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Cleric

In the glimmering twilight of a sacred grove, a Lepid raises his paws skyward, murmuring ancient benedictions. A soft radiance suffuses his fur, extending outwards to mend the wounds of his wounded allies.   With a roar that echoes through the forest, an Ursin brandishes her warhammer, each swing imbued with the fervor of the wilds, decimating the ranks of encroaching goblin marauders while bellowing hymns to the spirits of ice and storm.   Amidst the ruins of a desecrated shrine, a Repti clutches his sacred talisman, invoking a blinding light that repels the advancing undead, his scales gleaming with a holy fire as they stand firm against the tide of darkness.   Clerics in Farsae serve as the mortal emissaries of the myriad deities that dance across the celestial tapestry, each one striving to manifest the essence and will of their chosen patrons. Far from mere conduits of divine whimsy, clerics are endowed with the potent magic of their gods, allowing them to perform wonders that defy explanation.  

Healers and Guardians

The divine magic that clerics wield is a gift from the deities themselves, a manifestation of their unfathomable power channeled through their devoted servants. This sacred power is not learned but bestowed, marking clerics as chosen vessels of divine will.   With prayers and incantations, clerics can summon the healing light of their deities to mend flesh and fortify spirits, or they can bring down divine wrath upon those who oppose the cosmic order. From curing plagues to banishing evil spirits, and even calling forth the elements to smite their foes, clerics are as versatile in their abilities as the gods are in their nature.  

Divine Emissaries

While many serve at the altars and shrines, tending to the daily rites and offerings, true clerics are marked by a deeper communion with the divine. In Farsae, where the veil between worlds is thin and the echo of ancient magic lingers, clerics are often called upon to venture into the wilds, confronting threats both mundane and arcane.   Driven by divine mandates, clerics undertake quests to vanquish dark forces, recover hallowed relics, and uphold the sanctity of the natural and celestial orders. Their journey is one of both peril and enlightenment, guided by the unseen hand of their deities.   Clerics maintain ties to their religious orders, drawing upon the wisdom and resources of their brethren. These connections offer support and guidance, yet also demand fealty to the divine will, sending clerics on sacred missions to enact the gods' designs in the mortal realm.   In Farsae, clerics are beacons of divine light, standing against the shadows that creep at the edges of the world. Some even dare to draw upon the enigmatic energies of the Void, wielding its power with caution and reverence, ever mindful of the delicate balance between salvation and damnation.  

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.   Once you've chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
Quick Build   You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

The Cleric Table

LevelProf. BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose 2 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. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of 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.  

    Preparing and Casting Spells

    The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.  
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting

    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your cleric spells.
    class features:

    Divine Domain

    Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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.
  • Knowledge Domain
  • Life Domain
  • Light Domain
  • Nature Domain
  • Tempest Domain
  • Trickery Domain
  • Void Domain
  • War Domain
  • 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.

    Channel Divinity: Harness Divine Power (TCE)

    2nd-level cleric optional feature   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. You can't increase an ability score above 20 using this feature.

    Cantrip Versatility (UA)

      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 of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   This effect increases to a CR of 1 at 8th level, CR of 2 at 11th level, CR of 3 at 14th level, and a CR of 4 at 17th level.  

    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 Domains

    Knowledge Domain

    Knowledge Domain

    The gods of knowledge—including Thales, Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.   At each indicated cleric level, you add the listed spells to your spells prepared.  

    Knowledge Domain Spells

    Cleric LevelSpells
    1st command, identify
    3rd augury, suggestion
    5th nondetection, speak with dead
    7th arcane eye, confusion
    9th legend lore, scrying

    Blessings of Knowledge

    At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

    Channel Divinity: Read Thoughts

    At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.   As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

    Potent Spellcasting

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

    Visions of the Past

    Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions of the object's previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
    Life Domain

    Life Domain

    The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Bracken, Chauntea, Arawai, and Demeter), sun gods (such as Solara, Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).   At each indicated cleric level, you add the listed spells to your spells prepared.  

    Life Domain Spells

    Cleric LevelSpells
    1st bless, cure wounds
    3rd lesser restoration, spiritual weapon
    5th beacon of hope, revivify
    7th death ward, guardian of faith
    9th mass cure wounds, raise dead

    Bonus Proficiency

    When you choose this domain at 1st level, you gain proficiency with heavy armor.  

    Disciple of Life

    Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.  

    Channel Divinity: Preserve Life

    Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.   As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.  

    Blessed Healer

    Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Supreme Healing

    Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
    Light Domain

    Light Domain

    Gods of light—including Aurora, Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.   At each indicated cleric level, you add the listed spells to your spells prepared.  

    Light Domain Spells

    Cleric LevelSpells
    1st burning hands, faerie fire
    3rd flaming sphere, scorching ray
    5th daylight, fireball
    7th guardian of faith, wall of fire
    9th flame strike, scrying

    Bonus Cantrip

    When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.  

    Warding Flare

    Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Radiance of the Dawn

    Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.   As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.  

    Improved Flare

    Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.  

    Potent Spellcasting

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

    Corona of Light

    Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
    Nature Domain

    Nature Domain

    Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Sylvaria, Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.   At each indicated cleric level, you add the listed spells to your spells prepared.  

    Nature Domain Spells

    Cleric LevelSpells
    1st animal friendship, speak with animals
    3rd barkskin, spike growth
    5th plant growth, wind wall
    7th dominate beast, grasping vine
    9th insect plague, tree stride

    Acolyte of Nature

    At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.  

    Bonus Proficiency

    Also at 1st level, you gain proficiency with heavy armor.  

    Channel Divinity: Charm Animals and Plants

    Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.   As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.  

    Dampen Elements

    Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Master of Nature

    At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
    Tempest Domain

    Tempest Domain

    Gods whose portfolios include the Tempest domain—including Aerion, Aquamara, Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.   At each indicated cleric level, you add the listed spells to your spells prepared.  

    Tempest Domain Spells

    Cleric LevelSpells
    1st fog cloud, thunderwave
    3rd gust of wind, shatter
    5th call lightning, sleet storm
    7th control water, ice storm
    9th destructive wave, insect plague

    Bonus Proficiencies

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

    Wrath of the Storm

    Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Destructive Wrath

    Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.   When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

    Thunderbolt Strike

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

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Stormborn

    At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
    Trickery Domain

    Trickery Domain

    Gods of trickery—such as Rygar, Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.   At each indicated cleric level, you add the listed spells to your spells prepared.  

    Trickery Domain Spells

    Cleric LevelSpells
    1st charm person, disguise self
    3rd mirror image, pass without trace
    5th blink, dispel magic
    7th dimension door, polymorph
    9th dominate person, modify memory

    Blessing of the Trickster

    Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  

    Channel Divinity: Invoke Duplicity

    Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.   As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  

    Channel Divinity: Cloak of Shadows

    Starting at 6th level, you can use your Channel Divinity to vanish.   As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Improved Duplicity

    At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
    Void Domain

    Void Domain (Homebrew)

    WIP
    War Domain

    War Domain

    War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Xarvox, Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.   At each indicated cleric level, add the listed spells to your spells prepared.  

    War Domain Spells

    Cleric LevelSpells
    1st divine favor, shield of faith
    3rd magic weapon, spiritual weapon
    5th crusader's mantle, spirit guardians
    7th freedom of movement, stoneskin
    9th flame strike, hold monster

    Bonus Proficiencies

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

    War Priest

    From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Guided Strike

    Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

    Channel Divinity: War God's Blessing

    At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Avatar of Battle

    At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    Created by

    Jiyao.

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