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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: 1d8
hit points at 1st level: 8+CON modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per arcanist level after 1s
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons
tools: none
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

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

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

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

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

  • A shield and a holy symbol


spellcasting:
As a conduit for divine power, you can cast cleric spells.    

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Spell Slots

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

Spellcasting Ability

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

Ritual Casting

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

Spellcasting Focus

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

Divine Domain

  At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.      

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  

Harness Divine Power

  At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.      

Ability Score Improvement

  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.      

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.                                                          
Cleric LevelSpell
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 LevelBanishes 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                                                      
Cleric LevelSpell
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.                                                          
Cleric LevelSpells
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 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.                                                      
Cleric LevelSpells
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.                                                          
Cleric LevelSpells
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 are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.                                                          
Cleric LevelSpells
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. This cantrip doesn’t count against the number of cleric cantrips you know.      

Warding Flare

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

Channel Divinity: Radiance of the Dawn

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

Improved Flare

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

Potent Spellcasting

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

Corona of Light

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

Nature Domain

  But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.                                                          
Cleric LevelSpells
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. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.      

Bonus Proficiency

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

Channel Divinity: Charm Animals and Plants

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

Dampen Elements

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

Divine Strike

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

Master of Nature

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

Order Domain

  Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.                                                        
Cleric LevelSpells
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

  Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.                                                        
Cleric LevelSpells
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 of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath                                                          
Cleric LevelSpells
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 They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.                                                              
Cleric LevelSpells
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.              

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.                                                          
Cleric LevelSpells
1 Faerie Fire, Sleep
3 Moonbeam, See Invisibility
5 Aura of Vitality, Leomund's Tiny Hut
7 Aura of Life, Greater Invisibility
9 Circle of Power, Mislead
     

Bonus Proficiencies

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

Eyes of Night

Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.   As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.      

Vigilant Blessing

  At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.      

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.   As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:  
  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
     

Steps of Night

  Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.        

Steps of Night

  Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.      

Twilight Shroud

  At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.                      

War Domain

  War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.                                                          
Cleric LevelSpells
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 attacks.              

Blood Domain

  Gods who grant the power of the Blood Domain direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one’s own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.                                                          
Cleric LevelSpells
1 False Life, Sleep
3 Hold Person, Ray of Enfeeblement
5 Haste, Slow
7 Blight, Stoneskin
9 Dominate Person, Hold Monster
     

Bonus Proficiency

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

Bloodletting Focus

  Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell’s level.      

Channel Divinity: Crimson Bond

Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).   While the bond is in effect, you can use an action to learn the target’s approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target’s senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target’s senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.   Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.      

Channel Divinity: Blood Puppet

Starting at 6th level, you can use your Channel Divinity to briefly control a creature’s actions — whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn’t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.   On the affected creature or animated corpse’s turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:   Interact with an object Make a single attack Do nothing An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.   An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).   At 17th level, you can use this feature to target a Huge or smaller creature or corpse.      

Sanguine Recall

At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can’t be reduced in any way. You can’t use this feature again until you finish a long rest.   For example, if you’re an 8th-level cleric, you can recover up to four levels of spell slots — a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.      

Divine Strike

  At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. 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.      

Vascular Corruption Aura

At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.   Once you use this feature, you can’t use it again until you finish a long rest.              

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.                                                            
Cleric LevelSpells
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.              

Moon Domain

  Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.                                                          
Cleric LevelSpells
1 Faerie Fire, Silent Image
3 Invisibility, Moonbeam
5 Hypnotic Pattern, Major Image
7 Greater Invisibility, Hallucinatory Terrain
9 Dream, Passwall
     

Clarity of Zarantyr

  When you choose this domain at 1st level, you learn to shine light upon the mind’s most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.   You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.      

Channel Divinity: Blessing of the Full Moon

Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:   Blessing of the Watchful Moon. For 1 hour, the blessed creature’s speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.   Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature’s allies is within 5 feet of the target and the ally isn’t incapacitated.      

Channel Divinity: Mind of Twelve Moons

  Starting at 6th level, you can use your Channel Divinity to invoke the arcana of Eberron’s moons. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.      

Empowered Cantrips

  Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).      

Eclipse of Aryth

At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can’t be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.   This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Twelve Moons feature.   Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can’t regain hit points.   Once you use this feature, you can’t use it again until you finish a long rest.                  

Sovereign Domain

  Be it war, storm, death itself, faith has more than one bastion, and these individual aspects create the maelstrom of existence. Rather than limiting devotion to a single deity, a vicar of the Sovereign Host embraces an entire pantheon of gods and goddesses. When blades are drawn, the Sovereign cleric calls on war gods Dol Dorn and Dol Arrah. When it’s time to for negotiation, the priest looks to Kol Korran for inspiration. While some realms overlap slightly, one who specializes in omnitheism knows the right Sovereign dominion for each occasion.   As a representative of many gods, a Sovereign priest can draw on a wide selection of spells. However, this also means that the common people will call on the cleric with a wide variety of problems. Marauding bandits? A cursed forge? A wedding ceremony? The Sovereign cleric can handle all of these.                                                        
Cleric LevelSpells
1 bless, divine favor
3 prayer of healing, spiritual weapon
5 counterspell, mass healing word
7 aura of purity, divination
9 circle of power, hallow
     

Solemn Devotion

When you choose this domain at 1st level, you gain proficiency in the History and Religion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.      

Worldly Focus

Also at 1st level, you have spent countless hours studying the portfolios of deities across your pantheons, and learned to acknowledge their influence all around you in both peace and war. You gain proficiency in martial weapons and can use any weapon you are proficient with as a spellcasting focus for your cleric spells.      

Channel Divinity: Omnitheist

Your belief in the omnipresence of the gods allows you to call upon the goodwill of any divine presence in the pantheon. As an action, you can use your Channel Divinity to choose one spell from any domain spell list. For the next 10 minutes, you can cast this spell as if it were a domain spell for you. The spell must be from the same level of spells you would gain access to at your level.      

Encouraging Whispers

Starting at 6th level, while you are concentrating on a cleric spell, you add your Wisdom modifier (minimum of 1) to concentration checks made to maintain your spell.      

Divine Balance

Starting at 8th level, you gain the ability to infuse your attacks with divine energy. Once on each of your turns when you hit a creature with a weapon attack or deal damage with one of your cleric cantrips, you add your Wisdom modifier to the damage you deal.      

Sovereign Vassal

At 17th level, choose five spells from any domain spell list (the five needn’t be from the same list), one from each of the following levels of the table: 1st, 3rd, 5th, 7th, and 9th. Like your other domain spells, they are always prepared and count as cleric spells for you.              

Artistry Domain

  Gods of artistry promote creativity and imagination above all. These gods value all of the arts, including music, painting, sculpting, and other skilled crafts, though they often specialize in one craft above 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 LevelSpells
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.
                 

Dragon Domain

The dragon gods of old are primal deities that espouse great and terrifying presence and power to their devotees. They value and regard power as the absolute measure of the worth of a life, favoring servants who garner more influence and wealth for their glory. The visages of these gods are typically engraved upon the armor or weapons of their clerics, and other artifacts that these clerics value. Dragon priests typically guard the treasure hoards, arcane artifacts, or holy places of the dragon gods, but they also guide their cults as spiritual leaders and lead their armies as ferocious warlords.                                                        
Cleric LevelSpells
1 dragon roar, feather fall
3 alter self, see invisibility
5 fear, wyrmskin
7 dimension door, polymorph
9 geas, seeming
     

Bonus Cantrip

When you choose this domain at 1st level, you gain the dragon claws cantrip if you don’t already know it. This cantrip counts as a cleric spell for you and doesn’t count against your number of cantrips known.      

Dragon Staff

At 1st level, as a bonus action, you can expend a spell slot to charge a quarterstaff you are holding with draconic energy. While you are holding a charged quarterstaff, you can use an action and expend its charge to evoke the destructive energy of the dragon gods you worship, producing raw elemental power in a 30-foot line that is 5 feet wide, or a 15-foot cone. Creatures within the area of effect must make a Dexterity saving throw against your cleric spell save DC.   On a failed save, a creature takes 3d6 damage for a 1st- level slot, plus 1d6 damage for each spell level higher than 1st, or half as much on a successful save. The damage type is your choice of acid, cold, fire, lightning, or poison damage. A charged quarterstaff loses its stored spell slot and becomes uncharged when you take a short or long rest.          

Channel Divinity: Scales of the Drake

Starting at 2nd level, you can use your Channel Divinity to take up the mantle of the great dragons. You present your holy symbol as a bonus action, and your skin becomes covered in dragon scales, granting you the following benefits for 1 minute:
  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1), if you aren’t wearing medium or heavy armor or holding a shield.
  • You gain resistance to your choice of acid, cold, fire, lightning, or poison damage, chosen when you activate this Channel Divinity.
  • You have advantage on Charisma (Intimidation) checks.
         

Draconic Regeneration

  Starting at 6th level, when you spend a spell slot of 1st- level or higher to deal acid, cold, fire, lightning, or poison damage, you can use a bonus action to regain hit points equal to 2 + the spell’s level.      

Potent Spellcasting

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

Channel Divinity: Wyrm Song

Starting at 17th level, you can use your action to open a portal and call forth a dragon. The dragon’s challenge rating must be 10 or lower. The dragon is friendly to you and your allies, and will aid you in combat. This dragon obeys any commands you issue it (no action required by you), and if you do not issue any commands, it will defend you and itself but take no other actions. The dragon rolls initiative and acts on its own turn during combat. The dragon remains under your control as long as you maintain concentration (as if you were concentrating on a spell) for up to 1 hour, or until it drops to 0 hit points. If you lose your concentration, you must make a Charisma saving throw (DC equals 8 + the dragon’s proficiency bonus + the dragon’s Charisma modifier.) On a failed save, you lose control of your draconic ally, and it acts as the GM determines. When 1 hour has passed, the dragon is teleported back to the location you summoned it from. Once you have used this Channel Divinity you can’t use it again until you finish a long rest.                    

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.                                                          
Cleric LevelSpells
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.              

BLACK POWDER DOMAIN

The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, reveling just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain.                                                        
Cleric LevelSpells
1 fog cloud, thunderwave
3 heat metal, shatter
5 fireball, stinking cloud
7 confusion, wall of fire
9 cloudkill, deadly salvo
     

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with alchemist’s supplies or gunsmith’s tools (your choice). You also gain proficiency with all simple and martial firearms and bombs. You can also add your dexterity modifier to the damage rolls.      

Gunpowder Blessing

Also at 1st level, you can use an action to touch a weapon held by a willing creature. The weapon gains the gunpowder weapon property. This blessing lasts for 1 minute or until you use this feature again.      

Channel Divinity: Imbue/Remove Explosivity

Starting at 2nd level, you can use your Channel Divinity to harness the power of black powder, infusing it into the weapons of allies to make them more deadly, or revoke your god’s blessing, lessening the effects of enemy firearms. As an action, you present your holy symbol and evoke explosive energy that instills your Gunpowder Blessing on one weapon possessed by each creature of your choice within 30 feet of you for 1 minute. Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores its full function.      

Explosive Infusion

Beginning at 6th level, you can imbue an object you are holding or carrying with explosive power. The object must be nonmagical and small enough to fit in one hand, such as a glass vial or a ball bearing. As a bonus action, you can expend a 1st-level spell slot to fill the item with explosive power for 1 minute. Before the duration ends, you can use an action to throw the object at a point you can see up to 20 feet away, where it explodes on impact. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage can experience bursts, as described in the gunpowder weapon property, but this effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected. If you expend a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet of the point of impact must make the saving throw. If you don’t throw the object before the duration ends, the magic fades, and the item becomes a normal object once again.      

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

Greater Explosive Infusion

Starting at 17th level, you can imbue explosive power into larger objects with your Explosive Infusion. The target must be an object that isn’t being worn or carried at the time you imbue it, must be no larger than can fit in a single 5-foot cube, and must be nonmagical. Your infusion fills the object with explosive power for 10 minutes. Before the duration ends, you can detonate the object as an action, provided you are within 100 feet of it. Alternatively, you can detonate the object as a reaction to a specific event (a particular creature or certain number of creatures move within 20 feet of the object, for example), or you can set a specific time for the object to detonate, up to 10 minutes from the time at which you infused the object. If you set the object to detonate at a specific time, you don’t need to be within 100 feet of the object for it to detonate. When the object detonates, each creature within 20 feet of the object must make the saving throw. If you expend a use of your Channel Divinity when you first imbue the object, each creature in the area when it detonates has disadvantage on the saving throw. At any point before the object detonates, you can touch it as an action to disperse the energy and cause it to become a normal object once again, regaining the spell slot you expended to infuse the object.              

HUNT DOMAIN

Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can’t be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem. Deities 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.                                                        
Cleric LevelSpells
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.              

Destruction Domain

Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon the world; in others, they have pleaded with the god for priesthood to destroy a single foe; others still simply worship their god out of reverent fear.                                                        
Cleric LevelSpells
1 burning hands, thunderwave
3 scorching ray, shatter
5 fireball, protection from energy
7 blight, wall of fire
9 cloudkill, cone of cold
     

DEVASTATION INITIATE

When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.      

CHANNEL DIVINITY: CALAMITY

Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell’s damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.      

SHOCKWAVE

By 6th level, your devastating magic leaves only ruins behind. Once on each of your turns, when you cast a 1st level or higher cleric spell that deals fire, force, lightning, radiant, or thunder damage, you can emit a shockwave that crumbles the environment around one creature that takes damage from the spell. The shockwave is a 5-foot-radius sphere centered on the creature that only damages objects that aren’t being worn or carried. Each object in the area takes damage equal to twice the damage dealt to the creature, ignoring the object’s damage threshold              

POTENT SPELLCASTING

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

HAVOC SPELL

Starting at 17th level, when you deal damage to a creature with a cleric spell, you can expend a spell slot as a bonus action to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.              

Pestilence Domain

You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it doesn’t harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.                                                        
Cleric LevelSpells
1 bane, detect poison and disease
3 blindness/deafness, protection from poison
5 bestow curse, remove curse
7 blight, confusion
9 contagion, insect plague
     

CARRIER

Starting at 1st level, you are immune to disease and being poisoned. Additionally, choose or randomly determine a lingering symptom that afflicts you:                                                                                  
d8Symptom
1 A loud, sickening cough constantly accompanies you.
2 One of your limbs is black and withered, but completely functional.
3 One of your limbs is black and withered, but completely functional.
4 Intense shivers come at you in waves, alternating between mild trembles and great shudders.
5 A number of growths and tumors lump your body and hunch your back.
6 Your skin is riddled with boils and sores.
7 Your body is horrifically gaunt.
8 Constantly fevered, your skin is hot and covered in sweat.
     

BONUS PROFICIENCY

  At 1st level, you have proficiency with heavy armor.      

TUMOR

Also at 1st level, your body sequesters its toxins in a bulbous protrusion. When a creature within 5 feet hits you with an attack, you can use your reaction to try to poison the creature with the tumor. The creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can reattempt this saving throw at the end of each of its turns, ending the effect on a success. After using this ability, you must finish a short or long rest before using it again      

CHANNEL DIVINITY: INFECTION

At 2nd level, your divinity carries disease. You can use your action to touch a creature within your reach, which must make a Constitution saving throw, suffering one of the following diseases of your choice for 1 minute on a failed save. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects applies to it
  • Bloodmore. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it loses an additional 1d6 hit points.
  • Joint Lock. The creature’s legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its speed, whichever is lower, on its turn.
  • Ruby-Eye. The creature can see normally out to 5 feet, but is blind beyond this radius
         

FESTER

Starting at 6th level, your infectious power festers and grows. You gain the following special abilities:
  • Whenever you deal necrotic or radiant damage, you can change the damage type to poison.
  • You ignore damage resistance to poison damage.
  • Your cleric spells and abilities ignore immunity to the poisoned condition and being diseased. A creature that is immune to being poisoned or diseased makes its saving throws against your effect with advantage.
         

DIVINE STRIKE

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

VIRAL INFECTION

At 17th level, when you use Infection, the target also has disadvantage on ability checks and saving throws using one ability score of your choice while it is diseased. Additionally, whenever a target of Infection is within 5 feet of another creature, you can use your reaction to cause the infection to spread to it as well. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.                      

Wealth Domain

Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold.                                                        
Cleric LevelSpells
1 identify, unseen servant
3 arcane lock, locate object
5 glyph of warding, tongues
7 fabricate, secret chest
9 creation, geas
     

APPRAISAL

When you choose this domain at 1st level, you are blessed with insights into the price of everything. As an action, you can accurately determine the market price of any object, as well as what it would be worth second-hand. Additionally, you can use your Wisdom instead of Charisma for any Charisma check you make to buy, sell, or haggle.      

LEVERAGE

Also at 1st level, when you cast a spell that requires material components with a specific cost, you require materials of only half of that value to cast the spell.      

CHANNEL DIVINITY: RICHES

Starting at 2nd level, when you reduce a hostile creature to 0 hit points, you can use your Channel Divinity to conjure an explosion of coins around the creature. The total number of gold pieces created is equal to the monster’s XP value divided by 10, rounded down. You can use this Channel Divinity option once, and regain the ability to do so when you finish a long rest      

BRIBE

When you reach 6th level, you can use your divine understanding to determine how to bribe almost any creature. As an action, you can choose a hostile creature you can see to make a Charisma saving throw against your spell save DC. If the creature fails its save, you can bribe it with rare or luxurious goods, or simply a bag of gold, which teleports into the creature’s possession. The bribe costs an amount in gp equal to half the creature’s XP value and, once completed, that creature can’t be hostile towards you or your allies for 24 hours. The effect ends early if the creature takes damage from you or your allies. You can’t bribe any creature with an Intelligence of 3 or lower, or any creature the GM deems inappropriate.      

POTENT SPELLCASTING

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

TYCOON

By 17th level, your deity showers you with vast riches. Whenever you would gain money, be it through selling goods and services, receiving gifts, conducting downtime activities, picking pockets, or simply finding treasure in a dungeon, the amount of money you gain is doubled.              

Travel Domain

  The realm of vagabonds, merchants, and adventurers, the gods of the travel domain are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.                                                
Cleric LevelSpells
1 feather fall, longstrider
3 find steed, misty step
5 fly, haste
7 dimension door, freedom of movement
9 passwall, teleportation circle
       

WELL-TRAVELED

When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn two languages of your choice.      

JAUNT

From 1st level, your god hastens your feet and puts the wind at your back. You can use your bonus action to move 10 feet without provoking opportunity attacks. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.        

CHANNEL DIVINITY: DIVINE TRANSPOSITION

Starting at 2nd level, you can use your Channel Divinity to relocate your allies. As an action, choose up to three willing Small or Medium creatures (which can include yourself). Each of these creatures teleports into each other’s spaces, swapping places as you choose.      

OVERLAND EXPEDITION

By 6th level, while traveling, you and up to 10 creatures traveling with you move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other nonmagical obstacles. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march. Additionally, you are unaffected by difficult terrain        

DIVINE STRIKE

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

GODSPEED

Starting at 17th level, your walking speed doubles. If you make an attack while 30 feet or further away from where you began your turn, the extra damage of your Divine Strike increases to 4d8.                  

Ancestral Domain

All Valenar warriors are guided by their ancestors, the shades of elven heroes long since dead. The Valenar honor these ancestors by emulating their deeds and personas, bringing a spark of their might into the world of the living in the process. During the Last War, some opponents of Valenar war-bands swore they rode in the company of ghosts—elven shades were seen guiding their hands and turning aside blows. After the war, Ancestral clerics serve Valenar’s interests at home and abroad as soldiers, spies, and diplomats. Others have taken to adventuring, to better hone their connection to the deeds of the past. In other settings, Ancestral domain clerics may be found in any culture with a particularly strong connection to their past. They could serve clans, using their founder’s words and deeds to guide their descendents in dark times.                                              
Cleric LevelSpells
1 longstrider, speak with animals
3 enhance ability, find steed
5 haste, phantom steed
7 freedom of movement, mordenkainen’s faithful hound
9 commune, find greater steed
     

Bonus Proficiencies

1st-level Ancestral Domain feature You gain proficiency with martial weapons and the Animal Handling skill.      

Power of the Ancestors

1st-level Ancestral Domain feature Your cleric training involves forging a bond with the spirit of an ancient elven hero. Choose The Sage, The Strategist, or The Warrior. This hero’s spirit inspires your actions, granting you certain benefits. You can use the chosen feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • The Sage. Your ancestral spirit was a master of the magical arts. When you cast a cleric spell, you can choose a creature you can see within 30 feet of you. Magical energy from your spell arcs to the creature, dealing force damage equal to half your cleric level
  • The Strategist. Your ancestral spirit was a master of war tactics. When you take the Attack action on your turn, you can forgo one of your attacks to direct a friendly creature within 30 feet of you who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
  • The Warrior. Your ancestral spirit was a master of single combat. When you make a weapon attack against a creature as part of the Attack action on your turn, you can make one extra weapon attack against the same creature.
       

Channel Divinity: Cloak of the Ancestor

2nd-level Ancestral Domain feature You can use your Channel Divinity to drape yourself in your ancestor’s spiritual essence. You take on aspects of heroes long dead, gaining the following benefits for 1 minute.
  • Moving through nonmagical difficult terrain costs you no extra movement
  • At the start of each of your turns you gain a number of temporary hit points equal to your proficiency bonus
  • Your weapon attacks become partially incorporeal, ignoring AC bonuses from cover and shields.
   

Knowledge of Heroes

6th-level Ancestral Domain feature Your bond with your chosen ancestor grants you knowledge from lives long past. You gain proficiency in any combination of three skills or tools of your choice, or proficiency in two skills or tools of your choice and expertise with one skill or tool you are already proficient with.          

Divine Strike

8th-level Ancestral 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8      

Ancestor Personified

17th-level Ancestral Domain feature You have reached the highest expression of your ancestor and their ideals. You gain one of the following features based on the ancestor you chose for your Power of the Ancestors feature.
  • The Sage Personified. When you use your Power of the Ancestors feature, you can target up to two creatures instead of one. A creature damaged in this way has their speed halved until the end of their next turn.
  • The Strategist Personified. When you use your Power of the Ancestors feature, any number of allies within 30 feet of you can immediately use their reaction to move up to their speed or take the Dodge, Hide, or Use an Object action. Additionally, allies you can see within 30 feet of you do not provoke attacks of opportunity while they can see you.
  • The Warrior Personified. When you use your Power of the Ancestors feature to make a weapon attack, you can roll a d4 and add the number rolled to the attack and damage rolls. If the attack hits, you can force the creature to make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature has disadvantage on attack rolls made against any creatures other than you. This effect lasts until it is reduced to 0 hit points or you attack a different creature. If it succeeds, it is immune to this effect for 24 hours.
               

Love Domain

Gods of love represent the concept in all its varied forms; altruism, family, fertility, passion, and romance. Followers of these gods serve as matchmakers and midwives for their communities. Some are called to serve as diplomats or peacekeepers, believing that love really can conquer all. It is rare for the clergy of gods of love to take vows of celibacy as part of their initiation.                                                
Cleric LevelSpells
1 charm person, cure wounds
3 calm emotions, enthrall
5 sending, tongues
7 compulsion, locate creature
9 dream, Rary’s telepathic bond
     

Blessings of Love

When you choose this domain at 1st level, you become proficient in your choice of two of the following skills: Insight, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. In addition, you learn the friends cantrip if you don’t already know it. It counts as a cleric spell for you.      

Channel Divinity: Amorous Armor

Starting at 2nd level, you can use your Channel Divinity to exude an aura of goodwill and love. As an action, you project respect and admiration for 1 minute. All creatures within 30 feet of you who can see and hear you have disadvantage on attack rolls against you. A creature is not subject to this effect if it is immune to being charmed. This effect ends early on a creature if you make an attack against it, deal it damage, or force it to make an ability check or saving throw.      

Channel Divinity:Change of Heart

Starting at 6th level, you can use your Channel Divinity to woo others even when it seems your charms are failing. It can be used in two circumstances. When a creature succeeds on a saving throw against a charm effect caused by you, you can use your reaction to force the creature to reroll the saving throw and use the second result. Alternatively, when you make a Charisma ability check, you can use your reaction to reroll the ability check. You can wait until after the DM declares whether the original result was a success or not and you must use the second result, even if it is lower.      

Potent Spellcasting

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

Sermon of Love

At 17th level, you can channel pure passion when you speak. As an action, you can command each creature within 60 feet who can hear you and shares any language with you to treat others kindly. When you do, each target must succeed on a Wisdom saving throw or be charmed by you and all other creatures targeted by this ability. This charmed effect lasts for 8 hours or until the creature takes damage from you or any of your allies.                  

VERMIN DOMAIN

You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.                                              
Cleric LevelSpells
1 detect poison and disease, speak with animals (vermin only)
3 spider climb, web
5 conjure animals (vermin only), fear
7 dominate beast (vermin only), giant insect
9 contagion, insect plague
     

The Unseen

When you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin’s responses, if any, are limited by its intelligence and typically convey the creature’s current or most recent state, such as “hungry” or “in danger.”      

Channel Divinity: Swarm Step

Starting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn’t provoke opportunity attacks. When you arrive at your destination, you revert to your normal form.      

Legion of Bites

At 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.      

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

Verminform Blessing

At 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn’t change as a result of this lycanthropy, and you can’t spread the disease of lycanthropy.              

WIND DOMAIN

You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside.          
Cleric LevelSpell Name
1 feather fall, thunderwave
3 gust of wind, misty step
5 fly, wind wall
7 conjure minor elementals (air only), freedom of movement
9 cloudkill, conjure elemental (air only)
     

Wind’s Chosen

When you choose this domain at 1st level, you learn the mage hand cantrip and gain proficiency in the Nature skill. When you cast mage hand, you can make the hand invisible, and you can control the hand as a bonus action.      

Channel Divinity: Grasp Not the Wind

At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don’t provoke opportunity attacks while flying in this way.        

Stormshield

At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.        

Divine Strike

At 8th level, you 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.      

Dire Tempest

At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 × 10 feet into the air. On a success, a creature takes half the damage and isn’t thrown into the air. Creatures thrown into the air take falling damage as normal and land prone. In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado’s area. A creature that enters the tornado’s area is thrown 1d4 × 10 feet into the air, taking falling damage as normal and landing prone. Once you use this feature, you can’t use it again until you finish a long rest.      
LevelProf. BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Divine Domain32------------------------
2+2Channel Divinity (x1), Divine Domain feature, Harness Divine Power33------------------------
3+2---342---------------------
4+2Ability Score Improvement, Cantrip Versatility443---------------------
5+3Destroy Undead (CR 1/2)4432------------------
6+3Channel Divinity (x2), Divine Domain feature4433------------------
7+3---44331---------------
8+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332---------------
9+4---443332-----------
10+4Divine Intervention543332------------
11+4Destroy Undead (CR 2)5433321---------
12+4Ability Score Improvement5433321---------
13+5---54333211------
14+5Destroy Undead (CR 3)54555211------
15+5---543332111---
16+5Ability Score Improvement543332111---
17+6Destroy Undead (CR 4), Divine Domain feature5433321111
18+6Channel Divinity (x3)5433331111
19+6Ability Score Improvement5433332111
20+6Divine Intervention improvement5433332211

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kipper_the_dm.

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