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Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
hit dice: d8
hit points at 1st level: 8+con
hit points at higher levels: 1d8+con
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons,Simple firearms
tools: N/A
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
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:
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 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.     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.     Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:

Arcana Domain

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

Forge Domain

  The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them     Forge Domain
Cleric Level Spells
1 Identify, Searing Smite
3 Heat Metal, Magic Weapon
5 Elemental Weapon, Protection from Energy
7 Fabricate, Wall of Fire
9 Animate Objects, Creation
Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.     Blessing of the Forge At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.     Channel Divinity: Artisan's Blessing Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.     Soul of the Forge Starting at 6th level, your mastery of the forge grants you special abilities: You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC.     Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.     Saint of Forge and Fire At 17th level, your blessed affinity with fire and metal becomes more powerful: You gain immunity to fire damage. While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.        

Grave Domain

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

Knowledge Domain

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

Life Domain

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

Light Domain

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

Nature Domain

  Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.     Domain Spells
Cleric Level Spells
1 Animal Friendship, Speak with Animals
3 Barkskin, Spike Growth
5 Plant Growth, Wind Wall
7 Dominate Beast, Grasping Vine
9 Insect Plague, Tree Stride
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 Domain

  The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.     Domain Spells
Cleric Level Spells
1 Command, Heroism
3 Hold Person, Zone of Truth
5 Mass Healing Word, Slow
7 Compulsion, Locate Creature
9 Commune, Dominate Person
Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice)     Voice of Authority Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.     Channel Divinity: Order's Demand Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.     Embodiment of the Law At 6th level, you become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest     Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.     Order's Wrath Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.         Peace Domain The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.     Domain Spells
Cleric Level Spells
1 Heroism, Sanctuary
3 Aid, Warding Bond
5 Beacon of Hope, Sending
7 Aura of Purity, Otiluke's Resilient Sphere
9 Greater Restoration, Rary's Telepathic Bond
Implement of Peace When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).     Emboldening Bond Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest     Channel Divinity: Balm of Peace Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.     Protective Bond Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.     Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.     Expansive Bond At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage        

Tempest Domain

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

Trickery Domain

  Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.     Domain Spells
Cleric Level Spells
1 Charm Person, Disguise Self
3 Mirror Image, Pass without Trace
5 Blink, Dispel Magic
7 Dimension Door, Polymorph
9 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.        

War Domain

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

Mind Domain

This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.     Domain Spells
Cleric Level Spells
1 Command, Dissonant Whispers
3 Detect Thoughts, Phantasmal Force
5 Enemies Abound, Fear
7 Confusion, Phantasmal Killer
9 Dominate Person, Telekinesis
Flash of Insight Starting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1). You can use this feature twice. You regain expended uses when you finish a short or long rest.     Psychic Force Also at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.     Channel Divinity: Psychic Feedback Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll. If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.     Gestalt Anchor Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.     Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.     Bend Reality Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.        

Journey Domain

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.     Domain Spells
Cleric Level Spells
1 expeditious retreat, longstrider
3 find steed, misty step
5 haste, Leomund’s tiny hut
7 dimension door, freedom of movement
9 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: Zealous 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.        

Water Domain

Gods of the water inhabit many domains, from shining seas to lakes to small forest streams. These gods range from grand deities like Poseidon, Istishia, and Umberlee to small water spirits like Nommos or Astlik. Clerics of this domain can be found commonly by seas, rivers, or lakes, whether aboard a ship or serving at a temple to bless sailors before their travels. They see the warmth, beauty, and protectiveness of water, and use their abilities to harness it to shelter others.     Domain Spells
Cleric Level Spells
1 create or destroy water, fog cloud
3 misty step, moonbeam
5 tidal wave, wall of water
7 control water, watery sphere
9 commune with nature, maelstrom
Divine Lash When you choose this domain at 1st level, you learn the thorn whip cantrip, which counts as a cleric cantrip for you and doesn’t count against the number of cleric cantrips you know. When you cast the spell as a cleric cantrip, its material component is a drop of water, and it gains the hydromancy tag with a hydromancy radius of 60 feet. The whip the spell creates is formed from water. If you use a drop of holy water as the spell’s material component, the spell deals an additional 1d6 radiant damage to fiends and undead.     Sacred Font Starting at 1st level, you can conjure pure holy water, taken directly from the blessed lakes and rivers of the upper planes. Over a long rest, you can conjure enough holy water to fill a number of flasks equal to your Wisdom modifier (a minimum of one flask). This water lasts until you use it or complete a long rest. A creature can use an action to drink or administer the holy water as a potion. The target regains a number of hit points equal to 1 + half your cleric level, and becomes cured of one disease or poison affecting it.     Channel Divinity: Water Ward Starting at 2nd level, you can use your Channel Divinity to release a burst of protective water. As an action, you douse up to six creatures within 20 feet of you with blessed water. Each creature gains temporary hit points equal to your cleric level + your Wisdom modifier (minimum of 1 hit point), which last for 1 hour. While a creature has these hit points, it can walk on the surface of water as if it were harmless solid ground, has resistance to acid and fire damage, and gains a +1 bonus to AC.     Channel Divinity: Bless Water Starting at 6th level, you can use your Channel Divinity to impart divine power onto water. As an action, you present your holy symbol and choose a 20- foot-cube within 30 feet of you. For 1 minute, water in the area becomes imbued with divine energy. When a creature enters the water for the first time on a turn or starts its turn there, it regains 1 hit point if it is not a fiend or undead. A fiend or undead instead takes 2d6 radiant damage.     Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.     Rain’s Blessing Starting at 17th level, you can use your action to summon a torrent of rain in a 30-foot-radius, 40-foot-high cylinder, which lasts for 1 minute. When you do so, you can designate any number of creatures you can see to be protected by the rain. While an affected creature is within the area, it has advantage on attack rolls, and attack rolls made against it are at disadvantage. The rain produces water at a rate of 1 gallon of water per round in each 5-foot square area it covers when it is summoned, and again at the start of each of your turns before it ends. The water extinguishes unprotected flames and forms a puddle in the area. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. Once you use this feature, you must finish a long rest before you can use it again.        

Sky Domain

The gods that govern the sky are held in high regard by many religions. Deities of the sky include Zeus and Tyr, among various others. Followers of these deities often travel far to sate their wanderlust and feel the beauty of the open sky     Domain Spells
Cleric Level Spells
1 faerie fire, feather fall
3 moonbeam, skywrite
5 fly, wind wall
7 freedom of movement, storm sphere
9 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 thrown 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 Dexterity saving throw or take the same damage and be knocked prone. 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.     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.        

Artistry Domain

Gods of artistry—such as Denier, Milil, Branchala, and Apollo— 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 the others. Clerics of a god of artistry are creative souls infused with the desire to create and share their emotions with others, whether through song, artwork, or other means.
Cleric Level Spells
1 heroism, silent image
3 calm emotions, enthrall
5 hypnotic pattern, major image
7 fabricate, phantasmal theatre
9 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: Deluge of Creativity Beginning at 2nd level, you can use your Channel Divinity to fill a creature’s mind with music and color, drowning out reality. As an action, you present your holy symbol, and a creature you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is blinded and deafened until the end of your next turn or until it takes any damage, as vibrant colors fill its vision and beautiful music drowns out all other noise. On a successful save, the creature is not blinded nor deafened, but it still has disadvantage on attack rolls until the end of your next turn or until it takes any damage. Regardless of whether the creature succeeded or failed its save, if it takes any damage before the end of your next turn, it is dealt additional psychic damage equal to 1d4 + half your cleric level.     Channel Divinity: Bring to Life At 6th level, you can use your Channel Divinity to create real creatures and objects from artwork. As an action, you touch your holy symbol to 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. If the target is a creature, it must either be a beast of CR 1/4 or below or a CR 0 creature of any creature type. A conjured creature is friendly to you and obeys your commands. Any creature or object conjured by this feature lasts for 1 hour or until it is destroyed or dismissed as a bonus action on your turn. The maximum CR of any beast you conjure with this feature increases to 1 at 11th level and 2 at 17th level.     Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.     Aura of Artistry Starting at 17th level, certain spells you cast will create auras of divine magic. Whenever you cast an enchantment or illusion spell, you can cause magical energy to radiate from you in an aura with a 10-foot radius. For 1 minute or until you use this feature again, the aura moves with you, centered on you. The effects of the aura depend on the spell’s school of magic:   Enchantment. The aura is filled with inspiring music. A friendly creature that starts its turn within the aura gains 2d6 temporary hit points that last until it leaves the aura.   Illusion. The aura is filled with illusory images and sounds that distract opponents. Hostile creatures within the aura have disadvantage on attack rolls.        

Courage Domain

The Courage domain focuses on personal heroics, and acts of valor and self-sacrifice. While the Courage domain bears many similarities to the War domain, it is more individualistic and isn’t directly connected to war. Clerics of this domain often take part in smaller conflicts, and focus on personal battles over grandois wars. Many war-like deities can claim influence over this domain, however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah. Gods of endurance and loss, such as Ilmater and Shar, can claim some influence over this domain as well, as they promote courage in the face of hardship. Regardless of their patron deity, clerics of this domain make for heroic warriors, eager to face their fears and fight against the odds to achieve their goals.     Domain Spells
Cleric Level Spells
1 compelled duel, heroism
3 find steed, spiritual weapon
5 beacon of hope, crusader’s mantle
7 aura of purity, staggering smite
9 circle of power, holy weapon
Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.     Renewed Spirit Also at 1st level, you learn to rally yourself or your allies against danger, pushing them to fight on. As a bonus action, you can choose yourself or another creature you can see within 30 feet of you, and cause one of the following effects: • If the target is afflicted by the charmed or frightened condition, you end one of those conditions on it. • The target can use its reaction to move up to its speed towards a hostile creature of its choice that it can see, without provoking opportunity attacks. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.     Channel Divinity: Force of Will Starting at 2nd level, you can use your Channel Divinity to unleash a wave of divine energy that invigorates your allies and enervates your foes. As an action, you present your holy symbol and invoke the name of your deity. Each friendly creature within 30 feet of you gains temporary hit points equal to 1d10 + half your cleric level, and each hostile creature within 30 feet of you takes force damage equal to 1d10 + half your cleric level. A creature that has total cover from you is not affected.     Paragon of Valor At 6th level, you become immune to the frightened condition. Additionally, if you aren’t incapacitated and start your turn with two or more hostile creatures within 5 feet of you, you gain temporary hit points equal to half your cleric level. A swarm counts as a single creature.     Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.     Undaunted Beginning at 17th level, your courage doubles down when you’re fighting against the odds. If you start your turn below half your hit point maximum or with two or more hostile creatures within 5 feet of you, you become undaunted until the start of your next turn. While undaunted, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use Renewed Spirits without expending a use, even if you have already expended all of your uses of that feature.        

Transcendence Domain

Clerics of the Transcendence domain strive for the ideal of constant self-improvement in both body and mind. Deities of this domain include Bahamut, Lathander, and Athena, though a great many gods teach their followers to strive for perfection and are therefore connected to this domain. These clerics often worship alongside monks, who strive for similar ideals of asceticism and personal perfection. They make it their mission to improve themselves and then lead others down the same path.     Domain Spells
Cleric Level Spells
1 heroism, longstrider
3 alter self, enhance ability
5 fly, haste
7 aura of purity, freedom of movement
9 ambrosia, skill empowerment
Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with martial weapons and a skill of your choice.     Exalted Personage Also at 1st level, you can use remnants of the magic within your divine spells to augment your body or mind. When you cast a cleric spell of 1st level or higher using a spell slot, you can choose one of the six ability scores. You gain advantage on saving throws using the chosen ability. If the spell you cast requires concentration, this effect lasts for the spell’s duration. Otherwise, it lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).     Channel Divinity: Self-Perfection Starting at 2nd level, you can use your Channel Divinity to momentarily transcend beyond your normal limits, allowing you to act with supernatural speed. As a bonus action, you present your holy symbol and then immediately use the Dodge action or any two of the Dash, Disengage, Help, Hide, or Search actions.     Channel Divinity: Shared Perfection Starting at 6th level, you can use your Channel Divinity to allow another creature to transcend as you do. As a bonus action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature can use its reaction to immediately use the Dodge action or any two of the Dash, Disengage, Help, Hide, or Search actions.     Bestowed Personage Also at 6th level, your spells can augment the bodies or minds of others. When you use your Exalted Personage feature, you can choose to grant its effect to a creature you can see within 30 feet of you, rather than yourself.     Divine Strike At 8th level, you can 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.     Transcendent Tutor At 17th level, you grow powerful enough to push a multitude of creatures beyond their normal limits at once. You can target up to four creatures, instead of one, when you use Shared Perfection. You can choose yourself as one of the targets, in which case you don’t need to use your reaction. Also, when you use your Exalted Personage feature, you can grant its effect to up to four creatures you can see within 30 feet of you. You can choose the same or different ability scores for each creature targeted. In order for you to gain the feature’s effect, you must target yourself as one of the four creatures.         Blood Domain The gods of blood are patrons of all varieties of slaughter— including war, battle, murder, and even hunting—and accept any shedding of blood as an offering to their domain. They are the patrons of warriors, particularly those of a more chaotic disposition. While many clerics that follow a blood deity resemble deranged, blood-thirsty cultists, others are comparable to the followers of particularly violent war deities. Examples of the deities of this domain are Bhaal, the Lord of Murder, and Shezmu, the Lord of Blood     Domain Spells
Cleric Level Spelll
1 bloodburn , cruorwhip
3 blood seal , sanguine rope
5 blood sight , tides of blood
7 draining thread, sanguine sanctum
9 bloodcurse , dominate person
Bonus Cantrip When you choose this domain at 1st level, you gain the bloodletting cantrip if you don’t already know it.     Wrath of the Blood God Also at 1st level, you can cause the blood of your enemies to lash out at surrounding creatures, draining the life from them. When a hostile creature you can see within 30 feet of you is reduced to 0 hit points or subjected to a critical hit, you can use your reaction to unleash a burst of necrotic energy from its wounds. Constructs, elementals, and undead are invalid targets. Each creature of your choice within 10 feet of the target, which can include the target, must make a Dexterity saving throw. A creature takes 2d4 necrotic damage 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: Drain Spirits Starting at 2nd level, you can use your Channel Divinity to sap the life of nearby creatures, using their vitality to heal a portion of your wounds. As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 1d8 + half 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. You regain hit points equal to the damage dealt, up to a maximum of three times your cleric level.     Sacrificial Healer Starting at 6th level, you can augment your healing spells through sacrifice. When you cast a spell of 1st level or higher that restores hit points, you can choose one creature within 15 feet of you that the spell affected. You spend a number of your hit points, and that creature regains additional hit points equal to the amount you spent, plus temporary hit points equal to half that amount. The temporary hit points last until the start of your next turn. The number of hit points you spend can’t exceed the amount of hit points restored to the target by the triggering spell.     Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.     Eternal Bloodshed Beginning at 17th level, the dark magic you cast can cause deep, gushing wounds to appear on the body of an affected creature. When you cast a spell of 1st level or higher that deals necrotic damage or has the hemomancy tag, you can force one creature that took damage from the spell to make a Constitution saving throw against your spell save DC. On a failed save, the creature is wounded for 1 minute. The wound ends early if the creature receives magical healing, uses their action to staunch the wound, or if you use this feature again. While the wound lasts, the wounded creature takes 1d10 necrotic damage at the start of each of its turns, and it has disadvantage on saving throws against any spell that deals necrotic damage or has the hemomancy tag.         Night Domain Gods of the night—such as Selûne, Shar, Tharizdon, Takhisis, and Hecate—serve as both creators of light and harbingers of darkness, with moon goods focusing on the former and darkness gods on the latter. These gods serve as patrons of all alignments; their clerics serve as both righteous defenders of the weak, as well as deceptive thieves and assassins. Either way, these clerics excel in both melee combat and spellcasting, always using the cover of darkness to their advantage in both their battles and their attempts at subterfuge.     Domain Spells
Cleric Level Spells
1 sleep, cause fear
3 darkness, moonbeam
5 fear, feign death
7 greater invisibility, rend shadows
9 dream, shadow stride
Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and the Stealth skill.     Lunar Radiance Also at 1st level, you can empower your attacks with moonlight. Once per turn when you hit a creature with a melee weapon attack, you can force them to become basked in moonlight. The next attack roll made against this target before the end of your next turn has advantage, and deals an additional 1d6 radiant damage on a hit. 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: Midnight Gloom Starting at 2nd level, you can use your Channel Divinity to harness the black gloom of midnight, banishing light and draining the life of your foes. As an action, you present your holy symbol and all lights within 30 feet of you, magical or non-magical, are instantly put out. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and loses any darkvision they have for 1 minute. On a successful save, they take half as much damage and suffer no other effects. A creature can repeat this saving throw at the start of each of its turns, regaining their darkvision on a success.     Moonlight Strike Starting at 6th level, when you deal radiant damage to a creature you may choose to have it emit dim light in a 10 foot radius until the end of your next turn. The affected creature can’t benefit from being invisible, has its speed reduced by 10 feet, and if the creature is a shapeshifter it immediately shifts to its original form and can’t assume a different form until the light dissipates.     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.     Nightstalker Beginning at 17th level, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.          

Eldritch Domain

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.       Domain Spells
Cleric Level Spells
1 hideous laughter, sleep
3 detect thoughts, see invisibility
5 fear, tongues
7 confusion, phantasmal killer
9 contact other plane, dream
Unpredictable Inspiration At 1st level, choose any cantrip. The chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you can replace the chosen cantrip with any other cantrip of your choice. In addition, you gain proficiency in a skill of your choice. Each time you finish a long rest you can replace the chosen skill with another skill of your choice.     Eldritch Contagion Starting at 1st level, you’ve been gifted with the ability to impart a fleeting taste of the unknowable on others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a bonus action on the same turn to force one of the spell’s targets to make a Wisdom saving throw. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again.     Channel Divinity: Prophecy of Doom Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures. As an action, choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature in a 15-foot-radius sphere centered on the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.     Otherworldly Calm Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened. Additionally, any creature that attempts to read your thoughts find them incomprehensible. The attempt automatically fails and they must succeed on a Wisdom saving throw against your cleric spell save DC or take psychic damage equal to your cleric level.     Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.     Sing the Song that Ends the World Starting at 17th level, creatures who fail a saving throw against your Prophecy of Doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can’t take damage from this feature again for 10 minutes.
d8 Eldtrich Effect
1 The creature cannot speak or cast spells that have verbal components.
2 The creature takes 1d8 psychic damage at the start of each of its turns.
3 The creature is disoriented. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more.
4 The creature is distracted by visions and voices and has disadvan- tage on attack rolls and Wisdom (Perception) ability checks.
5 The creature is unsure of itself. It can move or take an action on its turn but not both and it cannot use reactions.
6 The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.
7 The creature is deafened and cannot see objects or creatures further than 30 feet away.
8 The creature is frightened of you.
   

Inquisition Domain

  The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic—at least so far as certain celestial powers see it. Only the divine casters are pure and fit for use. Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn’t feasible.     Domain Spells
Cleric Level Spells
1 detect magic, identify
3 see invisibility, silence
5 dispel magic, remove curse
7 arcane eye, locate creature
9 creation, hallow
Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor.     Witch Hunter’s Strike At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage. If the creature is concentrating on a spell, you deal an additional 2d8 force damage instead. If a creature fails its saving throw to maintain concentration as a result of taking damage from this feature, you gain a number of temporary hit points equal to the extra force damage dealt by this attack. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest. At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.     Channel Divinity: Spell Shield Starting at 2nd level, you can use your Channel Divinity to bestow a temporary resilience to arcane harm. As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your cleric level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.     Rebuke Invoker Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.     Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. 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.     Supernal Safeguard Starting at 17th level, when you use your Spell Shield feature, you can choose a number of creatures up to your Wisdom modifier (minimum 2) instead of choosing only one.        

Trade Domain

The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price. Deities of all alignments can claim influence over this domain, particularly deities of commerce and bargains (such as Tymora, Waukeen, and Vergadain), and gods of greed (such as Abbathor and Tiamat).     Domain Spells
Cleric Level Spells
1 alarm, identify
3 arcane lock, locate object
5 glyph of warding, nondetection
7 fabricate, Leomund’s secret chest
9 creation, dominate person
  Silver Tongue 1st-level Trade Domain feature You can use any coin as a holy symbol, and you gain proficiency in the Persuasion and Deception skills. While your holy symbol is in your hand, you can expend a spell slot of 1st level or higher to double your proficiency bonus for any ability check you make that uses those skills for 1 minute. In addition, you learn the friends cantrip, which doesn’t count against the number of cleric cantrips you know.     Divine Appraisal 1st-level Trade Domain feature As an action, you can instantly discern the approximate market value of a nonmagical item that you can see within 30 feet of you.     Channel Divinity: Instant Transaction 2nd-level Trade Domain feature You can use your Channel Divinity to cause a creature to partake in a magical and instantaneous trade. As an action, you present a coin, used as your holy symbol, to a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or else one nonmagical object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature’s space. At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you cannot use this on that same creature again until you finish a long rest.     Channel Divinity: Defensive Deal 6th-level Trade Domain feature You gain the ability to magically entice your foes, momentarily reducing their commitment to an attack. When a creature within 30 feet of you makes an attack roll against you or an ally, you can use your reaction to present a coin, used as your holy symbol, and impose a -10 penalty to the roll, using your Channel Divinity. You can make this choice after you see the roll, but before you know whether the attack hits or misses.     Potent Spellcasting 8th-level Trade Domain feature You add your Wisdom modifier to the damage you deal with any cleric cantrip.     Buy Loyalty 17th-level Trade Domain feature You gain the ability to magically broker a deal with your enemies. As an action, you can present your holy symbol to force a creature within 60 feet of you that can hear and understand you to make a Wisdom saving throw. Creatures that can’t be charmed are immune to this feature. On a failed save, you learn of an object the target desires most and enter into a magical bargain with it, promising to fulfil its desires within a day. If the creature desires no object, it instead specifies an amount of gold or a task it wishes to be completed. For the next 24 hours, the creature is charmed by you. While charmed in this manner, the creature is friendly to you and your allies and will fight on your behalf, including turning against its former allies (though this may require a significantly larger, more costly reward). The creature will act in your best interests and follow your spoken commands, but won’t take part in an activity that would lead to certain death. If you provide the creature with its desire at the end of the 24 hours, the effect ends and the creature is indifferent towards you. The creature immediately turns hostile if you fail to provide the promised reward, or if you or your allies harm it while it is charmed. Once you use this feature, you can’t use it again until you finish a long rest.        

APOCALYPSE DOMAIN

Gods with the Apocalypse domain—such as Veles or the White Goddess—promote fear, judgment, punishment, and the end of all things. Their priesthoods often consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many— but not all—civilized places.     Domain Spells
Cleric Level Spells
1 dissonant whispers, hellish rebuke
3 enthrall, magic mouth
5 fear, stinking cloud
7 blight, phantasmal killer
9 contact other plane, telekinesis
  RANTING RUIN At 1st level, you learn the vicious mockery cantrip. You also gain proficiency in either Arcana or Survival (your choice), and you learn one of the following languages: Ankeshelian, Caelmaran, Enochian, or Vos'ghaen.     CHANNEL DIVINITY: DAMNATION Starting at 2nd level, you can use your Channel Divinity to lash out at those who defy your deity's messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers. Each hostile creature that can see you and is within 30 feet of you takes 3d6 + your cleric level necrotic damage, or half damage with a successful Wisdom saving throw. A creature that has total cover from you is not affected.     CHANNEL DIVINITY: WEIGHT OF GUILT At 6th level, you can use your Channel Divinity to manipulate a creature's thoughts. You can then use your access to the creature's mind as leverage to interrogate 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 saving throw is succeesful, you can't use this feature on it again until you finish a long rest. If the saving throw fails, you can bring the creature's guiltiest knowledge to the surface of its mind and fill it with fear that it will confess that knowledge. You get no hints to what this knowledge is. The effect lasts 1 minute, during which you can use your action to cast zone of truth on the creature without expending a spell slot. Only the target of weight of guilt is affected by the spell, and that target's saving throw against the spell fails automatically.     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 extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.     HERALD OF THE APOCALYPSE At 17th level, you gain resistance to acid, fire, and poison damage.        

MOON DOMAIN

You are an initiate into the quiet mysteries of the moon and the subtleties of the night. Your faith illuminates any darkness you face.     Domain Spells
Cleric Level Spells
1 Faerie fire, witch bolt
3 crown of madness, moonbeam
5 fear, hypnotic pattern
7 compulsion, greater invisibility
9 dream, hold monster
  MOON'S GRACE When you select this domain at 1st level, you gain proficiency in the Perception and Stealth skills, and you don’t have disadvantage on Stealth checks from wearing medium armor.     CHANNEL DIVINITY: NIGHT'S CHILL Starting at 2nd level, you can use your Channel Divinity to harness moonlight to banish magical light and deal cold damage to your foes. By presenting your holy symbol as an action, any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you takes (2d10 + your cleric level) cold damage, or half damage with a successful Constitution saving throw. A creature that has total cover from you is not affected.     LUMINESCENT AURA At 6th level, you can emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This acts as a light spell but provides only dim illumination. All weapons and ammunition are treated as silvered while they're in the aura and for one round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a faerie fire spell, until the end of their next turn.     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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.     THE MOONLIT WAY Beginning at 17th level, anytime the moon is visible in the sky, you can use an action to detect magical pathways and portals such as fey roads, shadow roads, gate effects, and the like. The portal must be within your line of sight and no farther away from you than 120 feet. You must complete a short or long rest before using this ability again. Detected portals are visible to you, but you can point out their locations to others. By spending a minute concentrating on a portal detected with this ability, you can sense the physical conditions around its destination.        

HUNT DOMAIN

The Wild Hunt and other entities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.     Domain Spells
Cleric Level Spells
1 bloodhound, illuminate spoor
3 instant snare, mark prey
5 going in circles, tracer
7 heart-seeking arrow, hunting stand
9 harrying hounds, maim
  BLESSING OF THE HUNTER At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.     BONUS PROFICIENCY At 1st level, you gain proficiency with martial weapons.     CHANNEL DIVINITY: HEART STRIKE Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack’s damage. If you score a critical hit with the attack, add +10 to the attack’s damage instead.     PACK HUNTER Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.     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.     DEADLY STALKER At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can’t use this feature again until you finish a short or long rest.        

Frost Domain

Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offer- ings in return for helping people survive.     Domain Spells
Cleric Level Spells
1 armor of agathys, fog cloud
3 darkness, hold person
5 sleet storm, slow
7 fire shield, ice storm
9 cone of cold, hold monster
  Bonus Proficiencies 1st-level Frost Domain feature At 1st level, you gain proficiency with martial weapons and heavy armor.     Biting Frost 1st-level Frost Domain feature When you deal cold damage with a spell of 1st level or higher, you may apply one of the following additional effects to the spell: • Your enemies’ limbs go numb. Creatures that take damage from this spell have disadvantage on the next weapon attack roll they make before the end of the next turn. • Your enemies begin to freeze in place. Creatures that take damage from this spell have their speed halved until the end of their next turn. • Your enemies’ teeth chatter incessantly. Creatures that take damage from this spell must succeed on a Constitution saving throw against your spell save DC or be unable to perform verbal components of spells until the end of their next turn. • Your spell’s temperature sinks even lower, a deep freeze dangerous even for beings acclimated to the cold. Creatures that take damage from this spell cannot benefit from resistance to cold damage from this casting of this spell.     Channel Divinity: Bitter Casting 2nd-level Frost Domain feature You can use your Channel Divinity to alter your spells and infuse them with the power of your god. If a spell you cast would deal acid, fire, lightning, necrotic, or radiant damage, you can use your Channel Divinity to deal cold damage instead.     Channel Divinity: Blessing of the Hearth 2nd-level Frost Domain feature You can use your Channel Divinity to protect you and your allies from the harsh effects of arctic environ- ments. As an action, you present your holy symbol and invoke your deity to bless you and your allies. A number of creatures within 5 feet of you ignore the effects of extreme cold (as described in chapter 5 of the Dungeon Master’s Guide) for the next 8 hours.     Glacial Mantle 6th-level Frost Domain feature You are blessed by the arctic elements. You gain resis- tance to cold damage, and at the start of your turn, you are enveloped by a protective barrier of ice which gives you temporary hit points equal to half your cleric level (rounded up).     Divine Strike 8th-level Frost Domain feature 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 damage. When you reach 14th level, the extra damage increases to 2d8.     Frozen Form 17th-level Frost Domain feature Your affinity with frost has reached its peak. You gain immunity to cold damage and resistance to fire damage, and moving through difficult terrain composed of ice or snow doesn’t cost you extra movement.        

Coffee Domain

Herbalists have long brewed teas and other remedies to ease the body and sharpen the mind, but those time- tested staples have steep competition for being the preferred drink of choice. Coffee is a beverage with powerful alchemical effects: it staves off sleep, boosts concentration, and imparts a feeling of wakefulness and inspiration. Everyone from commoners to archmagi has come to enjoy the bitter warmth of this brew, so it’s no small wonder that demigods, and eventually full-on godly powers, have adopted coffee as a domain. Gods of this domain include Vigil, Keeper of the Morning, Twitsh, Lord of Streams, and Cinder, God of Flame. However, many clerics turn to this domain without an associated deity, taking up the mantle because they are dependent, if not outright fixated, on coffee.     Domain Spells
Cleric Level Spells
1 expeditious retreat, false life
3 blur, enhance ability
5 fly, haste
7 divination, freedom of movement
9 awaken, telekinesis
  Twitch Casting As the magic of coffee strums down your nerves, you find you can perform actions far quicker than normal. Starting when you choose this domain at 1st level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. Once you use this ability, you can’t use it again until you finish a long rest.     Sleepless Though the Gods of Coffee offer focus and productivity with one hand, they steal away sleep with the other. Beginning at 1st level, you require one less hour of sleep than a normal member of your race and magic can’t put you to sleep.     Channel Divinity: Java Starting at 2nd level, you can use your Channel Divinity as an action to invigorate the body and mind of a willing creature you touch. The target instantly awakens, if asleep. For the next minute, the target ignores all levels of exhaustion, its speed increases by 10 feet, it has advantage on Intelligence and Dexterity saving throws, and it can take an additional action its turn. This action can only be used to take the Attack (one weapon attack only) or Disengage action. When the effect ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Only one creature can be under the effects of this Channel Divinity at a time and no creature can benefit from the effects of this ability and the spell haste at once.     Honed Focus By 6th level, the near constant infusion of caffeine has sharpened your memory and focus. Whenever you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to reattempt the save, maintaining your concentration on a success.     Divine Strike At 8th level, 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.     Café Nation Beginning at 17th level, you can share the power of caffeination to your allies. When you cast the spell haste, you can choose a number of targets within range equal to your Wisdom modifier, each of which gains the effect of the spell. If any of these targets are asleep, they are instantly awoken. The spell’s effects last only until the beginning of your next turn, after which the spell ends, and no target suffers the “wave of lethargy” effect. If you cast the spell using a spell slot of 7th level or higher, the duration extends to 1d4 rounds.
LevelProf BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Divine Domain32------------------------
2+2Channel Divinity (x1), Divine Domain Feature33------------------------
3+2---342---------------------
4+2Ability Score Improvement443---------------------
5+3Destroy Undead (cr 1/2)4432------------------
6+3Channel Divinity (x2), Domain Feature4433------------------
7+3---44331---------------
8+3Ability Score Improvement, Destroy Undead (cr 1), Domain Feature44332---------------
9+4---443331------------
10+4Divine Intervention543332------------
11+4Destry Undead (cr 2)5433321---------
12+4Ability Score Improvement5433321---------
13+5---54333211------
14+5Destry Undead (cr 3)54333211------
15+5---543332111---
16+5Ability Score Improvement543332111---
17+6Destroy Undead (cr4), Domain Feature5433321111
18+6Channel Divinity (x3)5433331111
19+6Ability Score Improvement5433332111
20+6Divine Intervention Improvement5433332211

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Kipper_Dagon.

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