Alternate Cleric

by laserllama

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Alternate Cleric

The Cleric

Crouching behind the crumbling
wall, a party of warriors waited for
the terrifying black dragon to finish
them off. When hope seemed lost, a
larger-than-life human chanted and
gripped a medallion around his neck,
and a wave of luminous divine power
rushed over the party, mending their
wounds and giving them the vitality
to stand against the dragon.

As the vampire and its spawn closed in,
a great red-bearded dwarf stepped forward,
his warhammer alight with celestial flame.
He held it aloft and from it burst a wave of
purest sunlight, searing the vampire lord and
reducing its undead thralls to grave dust.

Climbing out along the mast of the vessel,
the tattooed elvish woman raised her hands to
the sky, and stormy clouds began to gather. She
chanted an ancient prayer of the sea, and great
bolts of lightning began to rain down upon the
enemy fleet, lighting the warships aflame.

All three of the adventurers described above
are Clerics, servants of the divine realms who
are given the ability to channel the magic of
great deities. Clerics conjure divine power
to heal the wounded and smite evildoers.

Anointed Avatars

While each town, country, and clan has its
own patron deity and priests who lead the people
in worship, very few can claim to be true Clerics. Chosen for many reasons as varied as the great celestial deities, mortals anointed as Clerics are given access to a mote of their deity's divine power. With this divine power comes the responsibility to carry out the goals of their deity on the material plane.

Though the relationship between each Cleric and the deity they serve varies greatly, other mortals view any Cleric as the living representative of that deity on the material plane. They serve as a voice for the heavens, answering the petitions and prayers of the common folk with spell and steel. While some receive direct communication from their deity through rituals or dreams, others are left to carry out their divine will as best they can with little, if any, otherworldly guidance.

Divine Conduits

What makes a Cleric is their ability to draw upon and channel the divine power of the celestial realms. While all Clerics can use this miraculous magic to heal the sick and drive back the darkness, much of their most powerful magic is limited to the Divine Domain granted to them by their deity. Though deities may have access to large swaths of celestial influence, Clerics are limited to one such Domain when given their power.

Zealots, penitents, philosophers, and ascetics are all found among the ranks of Clerics and are granted equal access to divine power. Some use this power within strict frameworks and ritual lives, while others see this power as another tool to achieve their own goals. Clerics and their motivations are as
    diverse as the Domains and pantheons of the heavens.

Creating
Your Cleric

When creating your Cleric, consider why they may have been chosen as a conduit of divine power. Were they consecrated to serve a church or deity? Do their personality, morality, and goals align perfectly with a celestial entity, opening the path to miraculous magic? Or, is the reason for their anointing yet another mystery for them to discover as they adventure?

Also, consider how your Cleric feels about the deity from which they draw their power. Are they a zealous servant who seeks to convert fellow mortals into service of their deity? Or, are they indifferent to the divine so long as they have power?

Multiclassing and the Cleric

If your group uses multiclassing, here's what you need to know if you take a level in the Cleric class.

Ability Score Minimum. As a multiclass character, you must have a minimum Wisdom score of 13 to take a level in the Cleric class, or to take a level in another class if you are already a Cleric.

Proficiencies. If Cleric isn't your initial class, here are the proficiencies you gain when you take your first Cleric level: light and medium armor, shields.

Spellcasting. Add all of your levels in the Cleric class to the appropriate levels from other classes to determine available spell slots.

The Cleric
Level      PB      Features Cantrips
  Known  
1st 2nd 3rd 4th 5th 6th 7th 8th 9th Channel
Divinity
1st +2 Sacred Calling, Spellcasting 2 2
2nd +2 Divine Domain 2 3
3rd +2 Channel Divinity 2 4 2 2
4th +2 Ability Score Improvement 3 4 3 2
5th +3 3 4 3 2 2
6th +3 Domain Feature 3 4 3 3 2
7th +3 Greater Calling 3 4 3 3 1 3
8th +3 Ability Score Improvement 3 4 3 3 2 3
9th +4 3 4 3 3 3 1 3
10th +4 Divine Intervention 4 4 3 3 3 2 3
11th +4 4 4 3 3 3 2 1 3
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 3
13th +5 4 4 3 3 3 2 1 1 3
14th +5 Sanctified Calling 4 4 3 3 3 2 1 1 3
15th +5 4 4 3 3 3 2 1 1 1 4
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 4
17th +6 4 4 3 3 3 2 1 1 1 1 4
18th +6 Domain Feature 4 4 3 3 3 3 1 1 1 1 4
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 4
20th +6 Miraculous Intervention 4 4 3 3 3 3 2 2 1 1 4

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: One Musical Instrument of your choice

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose any two: History, Insight, Intimidation, Medicine, Performance, Persuasion, Religion

Starting Equipment

As a Cleric, you start with the following equipment, along with the equipment granted to you by your background:

  • (a) a mace or (b) two daggers or (c) a warhammer
  • (a) scale mail, (b) leather armor, or (c) chain mail
  • (a) a light crossbow and 20 bolts (b) a simple weapon
  • A shield, a holy symbol, and a Priest's Pack

Quick Build

You can make a Cleric quickly by using these suggestions: First, make Wisdom your highest ability score, followed by Constitution. Second, choose the Acolyte background. Last,
    select the sacred flame and thaumaturgy Cantrips.

Sacred Calling

Mortals are called according to their abilities in the service of the divine. At 1st level, choose a Sacred Calling from the list below that best represents how you serve your deity.

Once it is chosen, your Sacred Calling cannot be changed:

Crusader

You have trained to serve the divine on the field of battle. You gain proficiency in heavy armor and a single martial weapon of your choice, often one considered sacred to your deity.

Monastic

You have forgone worldly pleasure to better connect with the divine. You gain proficiency with one set of Artisan's Tools of your choice and either Insight, Medicine, or Perception.

Also, so long as you are not wearing armor or a shield and wielding only bludgeoning weapons, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Scholastic

You dedicate your mind in service of the divine. You learn to speak, read, and write Celestial (or another language sacred to your deity), and you gain proficiency in History or Religion. If you are already proficient in that skill, you add double your Proficiency Bonus to any checks you make with it.

You also learn one additional Cleric Cantrip of your choice, but it does not count against your total Cantrips Known. See the Spellcasting feature below for more details on Cantrips.

Spellcasting

At 1st level, you begin to learn sacred rites and rituals which allow you to draw upon the power of the divine to cast spells:

Cantrips

At 1st level, you know two Cleric Cantrips of your choice. You learn another Cleric Cantrip at 4th and 10th level, as shown in the Cantrips Known column of the Cleric table above.

Preparing & Casting Spells

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

During each long rest, you can spend 1 hour in prayer to prepare the list of Cleric spells available for you to cast. You choose a number of Cleric spells equal to your Cleric level + your Wisdom modifier (minimum of 1). To prepare a Cleric spell, it must be of a level for which you have spell slots.

Ritual Casting

Your connection to the divine powers allows you to draw on their ambient magic. You can cast any Cleric spell you have prepared as a Ritual so long as that spell has the Ritual tag.

Spellcasting Ability

Your power is drawn from an intuitive divine connection, so Wisdom is your spellcasting ability for Cleric spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll:

Spell save DC = 8 + your Proficiency Bonus
+ your Wisdom modifier

Spell attack modifier = your Proficiency bonus
+ your Wisdom modifier

Spellcasting Focus

You can use a Holy Symbol as the spellcasting focus for your Cleric spells. A Holy Symbol is a Tiny item bearing the mark
    of your deity, often a medallion or relic sacred to your faith.

Divine Domain

At 2nd level, you prove your devotion and are consecrated as the bearer of a Divine Domain, chosen from the following:

   
Death Light
Forge Tempest
Life War

    Your Divine Domain grants you features at 2nd level, and again when you reach 6th and 18th levels in this class. Your Domain features use your Spell save DC for saving throws.

Domain Spells

Each Divine Domain has a list of Domain Spells you always have prepared once you reach the Cleric levels noted in your Domain's description. Domain Spells count as Cleric spells for you, but they do not count against the spells you prepare.

Channel Divinity

Beginning at 3rd level, can channel the power of your deity to produce miraculous effects beyond the bounds of spells. You can use three such effects: Divine Restoration, shown below, and two determined by your Divine Domain.

You can Channel Divinity twice. You regain one expended use after a short rest, and all uses when you finish a long rest.

You gain more uses of Channel Divinity at certain levels, as shown in the Channel Divinity column of the Cleric table.

Divine Restoration

As a bonus action, you grasp your Holy Symbol and expend one or more uses of Channel Divinity to regain an expended spell slot of a level equal to the number of uses expended.

Ability Score Improvement

When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.

Greater Calling

At 7th level, your deity calls you deeper into their service. You gain the feature below associated with your Sacred Calling:

Greater Crusader

Your deity infuses your weapons with divine wrath. Choose a damage type from this list that best fits your Divine Domain: cold, fire, lightning, necrotic, poison, thunder, or radiant.

Once per turn, when you hit with a weapon attack, you can deal a bonus 1d8 damage of your chosen type.

Greater Monastic

Your deity calls you to further detach yourself from worldly vices. You have advantage on saving throws to resist and end the Charmed, Frightened, and Poisoned conditions.

Greater Scholastic

Your minor magic is infused with divine judgment. Whenever you deal damage with a Cleric Cantrip, you add your Wisdom modifier (a minimum of +1) to your damage roll.

Divine Intervention

Starting at 10th level, you can use an action to hold aloft your Holy Symbol and call upon your deity to intervene directly on your behalf. One of your Domain Spells instantly takes effect at a level of your choice (maximum of 5th-level). You need not expend a spell slot or any of its material components.

Alternatively, you call for your deity to intervene in a way within bounds of your Divine Domain, but not covered by one of your Domain Spells. The exact nature of this effect is up to your DM and remains in the bounds of a 5th-level spell.

Once you use this feature to call upon your
deity, you must complete a long rest
before you can do so again.

Sanctified Calling

At 14th level, you perfectly live your life of divine service. You gain one final feature associated with your Sacred Calling:

Sanctified Crusader

Your weapons strike with the full force of your deity's will. The bonus damage from Greater Crusader becomes 2d8.

Sanctified Monastic

An aura of divine peace emanates from you. You can perform a 10-minute ritual prayer to gain the benefits of the sanctuary spell, targeting yourself only, until the end of your next long rest. The benefits of this spell can still end early, as normal.

Sanctified Scholastic

Your knowledge of the divine grants you greater mastery over your magic. During a short rest, you can replace a number of your prepared spells equal to your Wisdom modifier.

Miraculous Intervention

At 20th level, you are able to directly call on the might of your deity, and they intervene on your behalf. When you use Divine Intervention, you can cause a Cleric spell of 9th-level or lower to instantly take effect, without spending a spell slot or any of its normal material components.

Alternately, you can call for your deity to intervene in a way within the bounds of their Divine Domain, but not covered by a Cleric spell. The exact nature of this effect is up to your DM and must remain within the bounds of a 9th-level spell.

After you use Miraculous Intervention, you still regain use of Divine Intervention after a long rest. However, you cannot use Miraculous Intervention until you finish 2d4 long rests.

You can spend 24 hours performing ritual sacrifices and
         prayers appropriate to your diety to regain your use of
            Miraculous Intervention after you next long rest.

Cleric Spell List

Below are the spells available to the Cleric, organized by spell level. They are from the Player's Handbook, Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **. Spells that can be cast as Rituals are marked with the (r) tag.

Spells marked ll are found in laserllama's Compendium of Spells, which includes both new and alternate spells.

Cantrips (0-Level)

glitterbeam ll
guidance ll
light
mending
resistance ll
sacred flame
spare the dying
thaumaturgy
toll the dead *
word of radiance

1st-Level

bane
bless
ceremony (r) *
command
create water ll
cure wounds
detect evil & good
detect magic (r)
detect poison & disease (r)
divine favor ll
guiding bolt
healing word
heroism
inflict wounds
protection from evil & good
purify food & drink
sanctuary
shield of faith

2nd-Level

aid
augury (r)
blindness/deafness
calm emotions
continual flame
enhance ability
gentle repose (r)
hold person
restoration ll
locate creature (r) ll
locate object
prayer of healing
protection from poison
silence (r)
spiritual weapon
warding bond
zone of truth

3rd-Level

animate dead ll
aura of vitality
beacon of hope
bestow curse
clairvoyance
create food & water
daylight ll
dispel magic
feign death (r)
glyph of warding
life transferance *
magic circle

3rd-Level (Cont.)

mass healing word
meld into stone (r)
protection from energy
remove curse
revivify
sending
speak with dead (r) ll
spirit guardians
tongues
water walk

4th-Level

accursed touch ll
aura of life
aura of purity
banishment
control water
create undead ll
death ward ll
divination (r)
freedom of movement
guardian of faith
stone shape

5th-Level

commune (r)
conjure celestial ll
contagion
dawn *
dispel evil & good
flame strike ll
geas
hallow
holy weapon *
insect plague
legend lore
mass cure wounds
planar binding
raise dead

5th-Level (Cont.)

scrying
spiritual sundering ll
wall of light *

6th-Level

astral projection ll
blade barrier
find the path
forbiddance (r)
harm
heal
heroes' feast
sunbeam
true seeing
word of recall

7th-Level

divine word
etherealness
fire storm
plane shift
regenerate
resurrection
symbol
temple of the gods *

8th-Level

antimagic field
control weather
earthquake
holy aura
sunburst

9th-Level

gate
mass heal
power word: heal
storm of vengeance ll
true resurrection

Divine Domains

Choose the Divine Domain from the options listed below that best represents the deity or divine ideal your Cleric serves:

   
Death Light
Forge Tempest
Life War

Death Domain

You serve a deity of death who guards the border between life and death. Many such deities shepherd mortal spirits into the afterlife or judge the content of the soul. No matter the deity, they all view undeath as an abomination, and you are bound to destroy any who use this sinister and unnatural power.

Death Domain Spells

2nd-level Death Domain feature
You always have certain spells prepared at the Cleric levels in the table below. The spells count as Cleric spells for you, but they don't count against the spells you can prepare each day:

Cleric Level Spells
2nd false life, healing word
3rd gentle repose, ray of enfeeblement
5th revivify, speak with dead ll
7th blight, death ward ll
9th antilife shell, mass cure wounds

Keeper of the Veil

2nd-level Death Domain feature
You guard the veil between death and life. When you cast
a Cleric spell that restores hit points to a creature at 0 hit
points, you treat any dice as their maximum roll.

In addition, if you target an Undead creature
with a Cleric spell that normally restores hit
points, such as healing word, it must make a
Charisma saving throw. It takes radiant damage equal to
the hit points the spell normally restores on a failed save,
and half as much radiant damage on a successful save.

Doomed to Die

3rd-level Death Domain feature
You mark enemies for death's grasp. As an action, you can grasp your Holy Symbol and Channel Divinity to curse one creature you can see within 30 feet. The first time it is hit
by an attack before the end of your next turn, the creature
has Vulnerability to all damage from that attack.

Turn Undead

3rd-level Death Domain feature
As an action, you hold aloft your Holy Symbol and Channel Divinity to rebuke creatures of unlife. Undead within 30 feet must make a Wisdom saving throw. On a failed save, Undead take radiant damage equal to five times your Cleric level, then are Turned for 1 minute, or until they take damage.

A Turned creature can't take reactions, and will only use its turns to safely move as far from you as possible, try to escape
    effects preventing its movement, or take the Dodge action.

Grave Guardian

6th-level Death Domain feature
Your connection with the deities of death allows you to stave off their influence. When you or another creature you can see within 30 feet suffers a critical hit, you can use your reaction to turn it into a regular hit.

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

Vital Reaping

18th-level Death Domain feature
You can siphon life from death. Once per turn, when a Hostile creature dies within 30 feet of you, you can siphon the last of its life into yourself, then immediately restore hit points equal to the dying creature's CR to yourself or to another creature within 30 feet of you. You cannot siphon life from, or restore hit points to Constructs or Undead with
this feature.

Forge Domain

You have been chosen as the prophet for a great artisan deity. As a Cleric of the Forge, you strive to mirror your deity in the act of creation through fire, forge, and metal. You channel the divine power of creation to craft miraculous works of beauty and creativity, but also fortification, destruction, and flame.

Forge Domain Spells

2nd-level Forge Domain feature
You always have certain spells prepared at the Cleric levels in the table below. The spells count as Cleric spells for you, but they don't count against the spells you can prepare each day:

Cleric Level Spells
2nd identify, searing smite ll
3rd animate object ll, heat metal
5th elemental weapon, minute meteors *
7th fabricate, wall of fire
9th create construct ll, creation

Disciple of the Forge

2nd-level Forge Domain feature
You are a disciple of a divine craftsman. You gain proficiency with Smith's Tools, or a different set of Artisan's Tools of your choice if you were already proficient with Smith's Tools. For you, Artisan's Tools can be used as a Holy Symbol.

During the course of a long rest, you can perform a 1-hour ritual using Smith's Tools to bless a single non-magical suit of armor, weapon, or shield. Until you perform the ritual again, it becomes a magic item that grants a +1 bonus to Armor Class (armor or shield) or a +1 bonus to attack and
damage rolls (weapon).

Divine Artisan

3rd-level Forge Domain feature
You channel the divine energies of your deity into your craft. Using Smith's Tools, you can Channel Divinity to carry out a 1-hour ritual to transmute metal material, which can include coins, into a single non-magical object of equivalent value to the material provided.

To create an object that would require expertise to craft, you must be proficient in the corresponding Artisan's Tools. For example, you could use Smith's Tools to craft a weapon, shield, or ammunition from raw material and coins.

At the end of the ritual, the metal permanently transforms into that object, including any non-metal parts of the object.

Forge Assistant

3rd-level Forge Domain feature
You can infuse objects with a divine spark of creativity. As an action, you can grasp your Holy Symbol and Channel Divinity to cast the animate object ll spell on an object within range at 2nd-level without expending a spell slot.

When you cast the spell in this way, your animated object gains proficiency in one set of Artisan's Tools of your choice.

Forged in Fire

6th-level Forge Domain feature
The divine power of the forge grants you increased resilience. You gain Resistance to fire damage, and while wearing armor, you gain a +1 bonus to your Armor Class.

Master Smith

18th-level Forge Domain feature
You are a blessed prophet of the forge. You gain Immunity to fire damage, and while wearing armor, you gain Resistance to
                                             bludgeoning, piercing, and slashing
                                              damage from non-magical attacks.

Life Domain

Deities who bestow the Life Domain upon Clerics are
many, but they are invariably aligned with the cosmic
forces of Goodness. They include deities of health and
healing, preservation, growth, community, and family.
Despite their varied patronages, deities who bestow
this Divine Domain universally despise Undead and Necromancy magic as the highest blasphemies.

Life Domain Spells

2nd-level Life Domain feature
You always have certain spells prepared at the
Cleric levels in the table below. They count as
Cleric spells for you, but do not count against
the number of spells you prepare each day:

Cleric Level Spells
2nd bless, cure wounds
3rd aid, restoration ll
5th mass healing word, revivify
7th aura of life, death ward ll
9th mass cure wounds, raise dead

Disciple of Life

2nd-level Life Domain feature
The life-giving energies of the divine infuse your
healing magic. Whenever you cast a Cleric spell
that restores hit points to a creature, it regains
additional hit points equal to twice the level of
the spell slot used to cast the spell.

Preserve Life

3rd-level Life Domain feature
You can directly call on the restorative power of your
deity. As an action, you hold aloft your Holy Symbol
and Channel Divinity to unleash a wave of divine
healing. You restore a total number of hit points
equal to five times your Cleric level, distributed
among creatures of your choice within 30 feet.

You cannot use this Channel Divinity to restore
hit points to Constructs or Undead creatures.

Turn Undead

3rd-level Life Domain feature
You use divine magic to destroy blasphemous Undead.
As an action, you hold aloft your Holy Symbol and Channel Divinity to rebuke creatures of unlife. Undead within 30 feet must make a Wisdom saving throw. On a failed save, Undead take radiant damage equal to five times your Cleric level, then are Turned for 1 minute, or until they take damage.

A Turned creature can't take reactions, and will only use its turns to safely move as far from you as possible, try to escape effects preventing its movement, or take the Dodge action.

Blessed Healer

6th-level Life Domain feature
Channeling your deity's power to restore others also restores you. Any time you cast a Cleric spell that restores hit points to another creature, you also regain hit points equal to twice the
    level of the spell slot used to cast the spell.

Conduit of Life

18th-level Life Domain feature
Devotion to your deity allows you to channel their pure divine essence to heal. Whenever you restore hit points to a creature with a Cleric spell, you treat any dice as the maximum roll.

Resurrection and Undeath

Despite their zealous opposition to Necromancy magic and Undead creatures, Life Domain Clerics don't consider raising the dead blasphemy unless they are raised to become Undead thralls.

Light Domain

You are a servant of divine Light. Light which illuminates the darkness, unveils deception, and sears unholy creatures with its radiance. Deities of this Domain are often associated with the sun, and charge their Clerics to seek out light and truth.

Light Domain Spells

2nd-level Light Domain feature
You always have certain spells prepared at the Cleric levels in the table below. The spells count as Cleric spells for you, but they don't count against the spells you can prepare each day:

Cleric Level Spells
2nd faerie fire, guiding bolt
3rd flaming sphere, scorching ray
5th daylight ll, fireball
7th guardian of faith, wall of fire
9th dawn , flame strike ll

Light Bearer

2nd-level Light Domain feature
You bear the divine light of truth, which pierces the darkness. As a bonus action, you can cause your eyes to glow with light or return to normal. This sight allows you to see normally, as if by daylight, in darkness or dim light out to a 30-foot radius.

You also learn the light Cantrip, or another Cleric Cantrip if you know light. It doesn't count against your Cantrips Known.

Radiant Flare

3rd-level Light Domain feature
When a creature you can see within 30 feet hits you with an attack, you can use your reaction to Channel Divinity,
searing its eyes with a burst of brilliant light. If the
attacker can see, it must make a Constitution
saving throw, or its attack becomes a miss,
and it is Blinded until the start of
your next turn.

Starting at 6th level, you can
use this Channel Divinity as a
reaction when a creature you
can see within 30 feet hits with
any attack, even
attacks against
other targets.

Dispel Darkness

3rd-level Light Domain feature
As an action, you hold aloft your Holy Symbol and Channel Divinity to unleash a wave of divine radiance out to 30 feet. Any magical darkness in this area created by a spell equal to your highest spell slot, or lower, is dispelled, and creatures of your choice must make a Constitution saving throw.

On a failure, they take radiant damage equal to 2d8 + your Cleric level and are Blinded until the start of your next turn. On a success, they take half damage and are not Blinded.

Piercing Sight

6th-level Light Domain feature
The divine light you bear grows in strength, piercing untruth. Light Bearer now grants you Blindsight within its radius.

Finally, at 18th level, you gain Truesight within its radius.

Luminous Form

18th-level Light Domain feature
As a bonus action, you can completely fill yourself with divine light, taking on a Luminous Form that grants these benefits:

  • You emit bright light out to a 30-foot radius, and dim light 30 feet beyond that. This light is true sunlight.
  • Creatures within this light have disadvantage on saving throws to resist your Light Domain Spells and features.
  • You gain the benefits of your Light Bearer feature.

You remain in Luminous Form for 1 minute. It ends early if you use a bonus action to end it or you are Incapacitated. You can use this feature once per short or long rest. After that you must expend a spell slot of 5th-level or higher to use it again.

Tempest Domain

Within you rages the destructive power of the divine
storm. Using this holy power, you can hurl bolts of
of lightning, booming thunder, and blustering wind.
Like a storm, deities of the Tempest are fickle and
quick to pour out destruction and wrath. Do you
work to placate your deity and avert this anger?
Or, are you a tool of tempestuous destruction?

Tempest Domain Spells

2nd-level Tempest Domain feature
You always have certain spells prepared at the
Cleric levels in the table below. They count as
Cleric spells for you, but do not count against
the number of spells you prepare each day:

Cleric Level Spells
2nd fog cloud, thunderwave
3rd shatter, warding wind *
5th call lightning, thunder step *
7th ice storm, storm sphere *
9th control winds *, destructive wave

Storm Priest

2nd-level Tempest Domain feature
Your diety has infused you with a spark of their
tempestuous wrath. You learn a single Cantrip of
your choice from any spell list that deals thunder
or lightning damage. It is a Cleric Cantrip for you,
but it doesn't count against your Cantrips Known.

Also, you can perfectly predict the weather for
the next 24 hours so long as you can see the sky.

Destructive Wrath

3rd-level Tempest Domain feature
You can pour out the unchecked power of your
deity upon your foes. When you deal lightning
or thunder damage with a Cleric spell, you can
Channel Divinity to deal the maximum thunder
and lightning damage, instead of rolling.

Tempestuous Rebuke

3rd-level Tempest Domain feature
You channel the divine storm to punish those who
strike you. When a creature you can see within 30 feet damages you, you can use your reaction to Channel Divinity, forcing it to make a Dexterity saving throw.

On a failure, it takes lightning or thunder damage equal to 2d8 + your Cleric level, and it cannot take reactions until the start of your next turn. On a successful save, it takes half as much damage and can take reactions as normal.

Thunderous Magic

6th-level Tempest Domain feature
Your magic carries the tempestuous power of a divine storm. Whenever you deal lightning or thunder damage to a target, you can push it 10 feet away from you in a line. The distance is halved for every size the target is above Large.

The distance you push targets with this feature increases
       at 12th level (15 feet) and again at 18th level (20 feet).

Divine Tempest

18th-level Tempest Domain feature
You are always prepared to call down the wrath of your deity. You always have the storm of vengeance ll spell prepared, but it doesn't count against the spells you can prepare each day.

Stormlord

18th-level Tempest Domain feature
You are the mortal avatar of your tempestuous deity, able to command the wind itself to carry you. You have a flying speed equal to your walking speed, so long as you are not indoors or underground.

While underground or indoors, you can use your action to Channel Divinity to gain this flying speed for 1 hour.

War Domain

Deities of all alignments in the great cosmic struggle bestow the War Domain on their Clerics. Some charge their soldiers to stand in defense of the innocent, while others demand they use this divine power to conquer and subdue. Some Clerics of War become great heroes, and others feared warlords.

War Domain Spells

2nd-level War Domain feature
You always have certain spells prepared at the Cleric levels in the table below. The spells count as Cleric spells for you, but they don't count against the spells you can prepare each day:

Cleric Level Spells
2nd divine favor ll, shield of faith
3rd branding smite ll, spiritual weapon
5th conjure volley ll, crusader's mantle
7th freedom of movement, guardian of faith
9th holy weapon *, steel wind strike ll

Consecrated Weapon

2nd-level War Domain feature
Divine power grants you supernatural combat ability. Choose one weapon you are proficient with. You use your Wisdom, in place of Strength or Dexterity, for its attack and damage rolls, and it counts as a Holy Symbol for your Cleric features.

During the course of a long rest, you can perform a 1-hour
       ritual to transfer this benefit to another weapon.

Celestial Armory

3rd-level War Domain feature
You can summon the celestial armaments of your deity. As an action, you can Channel Divinity to gain the benefits of both the divine favor and shield of faith spells without expending
a spell slot or requiring your concentration for 1 minute.

When cast in this way, shield of faith can only target you, and divine favor must target your Consecrated Weapon.

Divine Strike

3rd-level War Domain feature
You infuse your strikes with the divine intent of a War deity. When you miss with a Consecrated Weapon attack, you can Channel Divinity to add your Cleric level to your attack roll, possibly turning your missed attack into a hit.

Beginning at 6th level, you can use this Channel Divinity as a reaction when a creature you can see within 30 feet misses with a weapon attack, granting it the same bonus to its roll.

War Magic

6th-level War Domain feature
Your devotion to warfare allows you to weave spell and steel together. When you use your action to Cast a Cleric Spell or to Channel Divinity, you can make a single attack with your Consecrated Weapon as a bonus action on that turn.

Paragon of War

18th-level War Domain feature
You are marked as divine champion of warfare. You gain Resistance to bludgeoning, piercing, and slashing damage.

Alternate Cleric

Become the master of Divine Magic you were meant to be with this alternate take on the Cleric for 5e! Includes six revised Divine Domains.

Version 1.0.0 - Created by /u/laserllama
Last Updated: May 20th, 2026

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