Cleric (2024) | Revised

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Cleric Revised (2024)

Cleric

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

Harnes Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn't rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

Harnes Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

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

Servants of the Gods

Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.

The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.

“To become a cleric is to become a messenger of the gods. The power the divine offers is great, but it always comes with tremendous responsibility.” — Riggby the patriarch

Temple

Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.

Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?

d6 Temple
1 Your temple is said to be the oldest surviving structure built to honor your god.
2 Acolytes of several like-minded deities all received instruction together in your temple.
3 You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 Your temple is a fortress and a proving ground that trains warrior-priests.
5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 You served in a temple in the Outer Planes.

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

d6 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig's whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runestone said to be blessed by your god

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.

If you haven't considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.

d6 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2 You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.
Serving a Pantheon, Philosophy, or Force

The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.

Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments. Chapter 1 of the Dungeon Master's Guide explores options like these, in the section "Gods of Your World."

Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one.

The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.

The Revised Cleric
Level Proficiency Bonus Features Channel Divinity Cantrips Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Order, Divine Protection, Spellcasting - 3 4 2 - - - - - - - -
2nd +2 Channel Divinity 2 3 5 3 - - - - - - - -
3rd +2 Cleric Subclass 2 3 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 2 4 7 4 3 - - - - - - -
5th +3 Sear Undead 2 4 8 4 3 1 - - - - - -
6th +3 Subclass Feature 3 4 9 4 3 2 - - - - - -
7th +3 Blessed Strikes 3 4 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 4 11 4 3 3 2 - - - - -
9th +4 - 3 4 12 4 3 3 3 1 - - - -
10th +4 Divine Intervention 3 5 13 4 3 3 3 2 - - - -
11th +4 - 3 5 14 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 3 5 15 4 3 3 3 2 1 - - -
13th +5 - 3 5 16 4 3 3 3 2 1 1 - -
14th +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1 - -
15th +5 - 3 5 18 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 3 5 19 4 3 3 3 2 1 1 1 -
17th +6 Subclass Feature 3 5 20 4 3 3 3 2 1 1 1 1
18th +6 - 4 5 21 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 4 5 22 4 3 3 3 3 2 1 1 1
20th +6 Divine Messenger, Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1
Multiclassing

Ability Score Minimum(s): Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields

Creating a Cleric

As you create a cleric, the most important question to consider is which deity or entity to serve and what principles you want your character to embody. Check with your DM to learn which deities are in your campaign.

Once you've chosen an entity, consider your cleric's relationship to that being. Did you enter this service willingly? Or did the entity 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. Second, choose the Acolyte background.

Class Features

  • 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: Any two of your choice.

Equipment

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

  • (a) A Chain Shirt, a Shield, a Mace, a Holy Symbol, a Priest's Pack, and 7 GP.
  • (b) 110 GP.

Spellcasting

At 1st level, you have learned to cast spells through prayer and meditation. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list in the 2024 Player's Handbook.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

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 Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Revised Cleric Features Table.

Spell Slots. The Revised Cleric Features Table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Revised Cleric Features 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 level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

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 Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Divine Order

At 1st Level, you have dedicated yourself to one of the following sacred roles of your choice.

Protector

Trained for battle, you gain proficiency with Martial Weapons.

Thaumaturge

You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Divine Protection

Starting at 1st Level, this feature grants different benefits depending on if you are wearing armor or not.

Divine Armor. When you are wearing Light or Medium Armor, you can replace Dexterity with Wisdom for calculating your Armor Class.

Unarmored Defense. When you aren't wearing any armor, your base Armor Class equals 10 plus your Strength and Wisdom modifiers. You can use a Shield and still gain this benefit. At 10th level, you gain +1 AC while not wearing any armor and benefiting from Unarmored Defense.

Channel Divinity

At 2nd level,You can channel divine energy directly from the Outer Planes 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 this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses 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 Revised Cleric Features 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 it. 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 damage (your choice) 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 Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Ability Score Improvement

When you reach Cleric Level 4, and again at Cleric Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Sear Undead

Starting at 5th level, 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.

Blessed Strikes

At 7th level, Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Divine Intervention

At 10th level, you can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 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 can't use this feature again until you finish a Long Rest.

Improved Blessed Strikes

At 14th level, 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.

Epic Boon

At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Divine Messenger

At 20th level, you become a true messenger of the divine. Your Wisdom score increases by 4, to a maximum of 26.

Greater Divine Intervention

At 20th level, you can 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.

Grave Domain

The Grave Domain concerns itself with the boundary between life and death. To those who tap into this domain’s power, death is a foundational, natural, and inevitable part of the multiverse. Such Clerics seek to destroy Undead and strive to shepherd spirits to the afterlife (whether those spirits want to go or not).

The magic of this domain also allows these Clerics to stave off death for a time, particularly for those who still have some great work to accomplish in the world. But this is merely a delay of death, not a denial of it, for the grave will always claim its due.

Grave Domain Spells

At 3rd level, when you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Spells
3rd Bane, Chill Touch, Detect Evil and Good, Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Dispel Evil and Good
9th Hold Monster, Raise Dead

Blessings of the Grave

At 3rd level, you gain Proficiency in the Intimidation Skill and with Leatherworker's Tools.

Circle of Mortality

At 3rd level, you gain the ability to manipulate the balance between life and death, granting you the following benefits.

Pull of Death. Once per turn, when you cast a spell or hit with an attack roll and deal damage to a Bloodied creature, that creature takes an extra 1d4 Necrotic damage. This damage increases to 2d4 at Level 17.

Return to Life. When you would normally roll one or more dice to restore Hit Points to a creature at 0 Hit Points with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d4 Hit Points to a creature at 0 Hit Points with a spell, you restore 8.

Path to the Grave

At 3rd level, Aa a Bonus Action, you present your Holy Symbol and expend a use of your Channel Divinity to curse one creature you can see within 30 feet of yourself until the start of your next turn. While cursed, the creature has Disadvantage on attack rolls and saving throws. When you or an ally you can see hits the cursed target with an attack roll, you can end the curse early (no action required) to make the attack deal extra Necrotic or Radiant damage (your choice) equal to 1d4 plus your Cleric level. This increases to 1d6 at Level 6 and 1d8 at Level 17.

Sentinel at Death's Door

At 6th level, when you or a Bloodied creature you can see within 15 feet of yourself is hit with an attack roll, you can take a Reaction to halve that attack’s damage.

At Level 17, the range of this Feature becomes 30 feet.

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.

Divine Reaper

At Level 17, your deep connection to this domain renders you a hallowed harbinger of death, granting you the following benefits.

Enhanced Necromancy. When you cast a spell of level 5 or lower from the Necromancy school that targets one creature or a spell from the Grave Domain Spells table, you can expend a use of Channel Divinity to target a second creature within the spell’s range. If the spell requires costly or consumed Material components, you only need to provide those components once.

Keeper of Souls. When an enemy dies within 30 feet of you, you or one creature you can see within 30 feet of yourself regains Hit Points equal to two times your Cleric level.

You can’t use this feature if you have the Incapacitated condition. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

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.

Knowledge Domain Spells

At 3rd level, when you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Spells
3rd Comprehend Languages, Detect Thoughts, Identify, Mind Spike
5th Dispel Magic, Tongues
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Blessings of Knowledge

At 3rd level, you gain proficiency with one type of Artisan's Tools of your choice and in two skills of your choice. You also gain Expertise in the two Skills you choose.

Mind Magic

At 3rd level, 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.

Mental Resistance

At 6th level, you gain Resistance against Psychic Damage and have Advantage on Saving Throws made against the Charmed Condition.

Unfettered Mind

At 6th level, 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).

Clever and Wise

At 17th level, if your total for an Intelligence check is lower than your Wisdom score, you can use that score in place of the total.

Divine Foreknowledge

At 17th level, as a Bonus Action,you magically expand your mind to the possibilities of the future. For 1 minute, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).

Life Domain

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

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

Life Domain Spells

At 3rd level, 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.

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

Disciple of Life

At 3rd level, when a spell you cast with a spell slot restores Hit Points to a creature, 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.

Additionally, you gain proficiency with Herbalism Kits and the Medicine skill. If you are already proficient with Herbalism Kits, choose another Tool to gain proficiency with. If you are already proficient in the Medicine skill, choose another Skill to gain proficiency in.

Preserve Life

At 3rd level, As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Blessed Healer

At 6th level, the healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one creature other than you, you regain Hit Points equal to 2 plus the spell slot's level.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, 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.

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 deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.

Light Domain Spells

At 3rd level, 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.

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

Radiance of the Dawn

At 3rd level, as a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.

Additionally, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.

Warding Flare

At 3rd level, when a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare 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.

Improved Warding Flare

At 6th level, You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.

In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.

Corona of Light

At 17th level, 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.

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

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, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to 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.

Trickery Domain Spells

At 3rd level, 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.

Cleric Level Spells
3rd Charm Person, Disguise Self, Invisibility, Pass without Trace
5th Hypnotic Pattern, Nondetection
7th Confusion, Dimension Door
9th Dominate Person, Modify Memory

Blessing of the Trickster

At 3rd level, as a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.

Additionally, you gain proficiency with Disguise Kits and the Deception skill. If you are already proficient with Disguise Kits, choose another Tool to gain proficiency with. If you are already proficient in the Deception skill, choose another Skill to gain proficiency in.

Invoke Duplicity

At 3rd level, as a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it 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.

Trickster's Teleportation

At 6th level, whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.

Improved Duplicity

At 17th level, the illusion of your Invoke Duplicity has grown more powerful in the following ways.

Shared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.

Healing Illusion. 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.

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.

War Domain Spells

At 3rd level, 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.

Cleric Level Spells
3rd Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Fire Shield, Freedom of Movement
9th Hold Monster, Steel Wind Strike

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and the Athletics skill.

War Priest

At 3rd level, As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. 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 or Long Rest.

Additionally, you gain +1 AC while wearing Light or Medium Armor and proficiency in the Athletics Skill. If you are already proficient in the Athletics skill, choose another Skill to gain proficiency in.

Guided Strike

At 3rd level, when you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.

War God's Blessing

At 6th level, you can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.

Avatar of Battle

At 17th level, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Additionally, when you deal damage with a Simple or Martial Weapon attack or an Unarmed Strike, you ignore Resistance with that weapon's damage.

Credits

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Changes: Me, SmugCoffeeMan

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Changelog

1.0

  • Removed Heavy Armor from the class entirely.
  • Added Divine Protection as compensation for loss of Heavy Armor + Flavor.
  • Mostly minor tweaks - subclasses all get a little extra at level 3, a proficiency or two, a cantrip (light) or +1 AC while wearing light/medium armor (War).

1.1

  • Added a revised version of the UA Knowledge Domain Subclass.
  • Reduced the number of Spells that Knowledge Domain gets to fit the base subclasses.
  • Reworked Blessings of Knowledge to fit how Skill Profiencies are gained with my Revised Classes and Subclasses.
  • Added Mental Resistance as a 6th-level Knowledge Domain feature which grants Resistance to Psychic Damage and Advantaeg on Saves vs Charmed.
  • Removed the Wisdom as Intelligence Check Result ability from Unfettered Mind and moved it to the new 17th level feature, Clever and Wise.
  • Divine Foreknowledge now only lasts 1 minute because of just how powerful it is and also getting Clever and Wise at the same level.

1.2

  • Added and tweaked Grave Domain from the new UA. Notably, Pull of Death scales at 17th, Path to The Grave now scales from a d4 to a d6 to a d8, Sentinel at Death's Door had its range reduced and increases again at 17th, and Divine Reaper's Enhanced Necromancy got buffed while Keepr of Souls got slightly nerfed