Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Cleric
Unchained 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, an Unchained 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, Unchained 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 Unchained 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 an Unchained 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 an Unchained Cleric can.
Healers and Warriors
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Unchained 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. An Unchained Cleric might learn formulaic prayers and ancient rites, but the ability to cast Unchained Cleric spells relies on devotion and an intuitive sense of a deity's wishes.
Unchained 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, Unchained 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 an Unchained 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 Unchained Clerics are rare in most hierarchies.
When an Unchained 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 Unchained 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 Unchained Clerics maintain some connection to established temples and orders of their faiths. A temple might ask for an Unchained 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 an Unchained 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 an Unchained 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 Unchained Clerics come into being, the world needs Unchained Clerics as much as Unchained Clerics and deities need each other.
Temple
Most Unchained 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 an Unchained Cleric. To prepare for this new duty, candidates typically receive instruction from an Unchained 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 Unchained 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 an Unchained 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 Unchained Cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The Unchained Cleric's magic flows from the god or the god's sacred realm, and often the Unchained Cleric bears a holy symbol that represents that divinity.
Some Unchained Clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, an Unchained 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 Unchained 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 Unchained Cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your Unchained 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 Unchained 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, Unchained Cleric Subclass | - | 3 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Channel Divinity | 2 | 3 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 2 | 3 | 6 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Sear Undead, Subclass Feature | 2 | 4 | 8 | 4 | 3 | 1 | - | - | - | - | - | - |
| 6th | +3 | Divine Resurgence | 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, Subclass Feature | 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 | Subclass Feature | 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 | - | 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 an Unchained Cleric
As you create an Unchained 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 Unchained 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 an Unchained 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 Unchained Cleric level.
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unchained Cleric level after 1st.
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: None.
Saving Throws: Constitution, Wisdom
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.
Divine Order
At 1st Level, you have dedicated yourself to one of the following sacred roles of your choice.
Crusader
Trained for battle, you gain proficiency with Martial Weapons.
Priest
You know one extra cantrip from the Unchained Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana) and Intelligence (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.
Spellcasting
At 1st level, you have learned to cast spells through prayer and empowerment by a deity or pantheon. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Cleric spells, which appear on page.
Cantrips. You know three cantrips of your choice from the Unchained Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain an Unchained Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Unchained Cleric spell list.
When you reach Unchained Cleric levels 4 and 10, you learn another cantrip of your choice from the Unchained Cleric spell list, as shown in the Cantrips column of the Revised Unchained Cleric Features Table.
Spell Slots. The Revised Unchained 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 Unchained 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 Unchained Cleric levels, as shown in the Prepared Spells column of the Revised Unchained Cleric Features Table. Whenever that number increases, choose additional spells from the Unchained 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 Unchained Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Unchained 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 Unchained 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 Unchained Cleric spells for which you have spell slots.
Ritual Casting. You can cast an Unchained 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 Unchained Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Unchained Cleric spells. This symbol can be painted on a shield and still function as a Spellcasting Focus for your Unchained Cleric spells.
Unchained Cleric Subclass
At 1st Level, you gain an Unchained Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Cleric level or lower.
Additionally, choose a Deity or Pantheon provided by your DM. You must follow their Tenets to the best of your ability, and avoid performing actions that fall under their Anethema. Each Deity should have one or more Unchained Cleric Subclassess associated with them, though your DM has final say as to what Deity, Pantheon, or Entity your Unchained Cleric can worship for each Subclass. DMs should see the Unchained Rules document for more information on what happens when a Cleric or Paladin loses favor with the source of their Divine power, or a Warlock loses favor with their Patron.
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 Unchained 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 Unchained Cleric levels, as shown in the Channel Divinity column of the Revised Unchained 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 Unchained 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 Unchained Cleric Level 4, and again at Unchained 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
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.
Divine Resurgence
At 6th level, you can expend a use of your Channel Divinity to recover Unchained Cleric Spell Slots. The spell slots can have a combined level equal to no more than half your Unchained Cleric level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 6 Unchained Cleric, you can recover up to three levels' worth of spell slots, regaining either one level 3 spell slot or three level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
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 an Unchained 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 1d6 Necrotic or Radiant damage (your choice, when you deal the damage).
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Unchained 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 Unchained 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 2d6.
Potent Spellcasting. When you cast an Unchained 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 1d4 Long Rests.
Arcana Domain
Magic suffuses the multiverse and fuels both destruction and creation. Unchained Clerics with this domain view magical knowledge not as power to be used in pursuit of personal ends, but as a gift they have the responsibility to share.
Gods associated with the Arcana Domain know the secrets and potential of magic intimately. These gods are often connected to knowledge, as learning and arcane power tend to go hand-in-hand, or to secrecy or power.
Arcana Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Detect Magic, Magic Missile |
| 3rd | Magic Weapon, Nystul's Magic Aura |
| 5th | Counterspell (MCoC), Dispel Magic |
| 7th | Arcane Eye, Mordenkainen's Private Sanctum |
| 9th | Bigby's Hand, Far Step (XGE) |
Arcane Initiate
At 1st level, you gain the following benefits.
Arcane Knowledge. You gain proficiency in the Arcana skill if you don't have it already. You also gain Expertise in the Arcana skill.
Cantrips. You learn two Wizard cantrips of your choice. Whenever you gain an Unchained Cleric level, you can replace one of these cantrips with another Wizard cantrip.
Modify Magic
At 5th level, you can use your Channel Divinity to alter your spells as you cast them. When you cast a spell, you can expend one use of your Channel Divinity and change the spell in one of the following ways (no action required).
Fortifying Spell. One target of the spell gains a number of Temporary Hit Points equal to 2d8 plus your Unchained Cleric level.
Tenacious Spell. When you cast a spell that forces a creature to make a saving throw, choose one target of the spell you can see. Roll 1d6 and apply the number rolled as a penalty to the target's saving throw.
Dispelling Recovery
At 10th level, immediately after you cast a spell with a spell slot that restores Hit Points to a creature or ends a condition on a creature, you can cast Dispel Magic on the creature as a Bonus Action without expending a spell slot.
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.
Arcane Mastery
At 15th level, You learn four Unchained Wizard spells, one from each of levels 6, 7, and 8. You thereafter always have those spells prepared. Whenever you gain an Unchained Cleric level, you can replace one of these spells with another Wizard spell of the same level.
When you reach Unchained Cleric level 17, you also learn an Unchained Wizard spell from level 9.
Blood Domain
The Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell.
Blood Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Blood Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | False Life, Ray of Sickness |
| 3rd | Hold Person, Ray of Enfeeblement |
| 5th | Antagonize, Slow |
| 7th | Blight, Compulsion |
| 9th | Dominate Person, Hold Monster |
Bloodletting Focus
At 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing Unchained Cleric spell of level 1+ whose duration is instantaneous, any creature that takes damage from the spell takes extra necrotic damage equal to 2 plus the spell's level. This has no effect on Undead or Constructs.
Crimson Bond
At 5th level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).
While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.
Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.
Blood Puppet
At 5th level, you can use your Channel Divinity to briefly control a creature's actions—whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn't incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control. This has no effect on Constructs.
On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:
- Interact with an object
- Make a single attack
- Do nothing
An animated corpse or an unconscious creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.
An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).
At 17th level, the target of this feature can be Huge or smaller.
Sanguine Recall
At 10th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your Unchained Cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a long rest.
For example, if you're an 8th-level Unchained Cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.
Vascualar Corruption Aura
At 15th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature regains hit points while in the aura, it regains only half as many hit points as expected. This has no effect on Undead or Constructs.
Once you use this feature, you can't use it again until you finish a long rest.
Fate Domain
Gods of fate perceive the future and how the choices mortals make drive them toward their destinies. Some deities consider the future preordained, while others understand the multiverse as a place of infinite possibility. Unchained Clerics who draw power from the forces of fate sometimes receive visions directly from their deity and receive fleeting omens of the future. They share impossible knowledge with their allies and prophesize their enemies' doom.
Fate Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Fate Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Heroism, Silvery Barbs (SCoC) |
| 3rd | Augury, Fortune's Favor (EGW) |
| 5th | Beacon of Hope, Clairvoyance |
| 7th | Death Ward, Divination |
| 9th | Commune, Dream |
Ties That Bind
At 1st level, You can temporarily tie your fate to others. As an action, you can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target's location, and you know the direction of its movement if it is in motion.
In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d6, and the target receives extra damage or healing, respectively, equal to the number rolled.
You can use this feature's action a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Omens and Portents
At 5th level, You can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
Strands of Fate
At 5th level, You can use your Channel Divinity to see and manipulate the strands of fate that weave around other individuals. As a bonus action, you can enter this state for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice).
Insightful Striking
At 10th level, as a bonus action, you can choose one creature you can see within 30 feet of yourself. Your magic grants you a brief vision of the target's defenses. Until the end of your next turn, you gain one of the following effects of your choice:
- The next time you make an attack roll against the target, roll a d6 and add the number rolled to the total.
- The next time the target must make a saving throw against a spell you cast, the target must roll a d6 and subtract the number rolled from the saving throw.
You can use this bonus action a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Visions of the Future
At 15th level, Your knowledge of the future allows you to guide an individual to achieve their greatest possible success. You can cast the foresight spell once without expending a spell slot; when you cast the spell in this way, the spell's duration is 1 minute for that casting. Once you cast the spell in this way, you can't do so again until you finish a long rest.
Forge Domain
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Unchained Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Forge Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Fire Knife (MCoC), Identify |
| 3rd | Heat Metal, Magic Weapon |
| 5th | Elemental weapon, Protection From Eenergy |
| 7th | Fabricate, Wall of Fire |
| 9th | Creation, Immolation (XGE) |
Knowledge of the Forge
At 1st level, you gain proficiency with smith's tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Artisan's Blessing
At 5th level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge
Starting at 10th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing medium armor or using the Unarmored Defense from your Divine Protection Class Feature, you gain a +1 bonus to AC.
Saint of Forge and Fire
At 15th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage
- While wearing medium armor or using the Unarmored Defense from your Divine Protection Class Feature, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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 Unchained 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 Unchained 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 1st level, when you reach an Unchained Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Bane, Darkness Wave (MCoC) |
| 3rd | Gentle Repose, Shadowy Surge (SCoC) |
| 5th | Revivify, Void Sphere (MCoC) |
| 7th | Blight, Spirit of Death (BMT) |
| 9th | Hallow, Raise Dead |
Blessings of the Grave
At 1st level, you gain Proficiency in the Intimidation Skill and with Leatherworker's Tools.
Circle of Mortality
At 1st 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 5th 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 Unchained Cleric level. This increases to 1d6 at Level 6 and 1d8 at Level 17.
Sentinel at Death's Door
At 10th 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 15th level, 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 Unchained 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. Unchained 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, Unchained 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 Unchained 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 1st level, when you reach an Unchained Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Comprehend Languages, Illusory Script |
| 3rd | Borrowed Knowledtge (SCC), Detect Thoughts |
| 5th | Sending, Tongues |
| 7th | Confusion, Locate Creature |
| 9th | Legend Lore, Scrying |
Blessings of Knowledge
At 1st 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 and Tool you choose.
Mental Resistance
At 1st level, you gain Resistance against Psychic Damage and have Advantage on Saving Throws made against the Charmed Condition.
Mind Magic
At 5th 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.
Alternatively, you may choose one Spell from the Divination School from any Unchained Class's Spell List and cast it by expending a Spell Slot, treating it as an Unchained Cleric Spell when cast in this way. A Divination Spell cast with this Feature must be of a level you have slots for, and it cannot be a level 6+ spell.
Clever and Wise
At 5th level, if your total for an Intelligence check is lower than your Wisdom score, you can use that score in place of the total.
Unfettered Mind
At 10th level, you gain telepathy out to 120 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).
Additionaly, you gain Proficiency in Intelligence Saving Throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.
Divine Foreknowledge
At 15th 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. Unchained 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 an Unchained 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 1st level, your connection to this divine domain ensures you always have certain spells ready. When you reach an Unchained Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Cure Wounds, Healing Word |
| 3rd | Aid, Lesser Restoration |
| 5th | Mass Healing Word, Revivify |
| 7th | Aura of Life, Death Ward |
| 9th | Greater Restoration, Mass Cure Wounds |
Disciple of Life
At 1st 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 5th 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 Unchained 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 10th 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 15th 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. Unchained 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 1st level, your connection to this divine domain ensures you always have certain spells ready. When you reach an Unchained Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Burning Hands, Shining Wave (MCoC) |
| 3rd | See Invisibility, Shining Ray (MCoC) |
| 5th | Daylight, Shining Blast (MCoC) |
| 7th | Sickening Radiance (XGE), Wall of Fire |
| 9th | Cone of Flames (MCoC), Dawn (XGE) |
Warding Flare
At 1st 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.
Radiance of the Dawn
At 5th 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 Unchained 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 Unchained Cleric cantrips you know.
Improved Warding Flare
At 10th 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 15th 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.
Moon Domain
Unchained Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Most Moon Unchained Clerics worship the Moonweaver herself, but her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon Unchained Clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.
Moon Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Moon Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Faerie Fire, Silent Image |
| 3rd | Invisibility, Moonbeam |
| 5th | Nondetection, ajor Image |
| 7th | Greater Invisbility, Fount of Moonlight |
| 9th | Dream, Wall of Light (XGE) |
Moonlit Clarity
At 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once), regaining all expended uses when you finish a long rest.
Blessing of the Full Moon
At 5th level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:
Blessing of the Watchful Moon. For 1 hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.
Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated.
Mind of Two Moons
At 10th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.
Eclipse of Ill Omen
At 15th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.
This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.
Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have Unchained Clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These Unchained Clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Nature Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Animal Friendship, Speak with Animals |
| 3rd | Beast Sense, Spike Growth |
| 5th | Conjure Animals, Plant Growth |
| 7th | Dominate Beast, Grasping Vine |
| 9th | Conjure Woodland Beings, Dominate Beast |
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of Unchained Cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Nature's Balm
At 1st level, you gain resistance against Poison damage and have Advantage on saving throws made to avoid the Poisoned condition.
Charm Animals and Plants
At 5th level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Divine Elements
At 10th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Master of Nature
At 15th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Order Domain
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by Unchained Clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
Order Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Order Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Command, Heroism |
| 3rd | Immovable Object (EGW), Zone of Truth |
| 5th | Intellect FOrtress (XUA25PU), Slow |
| 7th | Aura of Purity, Compulsion |
| 9th | Dispel Evil and Good, Dominate Person |
Bonus Proficiencies
At 1st level, you gain proficiency in the Intimidation and Persuasion skills if you are not already proficient in these skills.
Order's Demand
At 5th level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Embodiment of the Law
At 10th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Order's Wrath
Starting at 15th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Peace Domain
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Peace Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Sanctuary, Sleep |
| 3rd | Aid, Calm Emotions |
| 5th | Beacon of Hope, Sending |
| 7th | Charm Monster, Otiluke's Resilient Sphere |
| 9th | Dominate Person, Wall of Force (MCoC) |
Bonus Proficiencies
At 1st level, you gain proficiency in the Insight and Persuasion skills.
Emboldening Bond
At 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 15 feet of you (this can include yourself) equal to your Wisdom Modifier (minimum one creature). You create a magical bond among them for 1 minute or until you use this feature again. While any bonded creature is within 15 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per round.
At 15th level, the range of this ability increases to 30 feet.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Balm of Peace
At 5th level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 1d6 Plus your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Protective Bond
At 10th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 15 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead and this damage cannot be reduced in any way.
At 17th level, the range of this ability increases to 30 feet.
Expansive Bond
At 15th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 30 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the damage can be reduced by anything that would normally reduce it, such as resistance or immunity.
Protection Domain
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Protection Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Protection Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Protection From Evil and Good, Shield of Faith |
| 3rd | Aid, Protection From Poison |
| 5th | Magic Circle, Protection From Energy |
| 7th | Guardian of Faith, Stoneskin |
| 9th | Antilife Shell, Wall of Stone |
Shield the Faithful
At 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on all attack rolls made against that creature until the start of its next turn. To do so, you must be able to see both the attacker and the target.
Radiant Defense
At 5th level, you can use your Channel Divinity to cloak your allies in radiant armor.
As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 Plus your Unchained Cleric level.
Blessed Protection
At 10th level, when you cast the Shield of Faith Spell on a creature, it recovers hit points equal to 4d6 Plus your Wisdom Modifier.
Indomitable Defense
At 15th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
As a Magic Action, you can temporarily give up this resistance and transfer it to one creature within 30 feet of you. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Tempest Domain
Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their Unchained Clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Tempest Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Create or Destroy Water, Shower of Sparks (MCoC) |
| 3rd | Sparking Ray (MCoC), Watery Surge (SCoC) |
| 5th | Call Lightning, Tidal Wave (XGE) |
| 7th | Control Water, Storm Sphere (XGE) |
| 9th | Cone of Sparks (MCoC), Maelstrom (XGE) |
Bonus Proficiency
At 1st level, you gain proficiency with navigator's tools.
Wrath of the Storm
At 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once). You regain all expended uses when you finish a long rest.
Destructive Wrath
At 5th level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Storm's Vessel
At 5th level, you gain Resistance to Lightning and Thunder Damage.
Thunderbolt Strike
At 10th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you and deal 1d6 plus your Wisdom modifier in Thunder damage to that creature. You may only use this feature once per round.
Stormborn
At 15th level, you gain a fly speed equal to your current speed and can hover whenever you are not underground or indoors.
Additionally, you gain Immunity to Lightning damage.
Trickery Domain
The Trickery Domain offers magic of deception, illusion, and stealth. Unchained 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 an Unchained Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Disguise Self |
| 3rd | Alter Self, Invisibility |
| 5th | Major Image, Nondetection |
| 7th | Confusion, Greater Invisibility |
| 9th | Mislead, Modify Memory |
Blessing of the Trickster
At 1st 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 5th 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 10th 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 15th 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 Unchained Cleric level.
Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Twilight Domain Spells
At 1st level, when you reach an Unchained Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | Faerie Fire, Fog Cloud |
| 3rd | Pass Without Trace, See Invisibility |
| 5th | Catnap (XGE), Fear |
| 7th | Banishment, Hallucinatory Terrain |
| 9th | Circle of Power, Seeming |
Bonus Proficiency
At 1st level, you gain proficiency in the Stealth skill.
Eyes of the Night
At 1st level, You can see through the deepest gloom. You have darkvision out to a range of 30 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. If you have Darkvision from another source, you increase it by 30 feet instead.
As a Magic Action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom Modifier (minimum one). The shared darkvision lasts for 10 minutes . Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Vigilant Blessing
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Twilight Sanctuary
At 5th level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 15-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your Unchained Cleric level.
- You end one effect on it causing it to be charmed or frightened.
The radius of this feature increases to 30 feet at 17th level.
Step of the Night
At 10th level, you can draw on the mystical power of night to move in an instant. As a bonus action when you are in dim light or darkness, you can magically teleport to an unoccupied space within 30 feet of you.
You can use this bonus action a number of times equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Twilight Shroud
At 15th level, the twilight that you summon offers a protective embrace: you and your allies gain +1 AC while in the sphere created by your Twilight Sanctuary.
War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Unchained 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 1st level, Your connection to this divine domain ensures you always have certain spells ready. When you reach an Unchained Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.
| Unchained Cleric Level | Spells |
|---|---|
| 1st | |
| 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 in the Athletics skill and training with Heavy Armor.
War Priest
At 1st level, As a Bonus Action, you can make one attack with a Melee 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.
Guided Strike
At 5th 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 10th 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 15th 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.
Appendix A: Unchained Cleric Spell List
Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.
Cantrips (Level 0 Unchained Cleric Spells)
Blade Ward (MCoC)
Elementalism
Friends
Green-Flame Blade (TCE)
Guidance
Light
Mending
Resistance
Sacred Flame
Shape Water
Spare the Dying
Sword Burst (TCE)
Thaumaturgy
Toll the Dead
True Strike
Word of Radiance
Level 1 Unchained Cleric Spells
Bane
Bless
Ceremony (XGE)
Command
Compelled Duel
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Feather Fall
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Shining Wave (MCoC)
Level 2 Unchained Cleric Spells
Aid
Augury
Blindness/Deafness
Borrowed Knowledge (SCC)
Calm Emotions
Continual Flame
Darkvision
Earthbind (XGE)
Enhance Ability
Find Steed
Find Traps
Fortune's Favor (EGW)
Gentle Repose
Healing Spirit (XGE)
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
See Invisibility
Silence
Shining Ray (MCoC)
Spiritual Weapon
Vortex Warp (SCC)
Warding Bond
Warp Sense (SatO)
Zone of Truth
Level 3 Unchained Cleric Spells
Aura of Vitality
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Crusader's Mantle
Daylight
Dispel Magic
Feign Death
Glyph of Warding (SCoC)
Haste
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Shining Explosion (MCoC)
Spirit Guardians
Spirit Shroud (TCE)
Tongues
Wall of Water
Water Walk
Level 4 Unchained Cleric Spells
Aura of Life
Aura of Purity
Banishment
Compulsion
Control Water
Death Ward
Dimension Door
Diviniation
Fabricate
Find Greater Steed
Freedom of Movement
Gate Seal (SatO)
Guardian of Faith
Locate Creature
Sickening Radiance (XGE)
Stone Shape
Wall of Fire
Level 5 Unchained Cleric Spells
Circle of Power
Commune
Contact Other Plane
Contagion
Creation
Dawn (XGE)
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Hold Monster
Holy Weapon (XGE)
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Reincarnate (MCoC)
Scrying
Summon Celestial
Level 6 Unchained Cleric Spells
Arcane Gate
Blade Barrier
Find the Path
Fizban's Platinum Shield (FTD)
Flesh to Stone
Forbiddance
Harm
Heal
Heroes' Feast
Investiture of Wind (XGE)
Planar Ally
Scatter (XGE)
Sunbeam
Tasha's Otherworldly Guise (TCE)
True Seeing
Word of Recall
Level 7 Unchained Cleric Spells
Conjure Celestial
Crown of Stars
Divine Word
Etherealness
Fire Storm
Forcecage (MCoC)
Plane Shift
Power Word Fortify
Project Image
Regenerate
Resurrection
Sequester
Temple of the Gods (XGE)
Tether Essence (EGW)
Symbol
Level 8 Unchained Cleric Spells
Antimagic Field
Antipathy/Sympathy
Control Weather
Earthquake
Holy Aura
Holy Star of Mystra (FRHoF)
Power Word Stun
Sunburst
Tsunami
Level 9 Unchained Cleric Spells
Astral Projection
Foresight
Gate
Imprisonment
Mass Heal
Power Word Heal
True Resurrection
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Changes: Me, SmugCoffeeMan
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Changelog
1.0
- Created the document.
1.1
- Updated Source List
- Updated relevant sources.
1.2
- Updated the Knowledge Domain to better reflect the final version in FRHoF.
- Added some spells from FRHoF.