute per spell level for each spell you add to the list.

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

  • Spellcasting Focus: You can use a Holy Symbol as a
  • Spellcasting Focus for the spells you prepare for this class.
  • This can be placed on a Shield if you like.

2nd level: Channel Divinity

  • You gain the ability to channel divine energy directly from
  • the Outer Planes, using that energy to fuel magical
  • effects. You start with two such effects: Divine Spark and
  • Turn Undead, each of which is described below. Each time
  • you use your Channel Divinity, you choose which effect to
  • create, and you gain additional effect options at higher
  • levels in this class.

  • You can use Channel Divinity twice. You regain one
  • expended use when you finish a Short Rest, and you
  • regain all expended uses when you finish a Long Rest. You
  • gain additional uses when you reach certain Cleric levels,
  • as shown in the Channel Divinity column of the Cleric
  • table.

  • If a Channel Divinity effect requires a saving throw, the DC
  • equals the Spell Save DC from this class’s Spellcasting
  • feature.

  • Divine Spark: As a Magic action, you point your
  • Holy Symbol at another creature you can see within 30
  • feet of yourself and focus divine energy at them. Roll 1d8
  • and add your Wisdom modifier. You either restore Hit
  • Points to the creature equal to that total or force the
  • creature to make a Constitution saving throw. On a failed
  • save, the creature takes Necrotic or Radiant (your choice)
  • damage equal to that total. On a successful save, the
  • creature takes half as much damage (round down).

  • You roll an additional d8 when you reach certain Cleric
  • levels: 6th level (2d8), 10th level (3d8), 14th level (4d8),
  • and 18th level (5d8).

  • Turn Undead: As a Magic action, you present your Holy
  • Symbol and speak a prayer censuring Undead creatures.
  • Each Undead within 30 feet of you must make a Wisdom
  • saving throw. If the creature fails its saving throw, it has
  • the Frightened and Incapacitated conditions for 1 minute.
  • This effect ends early on the creature if it takes any
  • damage, you have the Incapacitated condition, or you die.

3rd level: Cleric Subclass

  • You gain a Cleric subclass of your choice: Life Domain,
  • Light Domain, Trickery Domain, or War Domain.
  • Subclasses are detailed after this class’s description.

  • A subclass is a specialization that grants you special
  • abilities at certain Cleric levels. For the rest of your career,
  • you gain each of your subclass’s features that are of your
  • Cleric level and lower.

4th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify.

  • As shown on the Cleric table, you gain this feature again
  • at levels 8, 12, 16, and 19.
5th level: Smite Undead

  • You can cause your Turn Undead feature to smite the
  • undying; whenever you use Turn Undead, you can roll a
  • number of d8s equal to your Wisdom modifier (minimum
  • of 1d8) and add the rolls together. Each Undead that fails
  • its saving throw against that use of Turn Undead takes
  • Radiant damage equal to the roll’s total. This damage
  • doesn’t end the turn effect.

7th level: Blessed Strikes

  • Divine power infuses you in battle. You gain one of the
  • following options of your choice:

  • Divine Strike: Once per turn when you hit a creature with
  • an attack with a weapon, you can cause the target to take
  • an extra 1d8 Necrotic or Radiant (your choice) damage.

  • Potent Spellcasting: You add your Wisdom modifier to
  • the damage you deal with any Cleric cantrip.

  • If you get either option from another source, you use only
  • the option you chose for this feature.

9th level: Commune

  • In the past, you have reached the divine source of your
  • power through prayer. Now you can also have brief
  • conversations; you always have the Commune spell
  • prepared.

11th level: Divine Intervention

  • You can call on your deity or pantheon to intervene on
  • your behalf. As a Magic action, choose any Cleric spell of
  • 5th level or lower that doesn’t require a Reaction to cast.
  • As part of the same action, you cast that spell without
  • expending a spell slot or needing material components.
  • You then can’t use this feature again until you finish a
  • Long Rest.

13th level: Improved Blessed Strikes

  • The option you chose for Blessed Strikes grows more
  • powerful:

  • Divine Strike: The extra damage of your Divine Strike
  • increases to 2d8.

  • Potent Spellcasting: When you cast a Cleric cantrip and
  • deal damage to a creature with it, you can give vitality to
  • yourself or another creature within 60 feet of yourself,
  • granting a number of Temporary Hit Points equal to twice
  • your Wisdom modifier.

15th level: Divine Resurgence

  • When you roll Initiative and have less than maximum
  • Channel Divinity uses, gain 1 use.

20th level: Greater Divine Intervention

  • You are able to call on even more powerful divine
  • intervention. When you use your Divine Intervention
  • feature, you can choose Wish when you select a spell. If
  • you do so, you can’t use Divine Intervention again until
  • you finish 2d4 Long Rests.

  • When you cast Wish with this feature, you are immune to
  • the stress caused by using Wish to do something other
  • than casting a spell.

Cleric Subclasses

Knowledge Domain
Life Domain
Light Domain
Trickery Domain
War Domain

Knowledge Domain


  • The Knowledge Domain values learning and
  • understanding above all. Clerics who tap into this domain
  • study esoteric lore, collect old tomes, delve into the secret
  • places of the earth, and examine the process of the mind
  • itself. Gods of knowledge vary from masters of arcane
  • magic to patrons of craft and invention. To them,
  • knowledge is more valuable than material wealth, and the
  • desire to learn is an act of worship. Libraries, universities,
  • and other institutions dedicated to education also draw
  • on the power of the Knowledge Domain. On Faerûn,
  • Clerics of the Knowledge Domain worship deities of
  • learning and ingenuity like Oghma and Gond. Other
  • powerful deities—such as Asmodeus, Mystra, Savras, and
  • Jergal—also count Clerics of the Knowledge Domain
  • among their devotees, as do less-common divinities like
  • Deneir, the Scribe of Oghma, and Azuth, servant of
  • Mystra.
3rd level: Blessings of Knowledge

  • You gain proficiency with one type of Artisan’s Tools of
  • your choice and in two of the following skills of your
  • choice: Arcana, History, Nature, or Religion. You have
  • Expertise in those two skills.
3rd level: Knowledge Domain Spells

  • Your connection to this divine domain ensures you always
  • have certain spells ready. When you reach a Cleric level
  • specified in the Knowledge Domain Spells table, you
  • thereafter always have the listed spells prepared.
Knowledge Domain Spells
Cleric Level Spells
3rd Command, Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mind Spike
5th Dispel Magic, Nondetection, Tongues
7th Arcane Eye, Banishment, Confusion
9th Legend Lore, Scrying, Synaptic Static
3rd level: Mind Magic

  • As a Magic action, you can expend one use of your
  • Channel Divinity to manifest your magical knowledge.
  • Choose one spell from the Knowledge Domain Spells
  • table that you have prepared. As part of that action, you
  • cast that spell without expending a spell slot or needing
  • Material components.

6th level: Unfettered Mind

  • You gain telepathy out to 60 feet. When you use this
  • telepathy, you can simultaneously contact a number of
  • creatures equal to your Wisdom modifier (minimum of
  • one).

  • Additonally, if your total for an Intelligence check is lower
  • than your Wisdom score, you can use that score in place
  • of the total.

10th level: Foregone Conclusion

  • Whenever you Finish a Long Rest, roll 1d20 and save the
  • result.

  • As a Reaction to someone succeeding or failing a d20 test
  • within 60 feet of you, you may replace the d20 roll with
  • your roll instead, potentially changing the outcome of the
  • roll, Once you use this feature, you can't do so again until
  • you finish a Long Rest, or Spend a Channel Divinity (No
  • action required). When you use a Channel Divinity to
  • recharge this feature, you keep the same 1d20 result from
  • finishing your last Long Rest, you just may impose that
  • same result again on another future roll.

14th level: Forewarn Psychic Connection

  • Your Unfettered Mind feature extends out to 500 feet,
  • and each creature you make contact with may
  • communicate with any of the other creatures you have
  • made contact with as well.

  • In addition, while in contact with those creatures, any
  • creature within contact may give up their Reaction to give
  • another person within contact to gain 1 more reaction. A
  • creature may only gain 1 reaction more per round.

  • The creature that gained the additional Reaction has
  • resistance to Psychic damage until the start of
  • their end of their next turn. The creature that gave up
  • their reaction has vulnerability to Psychic damage until
  • the Start of their next turn.

18th level: Divine Foreknowledge

  • You always have the Foresight spell prepared. When you
  • cast Foresight, its casting time become 1 Action or 1
  • Bonus action and you may do one of the following:

  • You may target 1 creature, not including yourself, and increase the duration to 24 hours.
  • You may target 1 additional creature and have the duration for each be 12 hours.
  • You may target 2 additional creatures and have the duration for each be 8 hours.
  • You may cast it on yourself and doesn't use a spell slot. In addition, it last until you finish a Long Rest.

Life Domain


  • The Life Domain focuses on the vibrant positive energy—
  • one of the fundamental forces of the multiverse—that
  • sustains all life. Clerics who tap into this domain are
  • masters of healing, using that force of life to cure many
  • hurts.

  • Existence itself relies on the positive energy associated
  • with this domain, so a Cleric of any religious tradition
  • might choose it. This domain is associated with
  • agricultural deities, sun gods, gods of healing or
  • endurance, and gods of home and community. Religious
  • orders of healing also seek the powers of this domain.

3rd level: Domain Spells

  • Your connection to this divine domain ensures you always
  • have certain spells ready. When you reach a Cleric level
  • specified in the Life Domain Spells table, you thereafter
  • always have the listed spells prepared.
Life Domain Spells
Cleric Level Spells
3rd Bless, Cure Wounds, Aid,Lesser Restoration
5th Mass Healing Word, Revivify
7th Death Ward, Aura of Life
9th Greater Restoration, Mass Cure Wounds
3rd level: Disciple of Life

  • Your healing spells are empowered by life itself. When a
  • spell you cast with a spell slot restores Hit Points to a
  • creature other than you, you and that creature regains
  • additional Hit Points on the turn you cast the spell. The
  • additional Hit Points equal 2 plus the spell slot’s level.

3rd level: Preserve Life

  • As a Magic action, you present your Holy Symbol and
  • Expend a use of your Channel Divinity to protect the lives
  • in an aura 30 foot radius around yourself for 10 minutes
  • or until you are Incapacitated. While this Channel Divinity
  • is active, whenever a creature loses hit points it gains that
  • many Temporary hit points right after the damage taken.
  • At the Start of the Cleric's Turn, if any of the chosen
  • creatures have the Bloodied condition, they gain hit
  • points equal to the the Cleric's Wisdom Modifier.

6th level: Reservoir of Life

  • Your blessed touch can heal wounds. You have a pool of
  • healing power that replenishes when you take a Long
  • Rest. With that pool, you can restore a total number of Hit
  • Points equal to 3 times times your Cleric level.

  • As a Bonus Action, you can touch another creature and
  • draw power from the pool of healing to restore a number
  • of Hit Points to that creature, up to the maximum amount
  • remaining in the pool.

  • You may also activate this while using a Magic Action that
  • heals hit points, you can expend point from the pool to
  • each individual targets that received healing (excluding
  • yourself)

10th level: Protection of Life

  • Whenever you heal a target with a Spell Slot or a Cleric
  • Feature, they gain a +2 AC bonus as if they were affected
  • by a Shield of Faith spell until the Start of your next turn.

14th level: Supreme Healing

  • When you would normally roll one or more dice to restore
  • Hit Points to a creature with a spell, don’t roll those dice
  • for the healing; instead use the highest number possible
  • for each die. For example, instead of restoring 2d6 Hit
  • Points to a creature with a spell, you restore 12.

18th level: Beacon of Life

  • When you heal Targets with a Spell slot or a Cleric feature,
  • the target also may gain Temporary hit points equal to the
  • amount healed. If the creature already had Temporary Hit
  • points, they instead add these Temporary hit points to
  • their total Temporary hit points, instead of overwriting
  • them with this feature.

Light Domain


  • The Light Domain emphasizes the divine power to bring
  • about blazing fire and revelation. Clerics who wield this
  • power are enlightened souls infused with radiance and
  • the power of their deities’ discerning vision, charged with
  • chasing away lies and burning away darkness.

  • The Light Domain is associated with gods of truth,
  • vigilance, beauty, insight, and renewal. Some of these
  • gods are identified with the sun or as charioteers who
  • guide the sun across the sky. Others are sentinels who
  • pierce every shadow and deception. Some are deities of
  • beauty and artistry, who teach that art is a vehicle for the
  • soul’s improvement. Religious orders focused on
  • combating the Undead also draw on the power of this
  • domain.

3rd level: Domain Spells

  • Your connection to this divine domain ensures you always
  • have certain spells ready. When you reach a Cleric level
  • specified in the Light Domain Spells table, you thereafter
  • always have the listed spells prepared.

Light Domain Spells
Cleric Level Spells
3rd Burning Hands, Faerie Fire, Moonbeam, See Invisibility
5th Daylight, Fireball
7th Arcane Eye, Wall of Fire
9th Flamestrike, Scrying
3rd level: Warding Flare

  • When a creature that you can see within 30 feet of you
  • makes an attack roll, you can use your Reaction to impose
  • Disadvantage on the attack roll, causing light to flare
  • before the attacker before it hits or misses. 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.

3rd level: Radiance of the Dawn

  • As a Magic action, you present your Holy Symbol and
  • expend a use of your Channel Divinity to emit sunlight in
  • a 30-foot-radius sphere centered on yourself. Any magical
  • darkness—such as that created by the Darkness spell—in
  • the sphere is dispelled. Additionally, each creature of your
  • choice in the sphere must make a Constitution saving
  • throw, taking Radiant damage equal to 2d10 + your Cleric
  • level on a failed save, or half as much damage on a
  • successful one.

6th level: Revealing Light

  • As a Bonus Action, you can present your Holy Symbol and
  • cast See Invisibility without expending a spell slot. When
  • you cast it in this way, your allies also gain the benefit of
  • the spell while within 10 feet of you. Until the spell ends,
  • you emit Bright Light in a 10-foot radius and Dim Light for
  • an additional 10 feet. You can end the spell early as a
  • Bonus Action.

  • Once you use this feature, you can’t do so again until you
  • finish a Long Rest.
10th level: Divine Light

  • When you use your Channel Divinity to do damage or
  • heal, you may have the target emit Bright light out to 10 ft
  • and dim light out 10 ft from the bright light for 1 minute.

14th level: Dawnbringer

  • You always have the spell Dawn prepared. When you use
  • Dawn, you deal additional damage equal to your Cleric
  • level, regardless if they make their saving throw.

  • In addition, you may cast Dawn once per Long rest
  • without expending a Spell Slot.

18th level: Corona of Light

  • As a Magic action, you cause yourself to emit an aura of
  • sunlight that lasts for 1 minute or until you dismiss it (no
  • action required). You emit Bright Light in a 60-foot radius
  • and Dim Light for an additional 30 feet. Your enemies in
  • the Bright Light have Disadvantage on saving throws
  • against your Radiance of the Dawn and any spell that
  • deals Fire or Radiant damage.

Trickery Domain


  • The Trickery Domain offers magic of deception, illusion,
  • and stealth. Clerics who wield this magic are a disruptive
  • force in the world, puncturing pride, mocking tyrants,
  • stealing from the rich, freeing captives, and flouting
  • hollow traditions. They prefer subterfuge, pranks, and
  • theft rather than direct confrontation.

  • Gods of trickery are mischief-makers and instigators who
  • stand as a constant challenge to the accepted order
  • among both gods and mortals. They embody the forces of
  • change and social upheaval, and they’re patrons of
  • thieves, scoundrels, gamblers, rebels, and liberators.
  • Religious orders that operate in secret, especially those
  • that seek to undermine oppressive governments or
  • hierarchies, also draw on the power of the Trickery
  • Domain.

3rd level: Domain Spells

  • Your connection to this divine domain ensures you always
  • have certain spells ready. When you reach a Cleric level
  • specified in the Trickery Domain Spells table, you
  • thereafter always have the listed spells prepared.

Trickery Domain Spells
Cleric Level Spells
3rd Charm Persion, Disguise Self, Invisibility, Pass without a Trace
5th Hypnotic Pattern, Nondetection
7th Dimension Door, Confusion
9th Mislead, Modify Memory
3rd level: Blessing of the Trickster

  • As an action, you can choose yourself or a willing creature
  • within 30 feet of yourself to gain Advantage on Dexterity
  • (Stealth) checks. This blessing lasts for 1 hour or until you
  • use this feature again.
3rd level: Invoke Duplicity

  • 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.
6th level: Trickster's Magic

  • 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
  • Wisdom modifier (minimum of once), and you regain all
  • expended uses of it when you finish a Long Rest.
10th level: Magical Misdirection

  • You can create an illusory duplicate of yourself in
  • response to danger. When a creature makes an attack roll
  • against you, you can use your Reaction to interpose the
  • illusory duplicate between the attacker and yourself. The
  • attack automatically misses you, then the illusion
  • dissipates.

  • Once you use this feature, you can’t use it again until you
  • finish a Short Rest or Long Rest. You can also restore your
  • use of it by expending a spell slot of level 2 or higher (no
  • action required).
14th level: Improved Duplicity

  • 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.
18th level: Cloaked in Shadows

  • Your Blessing of the Trickster feature improves in the
  • following way:
    You may choose up to 6 creatures (including yourself) to gain the benefits of Blessing of the Trickster
    The duration lasts for 24 hours
    Once per Short rest or Long rest, when a creature affected by the Blessing of the Trickster is hit with an attack, they can use their reaction to become invisible until the end of their next turn and may immediately move up to half their speed. An animated illusory duplicate of the hit allied creature is left behind until your invisibility ends.

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. Clerics who tap into the magic of
  • the War Domain excel in battle, inspiring others to fight
  • the good fight or offering acts of violence as prayers.

  • Gods of the War Domain watch over warriors and reward
  • them for their great deeds. They include champions of
  • honor and chivalry as well as gods of destruction and
  • pillage. Other war gods take a more neutral stance,
  • promoting war in all its manifestations and supporting
  • warriors in any circumstance.
3rd level: Domain Spells

  • Your connection to this divine domain ensures you always
  • have certain spells ready. When you reach a Cleric level
  • specified in the War Domain Spells table, you thereafter
  • always have the listed spells prepared.
War Domain Spells
Cleric Level Spells
3rd Divine Favor, Shield, Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Staggering Smite
9th Destructive Wave, Summon Celestial
3rd level: War Priest

  • Your training with weapons allows you to use the Mastery
  • property of one kind of Simple or Martial weapon with
  • which you have proficiency. Whenever you finish a Long
  • Rest, you can change the kind of weapon you chose to
  • another eligible kind.

  • In addition, you can make one weapon attack as a Bonus
  • Action. You can use this Bonus Action a number of times
  • equal to your Wisdom modifier (minimum of once). You
  • regain all expended uses when you finish a Short Rest or
  • Long Rest.
3rd level: Guided Strike

  • When you or a creature within 30 feet of you misses with
  • an attack roll, you can use your Reaction to expend one
  • use of your Channel Divinity and give that roll a +10
  • bonus, potentially causing it to hit. If the attack hits the
  • target, the target takes additional Radiant or Necrotic
  • (your Choice) of damage equal to 2 times the Cleric level.
6th level: War God's Blessing

  • You can attack twice, instead of once, whenever you take
  • the Attack action on your turn.

  • When you take the Attack action on your turn, you can
  • replace one of the attacks with a casting of one of your
  • Cleric cantrips that has a casting time of an action.

10th level: Battle-Born

  • You don't go down without a fight. Whenever you Fail a
  • Death Saving throw, you may use 1 hit die and add it to
  • the roll. If this makes the roll a success, you instantly gain
  • 1 hit point and are no longer unconscious.

  • Once you successfully make a Death Saving Throw using
  • this feature you can't use it again until you finish a Short
  • Rest or a Long Rest.
14th level: Relentless Assault

  • When one of the two following condition are met, you
  • deal an extra 2d10 damage to the target.

  • Hit the target with two Weapon attacks on your turn.
  • Hit the target with one Weapon attack and deal damage with one spell on the same target on your turn.

  • The Damage type of this extra damage matches the
  • damage of the 2nd instance of damage, either from the
  • Weapon Attack or from the Spell.

18th level: Avatar of Battle

  • You gain resistance to Bludgeoning, Piercing, and Slashing
  • damage.

Appendix

Dawn (No Change)

5th level Evocation (Cleric, Wizard)


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a sunburst pendant worth at least
  • 100 gp)
  • Duration: Concentration, up to 1 minute.

  • The light of dawn shines down on a location you specify
  • within range. Until the spell ends, a 30-foot-radius, 40-
  • foot-high cylinder of bright light glimmers there. This light
  • is sunlight. When the cylinder appears, each creature in it
  • must make a Constitution saving throw, taking 4d10
  • radiant damage on a failed save, or half as much damage
  • on a successful one. A creature must also make this
  • saving throw whenever it ends its turn in the cylinder. If
  • you’re within 60 feet of the cylinder, you can move it up to
  • 60 feet as a bonus action on your turn.

Original Source:Xanathar's Guide to Everything

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.