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PHB

Cleric

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d8 per cleric level
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
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 spells of lst 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:
The Cleric Spell Slots Per Level
level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2 +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) 3 3 - - - - - - - -
3 +2 - 3 4 2 - - - - - - -
4 +2 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 - - - - - - -
5 +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6 +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Divine Intervention 5 4 3 3 3 2 - - - -
11 +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 1 1 -
17 +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18 +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 3 2 1 1 1
20 +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

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:

Divine Domain

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.   Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Ambition

Clerics of Ambition act as cunning viziers who subtly plant the seeds that flower into the ambition their gods desire. Through insinuation, they remind acolytes, initiates, and veterans alike that achieving one’s place (in life or the afterlife) at the expense of others is not shameful, but is proof of determination and drive. Nothing is more important than that drive, they suggest – not the bonds of a family, not friendship or love, not even devotion to a deity.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in a skill of your choice, and one tool of your choice.

Steppingstone

At 1st level, you can use a bonus action to make a creature within 60 feet of you to make a Charisma saving throw. On a failed save, choose one ability when you cast the spell. A creature may choose to fail this save. The target's ability checks, and attack rolls made with the chosen ability are reduced by an extra 1d4 for 1 minute. Additionally, you gain an extra 1d4 on ability checks, and attack rolls made with the chosen ability for 1 minute. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

Channel Divinity: Impetus

Starting at 2nd level, you can use your Channel Divinity to match your capabilities to your drive. You can take one additional Action or reaction on top of your regular Action or reaction. You can only use this Channel Divinity once per turn

Personal Priorities

Starting at 6th level, when you heal yourself with a cleric spell 1st-level or higher, you gain the maximum healing instead of rolling.

Potent Spellcasting

Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Realized Ambitions

At 17th level, you have refined your skills to match your aspirations:
  • Whenever you make an ability check that lets you add your Proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  • You always roll with advantage on saving throws you are proficient in.
Arcana

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.

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.

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.
Artistry
Gods of artistry promote creativity and imagination above all. These gods value all of the arts, including music, painting, sculpting, and other skilled crafts, though they often specialize in one craft above others. Clerics of a god of artistry are creative souls infused with the desire to create and share yheit emotions with others. Whether through song, artwork, or other means. Many of their compositions are created or improved through magic, and are often a glorious sight to behold or listen to.

Artistry Domain Spells

       
Cleric Level Spells
1st color spray, silent image
3rd magic mouth, skywrite
5th major image, tongues
7th fabricate, stone shape
9th creation, dream

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Performance skill, and one of the following artisan's tools: calligrapher's supplies, glassblower's tools, jeweler's tools, painter's supplies, potter's tools, or woodcarver's tools. Also, you gain proficiency in a musical instrument of your choice.  

Artistic Compositions

Also at 1st level, you can conjure magical pieces of artwork that you design in your mind. Over a long rest, you can create musical compositions, paintings, and sculptures. You can create a number of these objects equal to your Wisdom modifier (a minimum of 1), and they can last until you complete your next long rest. You can create a single option multiple times, or create a variety of different options. The options are described below:
  • Musical Composition. You write a musical composition upon a few conjured pages. As an action, you can cause the music to magically play within the mind of a creature you can see within 15 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. A creature charmed this way can't willingly move away from you.
    As you use this action, the pages disintegrate into nothingness.
  • Painting. You conjure a painting of your design that fits within a rectangular area no larger than 3 feet on a side, and no smaller than half a foot on a side. As an action, you can enter into the painting if you are within 5 feet of it. You, along with anything you're wearing or carrying, disappears before appearing at a location of your choice within the painting. You can remain within the painting for up to 10 minutes, though you are also forced out if the painting takes any damage. While within the painting, you can see, hear, and smell as normal.
    Once you leave the painting, it disintegrates into nothingness.
  • Sculpture. You conjure a tiny sculpture of yourself. While you are within 30 feet of the sculpture, you can use your bonus action to teleport to its location. If there is insufficient room at the sculpture's location, you teleport to the location nearest to the sculpture that has sufficient room for you.
    Once you teleport, the sculpture disintegrates into nothingness.
 

Channel Divinity: Bring to Life

Beginning at 2nd level, you can use your Channel Divinity to create real creatures and objects from artwork.   During a minute-long ritual, you touch a piece of artwork and cause a single object or creature depicted within that piece to be conjured at an unoccupied location within 30 feet of you, in a perfectly realistic form. To be an eligible target, the real version of a selected creature or object must fit within a 10-foot cube, and, if its a creature, must be of CR 0. A conjured creature can be of any creature type, is friendly to you, and obeys your commands. Anything conjured with this Channel Divinity lasts for up to 1 hour. You can dismiss the conjured creature or object by using a bonus action on your turn.  

Channel Divinity: Illusory Theatre

At 6th level, you can use your Channel Divinity to make complex illusions that include a variety of images, sounds, and music.   As an action, you can create this illusory production, which must fit entirely within a 20-foot cube centered on a point you can see within 60 feet of you. For up to an hour, or until you lose your concentration (as if you were concentrating on a spell), any number of images, sounds, smells, and even non-harmful temperature changes can originate within the area, and move around in it. There are no limitations on what can appear, and there can be scene changes, speaking characters, sound effects, background music, and other such things. The entirety of the production must be planned out before you use this Channel Divinity, however, and no changes can be made during its duration. A production made on the spot might last for a very short duration or have few moving parts, as you would lack the time to create anything more elaborate.   Physical interaction with any of the images reveal them to be illusions, as things can pass through them. A creature that uses its action to examine the production can determine that it is an illusion with a successful Intelligence (Investigation) check against your cleric spell save DC. lf a creature discerns the illusion for what it is, the creature can see through it, and its other sensory qualities become faint to the creature.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Improved Artisanship

At 17th level, both of the Channel Divinities granted by this domain are improved. You can use Bring to Life as an action, rather than a minute-long ritual, and you can use it to create beasts of up to CR 2. Also, the maximum area of Illusory Theatre is increased to a 50-foot cube, and concentration is no longer required to maintain it.  
Blood
The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Bloodletting Focus

From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Channel Divinity: Blood Puppet

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will.

As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.

Channel Divinity: Crimson Bond

Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

Once this connection ends, the Crimson Bond is lost.

Sanguine Recall

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.

For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.

Vascular Corruption Aura

At 17th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

Once you use this feature, you can’t use it again until you finish a long rest.

Chaos

Chaos is the opposite of order, and so gods of chaos are opposed to stasis, preservation, and structure in almost all things. Deities of chaos are often unpredictable, but they usually favor change and transformation whenever possible, altering the status quo using both the forces of destruction and creation. Some gods of Chaos are mischief-makers that delight in any deception that causes upheaval. Many of them are masters of change itself, whether that change is manmade, natural and uncontrollable, or sudden and magical. Some deities even represent the inevitable chaotic destruction of entropy or the chaotic nature of luck. Cleric of the Chaos Domain often aspire to be just as unpredictable as their deity. They work to abolish every status quo and upset every unquestioned norm.  

Chaos Domain Spells


Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Chaotic Fate

Also at 1st level, your link to chaos allows you to alter fate in minor ways. After a creature that you can see within 60 feet of you rolls a d20 for an attack roll or ability check or rolls a die for a table in a class feature or spell, you can use your reaction to alter fate, forcing the creature to reroll the die and use the new result. 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: Wild Blessing

Starting at 2nd level, you can use your Channel Divinity to invoke a small miracle of chaotic divinity, bestowed by your deity to spark change and disrupt order. As an action, you can present your holy symbol and cause a random effect. You roll on the Wild Blessing table to determine the effect each time you use this feature.

Wild Blessing Table


d10Channel Divinity Effect
1You teleport up to 60 feet to an unoccupied space that you can see. Each creature of your choice within 15 feet of either your starting position or your new position must make a Constitution saving throw, taking thunder damage equal to 2d6 + your cleric level on a failed save, or half as much on a successful one. Nonmagical objects of your choice in the area that aren't being worn or carried also take full damage.
2Each creature of your choice within 30 feet of you is surrounded by a barrier that grants it +2 bonus to AC until the end of your next turn and advantage on the next saving throw it makes during that time.
3A wave of flames bursts outward in a 15-foot radius sphere centered on a point that you can see within 60 feet of you. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to 2d10 + your cleric level on a failed, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
4Negative energy swirls as dark mist around you, lightly obscuring the area within 30 feet of you until the end of your next turn. Each creature of your choice within the area must succeed on a Constitution saving throw or be poisoned until the end of your next turn. If you target at least one creature with this effect, you and each creature of your choice in the area also gain temporary hit points equal to your cleric level.
5A wave of positive energy fills the area within 30 feet of you with bright light until the end of your next turn. Up to four creature of your choice within the area each regain a number of hit points equal to your cleric level. If a creature has more than 0 hit points when it receives this healing, it also gains temporary hit points equal to half your cleric level.
6A bolt of lightning surges toward one creature or object that you can see within 60 feet of you. You may also choose up to two other creatures or objects within 15 feet of the target. Each target must make a Dexterity saving throw. On a failed saving throw, a target takes lightning damage equal to 2d6 + your cleric level, and until the end of its next turn, it can't take reactions and it has disadvantage on attack rolls. On a successful saving throw, a target takes half as much damage and suffers no other effects.
7Each creature of your choice within 30 feet of you must succeed on Wisdom Saving throw or else it must use its reaction to make a melee weapon attack against one creature of your choice within its reach, dealing extra damage equal to your cleric level on a hit.
8Up to three creature you can see within 30 feet of you must make a Charisma saving throw. On a failed saving throw, a creature is transformed into a small object chosen by the DM (such as a chair or a potted plant) until the end of its next turn. While transformed, it is stunned and it can't speak. If it takes damage, the transformation ends immediately.
9One willing creature that you can see within 60 feet of you regains hit points equal to 1d6 + two times your cleric level. Also, you can teleport the target up to 30 feet to an unoccupied space that you can see within 60 feet of you, and until the end of its next turn, it has advantage on saving throws and enemies have disadvantage on attacks against it.
10One creature that you can see within 60 feet of you must make a Constitution saving throw. On a failed saving throw, it takes cold damage equals to 3d6 + two times your cleric level and its speed is reduced to 0 feet until the end of its next turn. On a successful saving throw, it takes half as much damage and its speed isn't reduced.
 

Inspired Chaos

At 6th level, your deity grants you a measure of control over the chaos you receive from it. When you would roll a d10 for your Wild Blessing feature, you roll two d10s instead and choose which roll to use. If both dice roll the same result, you choose the effect from the table.  

Divine Strike

At 8th level, you gain the ability to infuse your wepaon 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 to the target. When you reach 14th level, the extra damage increases 2d8.

The type of this extra damage is based on the result of the d8. Starting at 14th level, you choose which d8 to use to determine the damage type. If both d8s roll the same result, you instead choose a type from the table.


d8Damage Type
1Acid
2Cold
3Fire
4Lightning
5Necrotic
6Poison
7Radiant
8Thunder
 

Chaos Control

When you reach 17th level, you gain the ability to alter fate and control chaos directly. Whenever you use your Wild Blessing feature, you can choose the effect from the table instead of rolling. In addition, whenever you use your Channel Divinity, you can cause one spell of 3rd level or lower that is affecting you or a willing creature you can see within 30 feet of you to stop affecting that creature and instead start affecting a different willing creature of your choice that you can see within 30 feet. Once you transform a spell in this way, you can't do so again until you finish a long rest.
Death

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. These deities are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder, pain, disease or poison, and the underworld

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.
Destruction
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 the world; 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.  

Destruction Domain Spells

       
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 cole

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 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6 .
Forge

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.

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

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. 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.

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.
Hearth

In a home the hearth is the center of the household, holding the fire which is used for heat, food, and light. It is symbolic of the power to hold the wilds and darkness at bay and the family within. The gods and other beings of hearth are concerned with protection of family and the sanctity of home. These beings are seldom well-known. While there are few stories about them, they hold a small shrine in almost every household. Clerics are rarely called to conflict by gods of hearth, but when they are there is usually something greater at stake than soldiers, heroes, and kings.  

Bonus Proficiencies

A host has certain obligations to their guests. You should be able to provide warm food, rest, respite, and safety. When you select this Domain at 1st level you gain proficiency with the herbalism kit, cook's utensils, and heavy armor.

Blessing of the Hearth

When you choose this Domain at 1st level your warm and calming presence during respites from danger allows your companions to rest as if they were in their own bed. Once per long rest you may remove one level of exhaustion from a number of friendly creatures equal to your Wisdom modifier. In addition, you learn the Create Bonfire cantrip, which counts as a Cleric cantrip for you, but doesn't count against the number of cantrips you know.

Channel Divinity: Restful Sojourn

Starting at 2nd level, you gain this additional channel Divinity option. As an action, you may cast tiny hut, without expending a spell slot or material components. Upon first entering the hut, a number of friendly creatures equal to your Wisdom modifier regain health equal to your Cleric level + your Wisdom modifier.

Selfless Healer

At 6th level, when you use your action to stabilize a downed ally or use your action to cast a spell that causes an ally to regain hit points, you are under the effects of the Dodge action until the beginning of your next turn.

Divine Strike

Beginning at 8th level, you learn to channel the warmth of the Hearth into your weapon's strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to do an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Hospitality

Starting at 17th level a number of friendly creatures, up to your cleric level, that complete a long rest with you gain the following benefits:
  • They are cured of any poisons or disease.
  • Their exhaustion levels are reduced by two.
  • They regain their maximum amount of hit dice.
  • They gain temporary hit points equal to your cleric level.
  • They make their first saving throw of the day with advantage.

Hoarfrost

Frost is frightening to some. Considered a menace by many, it presents itself like an act of defiance against those who would attempt to control nature. Hoarfrost, the crystals of cold that settle on the trees during the early hours of the morning when it is much too frigid to venture outside, that is what this domain seeks to embody. The bone-chilling cold that very few can hope to brave.  

Frost Bender

At level 1, you gain the power to better control the elements of cold and frost. Whenever you roll more than one dice when dealing cold damage, you can use the highest number possible for one of the dice. Additionally, you learn the Ray of Frost cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 120 feet.

Chilled Defender

Also at 1st level, you become stronger in the cold. You are not affected by harsh cold weather. In addition, you can now act as a conduit for the cold. When you take cold damage you can use your reaction to cast ray of frost.

Channel Divinity: Curse of Snow

Starting at 2nd level, you can use your Channel Divinity as a bonus action to place a freezing curse upon a creature that you can see. For 1 minute, that creature’s speed is reduced by half. In addition, if the creature takes damage, a large burst of snow erupts from it, dealing cold damage equal to the damage it received to any creatures of your choosing within 5 feet of it.

Icy Endurance

At 6th level, your body is vitalized by the ice within you. You gain resistance to cold damage. In addition, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.

Glacier Step

At 8th level, your steps are imbued with pure frozen energy, allowing you to skate across the ground as if there was always ice beneath you. Your movement speed increases by 10 feet, and you can move across liquids without falling in.

Permafrost Body

At 17th level, you become one with the freezing aspect of nature itself. You gain the following benefits:
  • You gain immunity to cold damage.
  • The burst of snow range as part of your Curse of Snow increases to 10 feet.
  • When you deal cold damage to a creature, its speed is reduced by 10 feet until the end of your next turn.

Hunt
The gods of the hunt value skill above all else—whether it be skill as a tracker of cunning prey, a slayer of mighty beasts, or a marksman of unparalleled accuracy—it does not matter. While rangers are often the most common servants of these deities, most of gods of the hunt employ clerics as well. The clerics of a hunting god often take a more active role in advancing their god's interests, compared to rangers. Followers of this domain might defend sacred groves and shrines to their god from the assault of evil monstrosities or hunt down the enemies of whatever deity they follow.

Hunt Domain Spells

       
Cleric Level Spells
1st hunter's mark, snare
3rd cordon of arrows, locate animals or plants
5th conjure barrage, lightning arrow
7th freedom of movement, locate creature
9th conjure volley, scrying

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and either the Survival skill or the Stealth skill (your choice).  

Hunter's Guidance

Also at 1st level, you can channel the divine power of the hunt into your weapon attacks. Once per turn when you hit a creature with a weapon attack, you can use this feature to apply a secondary effect to your attack. The secondary effect depends on whether the triggering attack was a melee or ranged attack.   Ranged Weapon Attack. The target of your attack has their speed halved until the start of your next turn.
Melee Weapon Attack. Your speed is increased by 15 feet until the end of your turn, and for that duration your movement doesn't provoke opportunity attacks from the target of your attack.   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: Prized Quarry

Beginning at 2nd level, you can magically reward a creature for its successful kill. When a creature within 120 feet of you is reduced to 0 hit points, you can use your reaction and expend a use of your Channel Divinity to reward the creature that reduced it to 0 hit points. That creature regains a number of hit points equal to your Wisdom modifier + your Cleric level, and can immediately use its reaction to move up to its speed without provoking opportunity attacks. An undead or construct cannot be healed by this feature.  

Precise Attacker

Starting at 6th level, your weapon attacks begin to hit unerringly, aided by the divine magic flowing through you. If you miss with a weapon attack roll on your turn, you can use your bonus action to reroll the attack and take the new roll. Alternatively, if you hit with a weapon attack on your turn, you can use your bonus action to deal additional damage to the target. This damage equals 2 + half your Cleric level, and it shares its damage type with the attack that triggered it.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the hunt. 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 .  

Master of the Hunt

At 17th level, your divine skill with weaponry has reached its peak. You gain advantage on the first weapon attack roll you make each turn. Additionally, whenever you make a weapon attack with advantage and hit, if the lower of the two rolls would also hit then the attack deals an additional 1d8 damage and pushes its target up to 10 feet away from you.
Knowledge

The gods of knowledge 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.

Knowledge Domain Spells


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 Age

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.
Journey
The gods of the Journey domain aid travelers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-traveled roads, but also feature in temples near ports in seaside cities.

Journey Domain Spells

       
Cleric Level Spells
1st expeditious retreat, longstrider
3rd find steed, misty step
5th haste, tiny hut
7th dimension door, freedom of movement
9th passwall, teleportation circle

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons, land vehicles, and water vehicles.  

Imbue Mobility

Starting at 1st level, your spells guide allies out of harm’s way. 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 move up to half its speed without provoking opportunity attacks.  

Channel Divinity: Impetuous Charge

Starting at 2nd level, you can use your Channel Divinity to imbue divine might into one of your allies.

You can grant speed and strength to a creature you can see within 30 feet of you as a bonus action on your turn. Until the start of your next turn, the creature’s speed is doubled, and each creature that it moves within 5 feet of for the first time on a turn during this duration must make a Strength saving throw. On a failed save, a creature takes force damage equal to 2d6 + your cleric level and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.  

Long Road Ahead

Starting at 6th level, you can grant up to six creatures you can see temporary hit points equal to half your cleric level + your Wisdom modifier (minimum of 1 hit point) when you finish a short or long rest. While a creature has these hit points, its movement speed increases by 10 feet, and it has advantage on Constitution saving throws made against exhaustion from a forced march.  

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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8 .  

Unchained and Unfettered

Beginning at 17th level, you are always under the effects of the freedom of movement spell, and your movement doesn’t provoke opportunity attacks.  
Life

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, sun gods , gods of healing or endurance, and gods of home and community.

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

Gods of light 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.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

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

Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. 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.

Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. 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

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.

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.

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

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.

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.

Peace Domain Spells


Cleric LevelSpells
1stHeroism, Sanctuary
3rdAid, Warding Bond
5thBeacon of Hope, Sending
7thAura of Purity, Resilient Sphere
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PHB

Telepathic Bond

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: pieces of eggshell from two different kinds of creatures
Duration: 1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
  Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

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.
Pestilence
You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it doesn't 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.  

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, suffering 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 applies 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 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, whenever a target of Infection is within 5 feet of another creature, you can use your reaction to cause the infection to spread to it as well. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.
Punishment
The wicked and sinful must suffer the consequences of their transgressions. heresy and apostasy shall not be tolerated among the ranks of the righteous, and those who turn agains the truth of the faith will be burned in the fires of the heavens before being cast down into the suffering pits of hell. Deities of war, death, justice, revenge, and the underworld or afterlife may lay claim to the domain of punishment. You will be an instrument of your deity's wrath upon the Material Plane, often acting as an inquisitor and hunter of fiends, heathens, and heretical blasphemers.  

Punishment Domain Spells

       
Cleric Level Spells
1st hellish rebuke, inflic wounds
3rd heat metal, see invisibility
5th bestow curse, dispel magic
7th banishment, phantasmal killer
9th dispel evil and good, flame strike

Bonus Cantrips

When you select this at 1st level, you learn the produce flame and true strike cantrips if you do not already, and they count as cleric cantrips for you.  

Eyes of the Inquisitor

Also at 1st level, your natural suspicion allows you to easily ferret out blasphemers and heretics. You gain proficiency in Insight, and you can add double your proficiency bonus when making Wisdom (Insight) checks. When you kill a creature, you learn to deliberate lies it has told you in the past hour, if any.   You can use a bonus action to cast detect magic without using a spell slot.   Once you cast this spell in this way, you can't do so again until you finish a short or long rest.  

Channel Divinity: Ominous Dread

At 2nd level, you learn to call upon the wrath of your deity to cast a terrible pall around you. As an action, you can present your holy symbol and use your Channel Divinity to unleash a wave of terror. Hostile creatures within 60 feet of you must make a Wisdom saving throw. If a creature fails, it is frightened of you until it ends its turn in a space at least 60 feet away from you or it causes damage to you.  

Purifying Pain

At 6th level, your existence is a brand upon the flesh of the unholy. When you deal damage to a creature, you can choose to curse it with a holy mark. For 1 minute, whenever the creature would take damage from any source, you can change the damage type of that damage to radiant damage, and if the creature is frightened, its movement is halved.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

No Rest for the Wicked

At 17th level, your righteous fervor allows you to inflic a terrible, debilitating punishment upon those who have transgressed. When you use your Ominous Dread, each creature that fails the saving throw is frightened of you until it moves more than 120 feet away from you, and causing damage to you does not remove the condition.
Relic
Your deity is one of artifice and craft, one that controls the fates of the living and dead, or is a trickster and a divine comedian. As such, your body has been taken from you and has been replaced with an artifact of divine power, to be carried by another in service to the aims of your god. You may be tasked with the redemption of this individual, or be sworn to their cause. You may even be tasked with the guidance of a group of champions, or the safeguarding of a holy assassin. In any case, your new body acts as a conduit for the sacred power of your deity, and thus grants you incredible magics and allows you to manifest as a spiritual guardian that stands beside your bearer.  

Sacred Relic

At 1st level, your spirit has been changed into a relic of power, which serves as your body. It can appear as any wearable object, such as a gauntlet, helmet, amulet, cloak, crown, ring, circlet, or halo. You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You have the same AC as your bearer, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your bearer takes damage but you do not, both you and your bearer take half the amount of damage instead. You can regain hit points as though you were a living creature. Your walking movement speed is 0, and can’t be increased. Additionally, your spells’ somatic components are replaced with “visual” components, where you visibly flare with magical power. You count as a holy symbol. You can communicate telepathically with your bearer, and with any creature that speaks a language within 60 feet of you. This telepathy is two-way, but otherwise you cannot speak. Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead using your statistics. You can choose to manifest a spiritual embodiment of yourself into an empty space within 5 feet of your bearer without using an action, allowing you to interact with the world through it as though you were not a relic, and for the world to interact with you. You cannot both summon and dismiss your embodiment during the same turn. This embodiment cannot move farther than 5 feet from your bearer, and it automatically moves to remain adjacent to your bearer. You perform actions through it while it is summoned, and it uses your statistics. Weapons and armor the embodiment equips are tied to your essence, and appear and disappear with it. If you die, these items fall to the ground in the nearest open space. Whenever you leave this form via spells or features like Wild Shape or polymorph, you no longer gain these benefits or penalties.

Channel Divinity: Stand Guard

At 2nd level, you can use your Channel Divinity feature as a reaction when you or your bearer are attacked to have your embodiment weave a defensive shield, standing beside your bearer. You and your wielder gain a +10 bonus to your AC against the attack. You can use this feature after the result of the attack is revealed, potentially causing it to miss.

Wings of Deliverance

At 6th level, you carry your bearer upon wings of holy light or blackest shadow. You gain a flying speed of 30 feet. Whenever you cast a spell of 1st level or higher, you can use a bonus action to grant this flying speed to your bearer until the end of their next turn. Additionally, you can manifest your embodiment anywhere within 10 feet of your bearer, and it can be moved up to 20 feet during your turn. It must always remain within 10 feet of your bearer.

Divine Strike

At 8th level, you gain the ability to infuse the weapons of your embodiment with the power of 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8 .

Patron Saint

At 17th level, your god reveals your true purpose, and grants you the power to perform your assigned task. Whenever a creature that you can see inflicts a critical hit, you can use your reaction to negate the critical hit, reducing it to a normal attack. If you hit the creature that rolled the critical hit before the end of your next turn, your first attack is a critical hit. Once you use this feature, you can’t do so again until you finish a short or long rest.
Scorn

The gods and goddesses rule by strength, first and foremost. Power, pure and undeniable, is a measure of the ability to create desired change. Thus, some see it as natural to look upon the weak with scorn and disdain, holding them as lesser, and all are low by comparison to the divine. Deities whose motives may go unquestioned and whose domains grant them great authority, such as those of war, death, and punishment may embody this domain. Clerics such as yourself often view those who are not blessed by the touch of the gods as weak and wretched, worthy of guidance and correction so as to enforce the proper hierarchy of the world. Thus, it is your task to teach them of the power of the divine.  

Hand of Contempt

When you select this domain at 1st level, you gain proficiency in martial weapons. While you are wearing light or no armor, you can use your Wisdom modifier in place of your Dexterity modifier to calculate your AC.

Disdainful Request

Also at 1st level, your unquestionable authority allows you to guide and instruct your lessers. You can use your bonus action to issue a request to a friendly creature that can hear you within 60 feet of you. The creature can use its reaction to either make one weapon attack or move up to its speed, in accordance with your request. You can use this bonus action 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: Imperious Command

At 2nd level, you can use your action to invoke your Channel Divinity, ordering your foes to submit. Choose a number of creatures up to half your cleric level (rounded down) within 60 feet of you that can hear you. Each creature must make a Wisdom saving throw against your cleric spell save DC. If a creature fails, it is magically compelled to surrender during its next turn. It drops any weapons it is holding, takes the Dash action, moves via the safest and most direct route to the space nearest you it can reach with its movement, then falls prone, taking no other actions and ending its turn. A creature that can't be frightened is immune to this effect.

Deny the Weak

At 6th level, your disdain for the wretched fools beneath you protects you from their pathetic attacks. When a creature targets you with an attack, you can use your reaction to express your hatred. The creature must make a Wisdom saving throw against your cleric spell save DC. Prone creatures automatically fail this saving throw. If the creature fails, it is frightened of you until the end of your next turn. Once a creature fails, it automatically succeeds on saving throws against this feature for 1 minute.

Divine Strike

At 8th level, your attacks are infused with the wicked spite of 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8

Crush the Spirit

At 17th level, your scorn can be felt with every whisper of your breath. When you use your Imperious Command, each creature that fails can't stand from prone during its following turn.
Sky
The gods that govern the sky are held in high regard by many religions. Followers of these deities often travel far to sate their wanderlust and feel the beauty of the open sky

Sky Domain Spells

Cleric Level Spells
1st faerie fire, feather fall
3rd moonbeam, skywrite
5th fly, wind wall
7th freedom of movement, storm sphere
9th control winds, maelstrom

Forceful Gale

At 1st level, you gain the ability to manipulate the winds. You learn the gust cantrip, which doesn't count against the number of cleric cantrips you know. For you, it gains the following changes:
  • One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 20 feet away from you and knocked prone. If a throne target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a succeed on a Dexterity saving throw or take the same damage and be knocked prone.
  • [li[You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you.
 

Tailwind

Also at 1st level, the blessing of your god grants you unmatched grace and mobility. Your movement speed increases by 10 feet if you are not wearing medium or heavy armor.  

Channel Divinity: Updraft

Starting at 2nd level, you can use your Channel Divinity to create a powerful blast of wind. As an action, you present your holy symbol and invoke the name of your deity. Choose a Large or smaller creature within 60 feet of you. The target must succeed on a Strength saving throw or be blown upwards up to 30 feet. A target can choose to automatically fail this saving throw. If the target doesn't have a hover or fly speed, it immediately falls afterwards, taking fall damage and landing prone.   [h3[Channel Divinity: Protection of Wind At 6th level, the gusts and breezes protect you from harm. As a reaction when you are hit by a ranged weapon attack you can see, you can use your Channel Divinity to create a gust of wind around you, causing the attack to miss.  

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.  

Blessed Wings

At 17th level, your god places upon you the blessing of true flight. You grow a pair of wings, which grant you a flying speed of 60 feet. If you already have a flying speed, it increases to 90 feet, unless it is already higher. You can't use these wings while wearing armor unless the armor is made to accommodate them.
Solidarity

Flavor
Cleric LevelSpells
1stbless, guiding bolt
3rdaid, warding bond
5thbeacon of hope, sending
7thaura of life, guardian of faith
9thcircle of power, telepathic bond
 

Espirit de Corps

Also at 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a short rest.

Channel Divinity: Concordant Blessing

At 2nd level, when a creature within 30 feet of you makes an attack roll or saving throw, 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 they succeed or fail.

Coordinated Strike

At 6th level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8 .

Shared Pains

At 17th level, whenever any allied takes damage within 60 feet of you, you or any ally within range can use a reaction to take the damage instead.
 
Strength
Strength alone is nothing but when utilized properly, opens limitless possibilities: the strength to crush your enemies, the strength to help others, the strength to overcome any challenge. Regardless of the reason, strength is invaluable to

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor. You also gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, or Survival. Whenever you make a check using the chosen skill, you double your proficiency bonus for that check.  

Acolyte of Strength

When you choose this domain at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails.  

Channel Divinity: Spotter's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fail.  

Built Like an Ox

Also at 6th level, your devotion to strength grants you special abilities:
  • You have advantage on saving throws against the poisoned condition, and you have resistance against poison damage.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • If you have 5 or fewer levels of exhaustion you ignore the effects of the highest level.
 

Divine Might

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 .  

Priest of Burden

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.   In addition, if you have 5 or fewer levels of exhaustion you ignore all of the effects.
Tempest

Gods whose portfolios include the Tempest domain 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.  

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
Gods of trickery 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.  

Bonus Cantrip

You learn the Minor Illusion cantrip.  

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can attempt to learn something about a creature that will help you trick it. As an action you can make a Wisdom (Insight) check opposed by the target's Charisma (Deception) check. If you succeed on this contest, then you have advantage on any Charisma checks against that creature for one minute.   Once you target a creature with this ability, you can't target it again until the after a short or long rest.  

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 you use your Channel Divinity to Invoked Duplicity you can choose to become invisible while seamlessly leaving your illusory duplicate in the same space. This invisibility lasts until the end of your next turn, you attack a creature, or cast a spell.   While your duplicate exists, you can secretly swap places with your duplicate as a bonus action if it is within the same distance as your movement. You then become hidden from any creature that rely on sight and sound on Perception as if taking the Hide action, using your spell save DC in place of the Dexterity (Stealth) check.  

Deceptive Spellcasting

Starting at 6th level, when you cast a spell you can ignore the Vocal and Somatic components. You can cast a spell this way a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest.  

Divine Strike

At 8th level, you gain the ability to convince enemies your attacks are fiercer than they truly are. 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.

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
The twilight 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.  

Bonus Proficiency

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 psychic 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
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 as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.  

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 reaction to grant 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.  

Blessed Warcasting

Also at 6th level, you become more adept in the practice of casting magic in combat. When you use your action to cast a spell, you can make a weapon attack as a bonus action.  

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. When you reach 17th level, the extra damage increases to 3d8.  

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.   Additionally, when you or another creature gain the benefit of your Guided Strike, the attack deals an additional 3d8 radiant damage if it hits.
Zeal
Zeal is a virtue many clerics charge into battle with. Gods desire their followers to exhibit their dedication, passion, and fervor through their actions. These clerics stand as champions of divine fury, fueled by the fire of their devotion.   Few deities recognize, however, that the best way to teach zeal is by demonstrating it.  

Zeal Domain Spells


 

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.  

Priest of Zeal

From 1st level, your 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: Consuming Fervor

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity. When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.  

Resounding Strike

At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  

Extra Attack

At 8th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.   When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

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MeepOfWar.

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