Remove these ads. Join the Worldbuilders Guild

Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.   You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d8
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)

  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a priest's pack or (b) an explorer's pack

  • A shield and a holy symbol


spellcasting:
As a conduit for divine power, you can cast cleric spells.   Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability
  Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
class features:
Divine Domain
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.   Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.   Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Harness Divine Power (Optional)
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.   Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.   Blessed Strikes (Optional)
Replaces the Divine Strike or Potent Spellcasting feature   When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.   Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.   The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.   Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.   As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.   Arcane Banishment
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.  

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Cleric level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Cloudkill
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.   Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.     Channel Divinity: Touch of Death
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.   Inescapable Destruction
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Improved Reaper
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.  

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Cleric level Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and 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.   Channel Divinity: Artisan's Blessing
Starting at 2nd 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. 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 6th level, your mastery of the forge grants you special abilities:
  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.  
Cleric level Spells
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Raise Dead
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.   Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   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.   Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.   As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.   Sentinel at Death's Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Keeper of Souls
At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.  

Knowledge Domain

The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.   In Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.
Cleric level Spells
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.   Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.   Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.   As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions of the object's previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

Life Domain

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrci).
Cleric level Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.   Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.   Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.   As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.   Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

Light Domain

Gods of light – including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.  
Cleric level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying
Bonus Cantrip
When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.   Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.   As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.   Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.  

Nature Domain

Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Cleric level Spells
1st Animal Friendship, Speak with Animals
3rd Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th Insect Plague, Tree Stride
Acolyte of Nature
At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.   Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.   Channel Divinity: Charm Animals and Plants
Starting at 2nd 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.   Dampen Elements
Starting at 6th 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.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.   Master of Nature
At 17th 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 the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Cleric level Spells
1st Command, Heroism
3rd Hold Person, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Commune, Dominate Person
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).   Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.   If the spell targets more than one ally, you choose the ally who can make the attack.   Channel Divinity: Order's Demand
Starting at 2nd 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 6th 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 of once), and you regain all expended uses of it when you finish a long rest.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Order's Wrath
Starting at 17th 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.   Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
Cleric level Spells
1st Heroism, Sanctuary
3rd Aid, Warding Bond
5th Beacon of Hope, Sending
7th Aura of Purity, Otiluke's Resilient Sphere
9th Greater Restoration, Rary's Telepathic Bond
Implement of Peace
When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).   Emboldening Bond
Starting 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 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 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 turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Channel Divinity: Balm of Peace
Starting at 2nd 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 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.   Protective Bond
Beginning at 6th 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 30 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.   Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Expansive Bond
At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.  

Tempest Domain

Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Cleric level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.   Wrath of the Storm
Also 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 (a minimum of once). You regain all expended uses when you finish a long rest.     Channel Divinity: Destructive Wrath
Starting at 2nd 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.   Thunderous Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Trickery Domain

Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Cleric level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass without Trace
5th Blink, Dispel Magic
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.   Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.   As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, 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.   Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.   As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.  

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.   Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Cleric level Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.   Eyes of Night
Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.   As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.   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.   Channel Divinity: Twilight Sanctuary
At 2nd 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 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. 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 cleric level.
  • You end one effect on it causing it to be charmed or frightened.
Steps of Night
Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.   Twilight Shroud
At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.  

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
Cleric level Spells
1st Divine Favor, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.   War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.   Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.     Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.   Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.  

Harmony Domain

    The Harmony domain represents unity, as well as the importance of balance and compromise. The domain is favored particularly by hopeless romantics and more family-oriented clerics. Gods that might grant access to this domain include Waukeen, Isis, Eldath, or any other deity that represents balance, community, or family. Most clerics who choose this domain like to see their companions working together like a well-oiled machine, and will do whatever they can to keep them working together.
Cleric level Spells
1st heroism, mage armor
3rd calm emotions, warding bond
5th haste, sending
7th aura of life, death ward
9th circle of power, Rary's telepathic bond
Bonus Cantrip
When you choose this domain at 1st level, you learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. Its range increases to 30 feet, and you can cast it as a bonus action.   Helping Hands
Starting at 1st level, you are able to unite your companions to accomplish a common goal. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. When either bonded creature uses the Help action to assist the other with an ability check or attack, the roll is made with proficiency (or expertise, if already proficient) and advantage. Each creature can use this feature no more than once per turn, even if they could use the Help action multiple times. This bond lasts for 10 minutes or until you use this feature again.
You regain the ability to use this feature when you finish a long rest. You can also expend a spell slot of 1st level or higher to use the feature again.   Channel Divinity: In This Together
Starting at 2nd level, you can use your Channel Divinity to help your allies power through a difficult fight.
As an action, choose a number of friendly creatures within 30 feet of you equal to your Wisdom modifier. The next time a chosen creature makes an attack roll, they do so with advantage.   Healing Chain
Beginning at 6th level, you gain the ability to chain your healing magic among your allies. When you restore hit points to a creature other than yourself by expending a spell slot of 1st level or higher, you can choose one additional creature within 10 feet of the target to also regain hit points equal to 2 + the spell’s level. If casting a healing spell with more than one target, the additional creature can be within 10 feet of any of the targets.   Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Battle Bonded
At 17th level, the bonds you have forged with your companions have made you almost unstoppable. As an action, you can activate an empowering aura that affects all friendly creatures (including yourself) within 30 feet of you. Affected creatures gain the following benefits for 1 minute:
  • Affected creatures gain a +1 to their AC.
  • Affected creatures gain a +1 to all attack and damage rolls.
  • As an action, an affected creature can touch any other affected creature to expend and roll a number of Hit Dice equal to your Wisdom modifier. The creature they touch regains a number of hit points equal to the total rolled.
The effects end early if you are knocked unconscious, and creatures can only benefit from them as long as they remain within 30 feet of you. Once you have used this feature, you can’t use it again until you finish a long rest.  

Pleasure Domain

Clerics of the Pleasure Domain commune with the divine through the gratification of the senses and all manner of earthly delights, whether it's through food, drinks, dance, music, or any other pleasure. A Pleasure Cleric doesn't believe that true happiness comes from sitting around contemplating deep, metaphysical, unverifiable half-truths that are impossible to apply to anyone's daily life; they instead chase the everyday joys of the material world, concentrating on the present
Some clerics of this domain take part in a world-spanning pilgrimage that serves as a religious practice, travelling to faraway lands to discover the hidden delights of the material plane and learn how to harness them. Others settle down to cultivate their own specific tastes and make others discover what they find so pleasurable about their interests
The domain of Pleasure is an unique domain in that its abilities all revolve around downtime and rest. When not fighting, dungeon delving, or otherwise adventuring, Clerics of Pleasure seek to rest and find the earthly delights wherever they are. That way, when those perilous situations do happen, they are always prepared to help their friends.   Domain Spells
These are the domain spells of the Pleasure Domain. You gain these spells at the cleric levels noted in the table below. Once a domain spell is gained, that spell is always prepared and doesn't count against the number of total spells you can prepare as a cleric each day.
Every domain spell counts as a cleric spell for you, regardless of whether that spell is on the cleric spell list.
Cleric level Spells
1st sanctuary, sleep
3rd calm emotions, aid
5th create food and and water, tiny hut
7th private sanctum, hallucinatory terrain
9th greater restoration, dream
Exalted Existence
When you choose this domain at 1st level, you use your time of rest and leisure to enhance you abilities. At the end of a long rest you can select any skill you are proficient in. Until the end of your next long rest or until you die, your proficiency bonus is doubled.   Channel divinity: Invigorating rest
Starting at 2nd level, you can use your Channel Divinity during a short or long rest to soothe yourself and your allies and empower them by making their rest as pleasurable as possible. At the start of a short or long rest, you can five a number of temporary hit points equal to 5 times your cleric level. Choose any creature within 60 feet of you and divide those temporary hit points among them. A single creature can't receive more temporary hit points than half of its hit-points maximum. This feature works on constructs and undead. If the short or long rest is not completed, the use of Channel Divinity is expended.   Channel Divinity: Divine Restoration
At 6th level, you can use your Channel Divinity to revitalize yourself and your comrades, raising their spirits and enabling them to fight again. As an action, select a number of creatures you can see up to your Wisdom modifier. This can include yourself. These creatures regain the use of all features and abilities that refresh on a short or long rest, such as racial spells or class features.
This does not include spell slots, hit points, or class features that have a pool if uses to spend such as Ki points, Action surges, or Channel Divinity.   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Find Desire
Starting at 17th level, you can learn someone's most intimate desires. After you spend at least 1 minute talking with the target, your deity whispers to you one of the target's desires, ambitions or goals. You can keep talking to the target to learn more desires for a number of minutes equal to your Wisdom modifier. You learn one desire for every minute you spend talking. Once you use this feature, you can't use it again until finish a short or long rest.   Restful Healing
Starting at 17th level, each time you use a healing spell on an exhausted creature, the target loses one exhaustion level.  

Destruction Domain

Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; others still simply worship their god out of reverent fear.
Cleric level Spells
1st burning hands, thunderwave
3rd scorching ray, shatter
5th fireball, protection from energy
7th blight, wall of fire
9th cloudkill, cone of cold
DEVASTATION INITIATE
When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.   CHANNEL DIVINITY: CALAMITY
Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell’s damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.   SHOCKWAVE
By 6th level, your devastating magic leaves only ruins behind. Once on each of your turns, when you cast a 1st level or higher cleric spell that deals fire, force, lightning, radiant, or thunder damage, you can emit a shockwave that crumbles the environment around one creature that takes damage from the spell. The shockwave is a 5-foot radius sphere centered on the creature that only damages objects that aren’t being worn or carried. Each object in the area takes damage equal to twice the damage dealt to the creature, ignoring the object’s damage threshold.   POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   HAVOC SPELL
Starting at 17th level, when you deal damage to a creature with a cleric spell, you can expend a spell slot as a bonus action to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.  

Madness Domain

Your divine powers originate with the Madgod, a being of paranoia, mayhem, and psychosis. Every deranged thought or uncontrolled flight of fancy empowers the Madgod, who cares little for the logic of other godly domains. That is, of course, because the Madgod is a squirrel living outside the kingdom who once told you the secret of divine power is actually to collect enough fresh boysenberries, but never to eat them, and that it helps to have a good horse at your side. And lo, the rules of reality slipped away and you realized the wisdom of the Madgod's words. It all makes sense if you think diagonally and squint your ears the right way!   Madness Domain Spells
Cleric level Spells
1st hideous laughter, silent image
3rd blindness/deafness, detect thoughts
5th clairvoyance, hypnotic pattern
7th confusion, hallucinatory terrain
9th dream, modify memory
UNHINGED INITIATE
Starting when you choose this domain at 1st level, you learn a random cantrip from the wizard spell list, chosen by the GM, which counts as a cleric spell for you and doesn’t count against the total number of cantrips you know. Whenever you finish a long rest, your GM can change this cantrip.   LUNATIC INSIGHT
At 1st level, whenever you make an ability check that doesn’t include your proficiency bonus, your unique insight allows you to make connections which may or may not exist. If the d20 roll for the ability check is even, you add your proficiency bonus to the check.   CHANNEL DIVINITY: TEMPORARY INSANITY
Starting at 2nd level, you can use your action to force a creature within 60 feet to make a Wisdom saving throw or fall prey to a random madness for up to 1 minute. Roll on the following table to determine the madness which afflicts the creature for up to 1 minute. A creature that is frenzied can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.
d20 Effect
1-5 Aphasia. The creature can’t speak and is incapable of spellcasting or understanding others.
6-10 Delusion. The creature experiences vivid hallucinations. Whenever the creature makes an attack or targets a creature with a spell or effect, roll a d20. On an odd roll, the attack misses, or the spell or effect fails.
11-15 Frenzy. The creature becomes frenzied. A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and ability randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one.
16-20 Vertigo. The creature falls prone at the end of each of its turns if it’s not leaning against something.
FRAGMENTED MIND
By 6th level, your damaged mind is difficult to influence. You have advantage on saving throws against being charmed or frightened, and on saving throws against any effect that would sense your emotions or read your thoughts. If you spend 10 minutes conversing with another creature, you can bestow this benefit on them as well for up to 1 hour, as they succumb to your twisted thought patterns.   POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   EMBRACE UNREALITY
By 17th level, you can drag your distorted view of the world into reality, forcing others to play by your mad rules. As an action, you can change the rules of reality in a 120-foot radius centered on a point you choose within 60 feet for 1 minute. Choose one of the following rules:
No Up, No Down. Each creature and object within the area is weightless, as per the levitate spell.
Opposite Day. If a creature in the area would have advantage, it instead has disadvantage, and viceversa.
Red Light, Green Light. No creature can move on its turn. At the start of each round of combat, each creature simultaneously chooses where to move and moves to that space. If two or more creatures move into the same space, they collide and are knocked prone.
Through the Looking Glass. At the beginning of each creature's turn, roll any die. On an even roll, the creature doubles in size, as per the Enlarge effect of the enlarge/reduce spell; on an odd roll, the creature halves in size, as per the Reduce effect of the enlarge/reduce spell.
Once you use this feature, you can't use it again until you finish a long rest.  

Pestilence Domain

You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it does not harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.   Pestilence Domain Spells
Cleric level Spells
1st bane, detect poison and disease
3rd blindness/deafness, protection from poison
5th bestow curse, remove curse
7th blight, confusion
9th contagion, insect plague
CARRIER
Starting at 1st level, you are immune to disease and being poisoned. Additionally, choose one or randomly determine a lingering symptom that afflicts you:
d8 Symptom
1 A loud, sickening cough constantly accompanies you.
2 One of your limbs is black and withered, but completely functional.
3 The white and iris of one or both of your eyes are entirely blood red.
4 Intense shivers come at you in waves, alternating between mild trembles and great shudders.
5 A number of growths and tumors lump your body and hunch your back.
6 Your skin is riddled with boils and sores.
7 Your body is horrifically gaunt
8 Constantly fevered, your skin is hot and covered in sweat.
BONUS PROFICIENCY
At 1st level, you have proficiency with heavy armor.   TUMOR
Also at 1st level, your body sequesters its toxins in a bulbous protrusion. When a creature within 5 feet hits you with an attack, you can use your reaction to try to poison the creature with the tumor. The creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can reattempt this saving throw at the end of each of its turns, ending the effect on a success. After using this ability, you must finish a short or long rest before using it again.   CHANNEL DIVINITY: INFECTION
At 2nd level, your divinity carries disease. You can use your action to touch a creature within your reach, which must make a Constitution saving throw, and suffers one of the following diseases of your choice for 1 minute on a failed save. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Bloodmore. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it loses an additional 1d6 hit points.
Joint Lock. The creature's legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its movement speed, whichever is lower, on its turn.
Ruby-Eye. The creature can see normally out to 5 feet, but is blind beyond this radius.   FESTER
Starting at 6th level, your infectious power festers and grows. You gain the following special abilities:
  • Whenever you deal necrotic or radiant damage, you can change the damage type to poison.
  • You ignore damage resistance to poison damage.
  • Your cleric spells and abilities ignore immunity to the poisoned condition and being diseased. A creature that is immune to being poisoned or diseased makes its saving throws against your effect with advantage.
  DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with toxicity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.   VIRAL INFECTION
At 17th level, when you use Infection, the target also has disadvantage on ability checks and saving throws using one ability score of your choice while it is diseased. Additionally, any time a target of Infection is within 5 feet of another creature, you can choose for the infection to jump to it. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.  

Rum Domain

Where rum flows easily, the gods of merriment abound. Clerics of the Rum Domain feel the fuzzy warmth of strong drink not as sinful excess, but as praise to the gods of good times, which they worship often and with abandon. They look to spread their merry religion and the good times with it, bringing all to peace and happiness, a few nights of drunken revelry at a time.   Rum Domain Spells
Cleric level Spells
1st charm person, sleep
3rd calm emotions, hangover
5th hypnotic pattern, slow
7th confusion, death ward
9th greater restoration, modify memory
DRUNKEN SWAY
Starting when you choose this domain at 1st level, you always seem off-balance, making you surprisingly difficult to hit. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you gain proficiency with martial weapons.   CUP FLOWETH OVER
At 1st level, you can use your action to fill your mug with beer or rum, a gift of good tidings from the gods. Only you can drink this liquor, but you suffer no ill-effect from drinking any amount of alcohol; though rosy-cheeked and slurred of speech, you are always steadfast on your feet and clear of thought. Additionally, you learn the legendary libation cantrip, which counts as a cleric spell for you and doesn’t count against the number of cantrips you know.   CHANNEL DIVINITY: INTOXICATE
At 2nd level, you can call upon the gods of merrymaking to inebriate an aggressor. When a creature you can see makes an attack, you can use your reaction to cause that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned and has disadvantage on saving throws for up to 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.   RUMRUNNER
By 6th level, you’ve learned the finer art of moving when nobody’s paying attention. Whenever a hostile creature moves, you can use your reaction to move up to half your movement speed. This movement does not provoke opportunity attacks from the moving creature.   DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.   NEXT ROUND'S ON ME
At 17th level, you can call upon the gods of good times to bring your allies a round of shots. As an action, choose up to 6 friendly creatures you can see within 60 feet of you to gain a pleasant buzz. For the next minute, you and each of these creatures have advantage on Intelligence, Wisdom, and Charisma saving throws, and can subtract your Wisdom modifier from bludgeoning, piercing, or slashing damage they take. Once you use this ability, you can’t use it again until you finish a short of long rest.  

Travel Domain

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.   Travel Domain Spells
Cleric level Spells
1st feather fall, longstrider
3rd find steed, misty step
5th fly, haste
7th dimension door, freedom of movement
9th passwall, teleportation circle
WELL-TRAVELED
When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn two languages of your choice.   JAUNT
From 1st level, your god hastens your feet and puts the wind at your back. You can use your bonus action to move 10 feet without provoking opportunity attacks.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   CHANNEL DIVINITY: DIVINE TRANSPOSITION
Starting at 2nd level, you can use your Channel Divinity to relocate your allies. As an action, choose up to three willing Small or Medium creatures (which can include yourself). Each of these creatures teleports into each other’s spaces, swapping places as you choose.   OVERLAND EXPEDITION
By 6th level, while traveling, you and up to 10 creatures traveling with you move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other nonmagical obstacles. You similarly ignore hazards caused by travelling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march. Additionally, you are unaffected by difficult terrain.   DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with extra kinetic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.   GODSPEED
Starting at 17th level, your base movement speed doubles. If you make an attack while 30 feet or further away from where you began your turn, the extra damage of your Divine Strike increases to 4d8.  

Wealth Domain

Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold.   Wealth Domain Spells
Cleric level Spells
1st identify, unseen servant
3rd arcane lock, locate object
5th glyph of warding, tongues
7th fabricate, secret chest
9th creation, geas
APPRAISAL
When you choose this domain at 1st level, you are blessed with insights into the price of everything. As an action, you can accurately determine the market price of any object, and what it would be worth second-hand.
Additionally, you can use your Wisdom instead of Charisma for any Charisma check you make to buy, sell, or haggle.   LEVERAGE
Also at 1st level, when you cast a spell that requires material components with a specific cost, you require materials of only half of that value to cast the spell.   CHANNEL DIVINITY: RICHES
Starting at 2nd level, when you reduce a hostile creature to 0 hit points, you can use your Channel Divinity to conjure an explosion of coins around the creature. The total number of coins equal the monster’s XP value divided by 10, rounded down. You can use this Channel Divinity option once, and regain the ability to do so when you finish a long rest.   BRIBE
When you reach 6th level, you can use your divine understanding to determine how to bribe almost any creature. As an action, you can choose a hostile creature you can see to make a Charisma saving throw against your spell save DC. If the creature fails its save, you can bribe it with rare or luxurious goods, or simply a bag of gold, which teleports into the creature’s possession. The bribe costs an amount in gp equal to half the creature's XP value and, once completed, that creature cannot be hostile towards you for 24 hours. The effect ends early if the creature takes damage from you or your allies. You can't bribe any creature with an Intelligence of 3 or lower, or any creature the GM deems inappropriate.   POTENT SPELLCASTING
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   TYCOON
By 17th level, your deity showers you with vast riches. Whenever you would gain money, whether through selling goods and services, receiving gifts, conducting downtime activities, picking pockets or simply finding treasure in a dungeon, the amount of money you gain is doubled.
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32--------
2nd+2Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional)33--------
3rd+2-342-------
4th+2Ability Score Improvement, Cantrip Versatility (Optional)443-------
5th+3Destroy Undead (CR 1/2)4432------
6th+3Channel Divinity (x2), Divine Domain feature4433------
7th+3-44331-----
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature,44332-----
9th+4-443331----
10th+4Divine Intervention543332----
11th+4Destroy Undead (CR 2)5433321---
12th+4Ability Score Improvement, Cantrip Versatility (Optional)5433321---
13th+5-54333211--
14th+5Destroy Undead (CR 3)54333211--
15th+5-543332111-
16th+5Ability Score Improvement, Cantrip Versatility (Optional)543332111-
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (x3)5433331111
19th+6Ability Score Improvement, Cantrip Versatility (Optional)5433332111
20th+6Divine Intervention improvement5433332211

Created by

Hill815.

Statblock Type

Class Features

Link/Embed