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Cleric

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.   Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.   Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.  

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.   When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.  

Servants of the Gods

Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.   The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons, Warhammers
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

Additionally at 1st level, choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature. Your choice grants you domain spells and other features when you choose it at 1st level and additional benefits at 6th, 10th, 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 known as divine orisons. You start with two such orisons: Turn Undead, and any one orison of your choice which is available to your domain. See "Channel Divinity" in your Divine Domain's description for the orisons available to your domain, and "Divine Orisons" at the end of the class description for the full list of Channel Divinity effects available to this class.   You learn an additional divine orison of your choice when you reach 6th, 11th, and 18th level in this class, as shown in the Orisons Known column of the cleric table. Each of these orisons must be available to your domain, as listed in the orison's description.   When you use your Channel Divinity, you choose which orison to invoke and produce its effect. You must then finish a short or long rest to use your Channel Divinity again.   You can't produce the effect of more than one divine orison at a time when you use your Channel Divinity, nor can you use your Channel Divinity more than once per turn.   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 14th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Path of Faith

Once you reach 2nd level, you begin to uphold your faith in a specific way. Choose between the Path of the Missionary, Priest and Saint. You gain benefits at 2nd, 8th and 14th level depending on which one you choose.  
  • Missionary. You are but a mouthpiece for your god, to both gain more followers and tell of their superiority. Choose two of the following skills: Deception, Intimidation, Performance, or Persuasion. Whenever you make a check with your chosen skill, you may use your Wisdom modifier rather than your Charisma one. Additionally, you gain proficiency in 1 bonus skill from the Cleric list.
 
  • Priest. You focus on using the spells your deity has gifted you, aiding your allies from the back. When calculating your AC using your Dexterity modifier, you may instead use your Wisdom modifier. Additionally, you learn another cantrip from the Cleric spell list.
 
  • Saint. You are a frontline warrior, using both magic and metal to bolster your allies. Whenever you make an attack with a melee weapon in which you are proficient with, you may use your Wisdom modifier for the attack and damage rolls. Additionally, you gain proficiency in martial weapons, medium armor and shields.
 

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.  

Faithful Path Feature

Beginning at 8th level, you gain an additional feature depending on your path of faith.  
  • Missionary. Whenever you make a check in a skill you are proficient in, you may add 1d4 to the check.
 
  • Priest. You may add your Wisdom modifier to the damage you deal with any cleric cantrip.
 
  • Saint. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. This damage is radiant, however depending on your deity your DM may rule it is a different damage type.
 

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.  

Faithful Path Feature

Beginning at 14th level, you gain an additional feature depending on your path of faith.  
  • Missionary. You learn any 2 skills of your choice or you may double your proficency bonus in any skills you have.
 
  • Priest. Whenever you cast a spell of 1st level or higher that only targets allies, you may cast a Cleric cantrip as a bonus action. The 1st level or higher spell cast must have used your action.
 
  • Saint. Your extra damage increases to 2d8.
 

Messenger of the Divine

At 20th level, your Wisdom score is increased by 4. Your maximum for this score is now 24.  

Divine Orisons

The list of divine orisons below is presented in alphabetical order. You can choose an orison only if your Divine Domain is listed as one of the orison's available domains, or if the orison is available to every domain (such as Turn Undead or Harness Divine Power).   If an orison has prerequisites (such as those for the Channel Positive Energy orison), you must meet those prerequisites in order to learn the orison. If you ever lose or fail to qualify for the prerequisites to an orison, you can't use that orison until you regain the prerequisite.  

Arcane Abjuration.

Divine Domains: Arcana, Knowledge, and Twilight   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 use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then 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 below.   Arcane Banishment
  • 5th: CR 1/2 or lower
  • 8th: CR 1 or lower
  • 11th: CR 2 or lower
  • 14th: CR 3 or lower
  • 17th: CR 4 or lower
 

Artisan's Blessing.

Divine Domains: Forge and Light   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 (see chapter 5, "Equipment," of the PHB for examples of these items). 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.  

Balm of Repose.

Divine Domains: Grave, Life, and Peace   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). A creature can receive this healing only once whenever you take this action.  

Battle Hymn.

Divine Domains: Order, War, and Zeal   You can use your Channel Divinity to deliver a bolt of inspiration to a warrior engaged in battle. As a bonus action, you touch your holy symbol and choose one willing creature you can see within 30 feet of you, other than yourself. Once before the end of the creature's next turn when it takes the Attack action, it can make one additional weapon attack as part of that action.  

Channel Negative Energy.

Divine Domains: Every domain. Prerequisite: A cleric of neutral or evil alignment   You can use your Channel Divinity to release a wave of annihilative energy. As an action on your turn during combat, you cause every creature within 30 feet of you, other than constructs and undead, to make a Charisma saving throw against your spell save DC. A creature takes necrotic damage equal to 2d6 + half your cleric level on a failed save, or half as much damage on a successful one. An undead within this range instead regains hit points equal to the total.  

Channel Positive Energy.

Divine Domains: Every domain Prerequisite: A cleric of neutral or good alignment   You can use your Channel Divinity to release a wave of life-giving energy. As an action on your turn during combat, you cause every creature within 30 feet of you, other than constructs and undead, to regain hit points equal to 2d6 + half your cleric level. An undead within this range must instead make a Charisma saving throw against your spell save DC, taking radiant damage equal to the total on a failed save, or half as much damage on a successful one.  

Cloak of Shadows.

Divine Domains: Grave, Trickery, and Twilight   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.  

Consuming Fervor.

Divine Domains: Light and Zeal   You can use your Channel Divinity to channel your deity's power with unchecked ferocity. When you deal fire or radiant damage, you can use your Channel Divinity to have that damage ignore all resistances to fire and radiant damage.  

Destructive Wrath.

Divine Domains: Tempest   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.  

Diligent Requital.

Divine Domains: Forge, Life, and Unity   You can use your Channel Divinity to ameliorate fatigue and reinvigorate your allies. As an action, you present your holy symbol, and choose any number of willing creatures you can see within 30 feet of you. Each chosen recipient regains a number of spent Hit Dice equal to or less than half your proficiency bonus (rounded up). Once a creature gains the benefit of this orison, it can't gain that benefit again until it finishes a long rest.  

Emissary's Blessing.

Divine Domains: Order, Peace, and Unity   You can use your Channel Divinity to inspire diplomatic solutions. As an action, you touch your holy symbol and another willing creature, granting them a holy blessing which lasts for 10 minutes. Once before the blessing ends, the creature can gain a +10 bonus on a Charisma (Persuasion) check it makes, and the blessing then ends. The creature makes this choice after seeing the roll, but before learning of the result.   The number of times you can use this orison is based on the level you've reached in this class: at 2nd level, once; from 6th level, twice; and from 14th level, thrice. You regain all expended uses when you finish a long rest.  

Frenzied Assault.

Divine Domains: Forge, Tempest, War, and Zeal   You can use your Channel Divinity to strike with savage desperation. When you make your first attack on your turn, you can grant yourself advantage on all attack rolls you make until the end of the turn.  

Harness Divine Power.

Divine Domains: Every domain   You can use 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 orison is based on the level you've reached in this class: at 2nd level, once; from 6th level, twice; and from 14th level, thrice. You regain all expended uses when you finish a long rest.  

Invoke Duplicity.

Divine Domains: Arcana and Trickery   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.   After you reach 18th 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.  

Nature's Bounty.

Divine Domains: Life and Nature   You can use your Channel Divinity to bestow blessings of the wild upon your allies. As an action, you present your holy symbol and invoke the name of your deity, selecting up to five friendly creatures you can see within 30 feet of you. You and the chosen creatures all gain one of the following benefits of your choice for 1 hour:  
  • The creature gains a swimming speed of 30 feet, and it can breathe underwater.
  • The creature gains a climbing speed of 30 feet, and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • The creature gains resistance to poison damage, and has advantage on saving throws against poison.
  After you reach 18th level, you can choose two benefits to grant to every chosen recipient, instead of one.  

Noxious Offering.

Divine Domains: Death, Nature, and Trickery   You can use your Channel Divinity to envenom a weapon, making it deadlier. As a bonus action, you touch one weapon or piece of ammunition, infusing it with a special poison which lasts for 1 minute. Immediately after a creature is hit with an attack using that weapon or ammunition, the target takes poison damage equal to 2d8 + your cleric level, and the poison vanishes from the weapon or ammunition.   After you reach 18th level, a creature that takes the poison damage of your Noxious Offering is poisoned until the end of its next turn.  

Orderly Demand.

Divine Domains: Order and Zeal   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.  

Path to the Grave.

Divine Domains: Death and Grave   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.  

Preserve Life.

Divine Domains: Life, Nature, Peace, and Unity   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.  

Radiance of the Dawn.

Divine Domains: Forge, Light, and Twilight   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.  

Read Thoughts.

Divine Domains: Arcana, Knowledge, and Trickery   You can use your Channel Divinity to read a creature's thoughts, and 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.  

Scholarly Insight.

Divine Domains: Death, Knowledge, and War   You can use your Channel Divinity to analyze a creature's form and deduce its strengths and weaknesses. As an action, choose one creature that you can see within 60 feet of you. Make a Wisdom (Insight) check contested against the creature's Charisma (Deception) check. If your check succeeds, you learn if the target has any damage vulnerabilities, resistances, or immunities, and what they are. You also learn whether the target is your equal, superior, or inferior in regard to one ability score of your choice.   If your check fails, you gain no insight into the target's statistics, and the target becomes immune to this ability for 24 hours.  

Severance of Mind.

Divine Domains: Arcana, Knowledge, and Order   You can use your Channel Divinity to disrupt the mind of a creature, momentarily splitting its psyche. As an action, choose one creature that you can see within 60 feet of you. If the creature is concentrating on a spell or other effect, its concentration ends; otherwise, the creature must make an Intelligence saving throw against your spell save DC. On a failed save, the creature is incapacitated until the end of its next turn.  

Shared Burden.

Divine Domains: Peace and Unity   You can use your Channel Divinity to protect your allies using the strength of your shared bonds. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see (which can include yourself), up to a number equal to your Wisdom modifier (minimum of one creature). Distribute the damage dealt between the original target and the chosen creatures however you like. This feature doesn't transfer any other effects that might accompany the damage, the damage can't be reduced in any way, and each creature involved must take at least 1 damage.  

Tailwind.

Divine Domains: Nature and Tempest   You can use your Channel Divinity to bless your allies with favorable winds. As an action, you present your holy symbol and choose a number of willing creatures you can see within 30 feet of you (which can include yourself), up to a number equal to your proficiency bonus. A chosen recipient gains the following benefits for 1 minute or until it is incapacitated or dies:  
  • The creature's speed increases by 10 feet.
  • The creature can use a bonus action to gain advantage on ability checks made to avoid or escape a grapple until the end of the turn.
 

Touch of Death.

Divine Domains: Death and Grave   You can use your Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.  

Turn Undead.

Divine Domains: Every domain   You can use your Channel Divinity to reject the presence of undead creatures or destroy them. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead within 30 feet of you that can see or hear 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.   After you reach 5th level, when an undead fails its saving throw against your Turn Undead feature, the undead instantly destroyed if its challenge rating is equal to or below a certain threshold, as shown in the Destroy Undead table below.   Destroy Undead  
  • 5th: CR 1/2 or lower
  • 8th: CR 1 or lower
  • 11th: CR 2 or lower
  • 14th: CR 3 or lower
  • 17th: CR 4 or lower
 

Twilight Sanctuary.

Divine Domains: Light and Twilight   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.   When the sphere appears and as an action on each of your subsequent turns while it lasts, you can grant the following benefits to any number of creatures of your choice (including you) within the sphere's area:  
  • The creature gains temporary hit points equal to 1d6 + your cleric level.
  • You end one effect on the creature causing it to be charmed or frightened.
  After you reach 18th level, you and your allies also have half cover while in the sphere created by your Twilight Sanctuary.  

Violent Blessing.

Divine Domains: Tempest and War   You can bestow your deity's blessing upon an ally to guide its strikes. When an ally within 30 feet of you makes an attack roll, you can use your reaction to grant that ally 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.
subclass options:

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.   The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.  

Domain Spells

1st-level Arcana Domain feature   You gain domain spells at the cleric levels listed in the Arcana Domain Spells table. See the Divine Domain class feature for how domain spells work.   Arcana Domain Spells  
  • 1st: Magic Missle, Shield
  • 3rd: Magic Aura, Levitate
  • 5th: Counterspell, Fly
  • 7th: Resilient Sphere, Secret Chest
  • 9th: Arcane Hand, Teleportation Circle
 

Arcane Initiate

1st-level Arcana Domain feature   You gain proficiency in the Arcana skill, if you are already proficient in this skill, you may double your proficiency bonus. You also learn two cantrips and one 1st level spell of your choice from the wizard spell list. For you, these spells count as cleric spells.  

Channel Divinity: Arcane Abjuration

2nd-level Arcana Domain feature   You can use your Channel Divinity to abjure otherworldly creatures.   As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.   Arcane Banishment  
  • 5th: CR 1/2 or lower
  • 8th: CR 1 or lower
  • 11th: CR 2 or lower
  • 14th: CR 3 or lower
  • 17th: CR 4 or lower
 

One with the Weave

2nd-level Arcana Domain feature   While concentrating on a spell, you gain a +2 bonus to your armour class and all saving throws.  

Channel Divinity: Arcane Secrets

6th-level Arcana Domain feature   You can invoke your Channel Divinity and enter a trance of heightened magical knowledge. As an action, you can begin to cast any spell with the Ritual tag from any spell list, as long as it is of a level you can cast. When you cast a ritual spell this way, it doesn't require material components.  

Spell Breaker

6th-level Arcana Domain feature   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

8th-level Arcana Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Magistrate of Magi

17th-level Arcana Domain feature   You gain resistance to damage dealt from spells.   Additionally 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.  

Beauty Domain

Beauty is a concept that is interpreted differently by different cultures, creeds, and people. For some beauty is an objective standard, unchanging and permanent. For others, true beauty must be fleeting and temporary in order to be appreciated.   Clerics of Beauty recognize that all things are beautiful in their own way, and will go to great lengths to avoid violence. When compelled to fight, Beauty Clerics look to end conflicts quickly and decisively with powerful enchantment magic.  

Bonus Cantrip

1st-level Beauty Domain feature   Your Domain grants you an affinity with enchantments. You learn the friends cantrip. It counts as a Cleric cantrip for you, but it doesn't count against your number of Cantrips Known.   When you cast friends targeting a creature that is already friendly towards you, it doesn't realize that it was charmed and doesn't become hostile toward you when the spell ends.  

Beauty Domain Spells

1st-level Beauty Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: friends, charm person, heroism
  • 3rd: enthrall, suggestion
  • 5th: beacon of hope, hypnotic pattern
  • 7th: charm monster, compulsion
  • 9th: dominate person, hold monster
 

Shelter the Beautiful

1st-level Beauty Domain feature   You rebuke any who attempt to destroy beauty. As a reaction when a creature you can see within 60 feet is hit by an attack, you can grant the creature a bonus to its Armor Class equal to your Wisdom modifier (minimum of +1) against the attack.   Once you use this reaction, you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.  

Channel Divinity: Impulsive Infatuation

2nd-level Beauty Domain feature   You can use your Channel Divinity to overwhelm a creature with a flash of intense admiration for you, driving it to rash action in your defense. As an action, you can present your holy symbol and force one creature that can see you within 30 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a melee weapon attack against a target of your choice. If there are no targets, it uses its reaction to admire you.  

Enchanting Presence

6th-level Beauty Domain feature   You have been blessed with an otherworldly elegance that disarms those who behold you. When you cast an enchantment spell of 1st-level or higher, and the target is within 5 feet of you and can see you, you can impose disadvantage on its saving throw against that spell.   Once a target to fails a saving throw you must finish a short or long rest before you can use this again.  

Potent Spellcasting

8th-level Beauty Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Resplendent Beauty

17th-level Beauty Domain feature   Your foes attack you with uncertainty, fearful of damaging the beauty they behold. When a creature that can see you targets you with an attack, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it must choose another target within its range. If there is no other target in range, then its attack misses or fails.  

Blood Domain

Clerics that serve gods of this Domain draw upon the power of life-blood to perform great and terrible feats. When there are no creatures from which to draw blood, these Clerics must sacrifice their own vitality to work their magic. Blood Clerics often serve gods that revel in suffering, but some wield this ancient power to serve noble ends.  

Bonus Proficiencies

1st-level Blood Domain feature   Clerics of the Blood Domain are familiar with implements of all sorts that draw blood. You gain proficiency with all martial weapons that deal either slashing or piercing damage.  

Blood Domain Spells

1st-level Blood Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: inflict wounds, ray of sickness
  • 3rd: hold person, ray of enfeeblement
  • 5th: bestow curse, vampiric touch
  • 7th: blight, dominate beast
  • 9th: dominate person, hold monster
 

Bloodwell

1st-level Blood Domain feature When you draw blood you can channel it into a sinister ward, known as a Bloodwell. Whenever you deal necrotic, piercing, or slashing damage to a creature with blood in its veins, your Bloodwell gains hit points equal to half the damage you dealt to the creature. Whenever you take damage, your Bloodwell takes the damage first, and if it is reduced to 0 hit points, you take any remaining damage.   Your Bloodwell can have a maximum number of hit points equal to your Wisdom modifier + your Cleric level.   You can sacrifice your own life to fuel your Bloodwell. As a bonus action, you can expend a Hit Die to add hit points to your Bloodwell equal to 1d8 + your Wisdom modifier.  

Channel Divinity: Blood Curse

2nd-level Blood Domain feature   As an action, you can grasp your holy symbol and force a target within 60 feet to make a Constitution saving throw, so long as it has blood in its veins. On a failure, it is restrained for 1 minute as its blood congeals in its body.   A restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.  

Sanguine Rebuke

6th-level Blood Domain feature   Your Bloodwell rebukes those who dare to strike you. When a creature deals damage to your Bloodwell with a melee attack, you can use a reaction to force it to make a Dexterity saving throw. On a failed save, it takes 2d10 necrotic damage.   You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.  

Divine Strike

8th-level Blood Domain feature   Your god imbues your weapon attacks with divine wrath. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 necrotic damage to the target.   At 14th level, the extra necrotic damage increases to 2d8.  

Vampiric Mastery

17th-level Blood Domain feature   You can draw power from death. When you kill a creature with a necromancy spell of 2nd-level or higher, you can use your reaction to regain one of your expended spell slots.   The spell slot you recover must be at least one level lower than the spell you cast to kill the creature.  

Cataclysm Domain

Gods of the Cataclysm Domain rule over the primal elements of stone and flame. These deities are nearly always chaotic in nature and revel in the destruction caused by their Clerics.  

Bonus Proficiencies

1st-level Cataclysm Domain feature   When you adopt this Divine Domain you gain proficiency with all martial weapons and with heavy armor.  

Cataclysm Domain Spells

1st-level Cataclysm Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: earth tremor, searing smite
  • 3rd: flaming sphere, spike growth
  • 5th: erupting earth, minute meteors
  • 7th: stone shape, wall of fire
  • 9th: immolation, wall of stone
 

Earthen Rebuke

1st-level Cataclysm Domain feature   You can rebuke your foes with stone and flame. As a reaction when a creature within 5 feet of you hits you with an attack, you can force it to make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning or fire damage (your choice) and is knocked prone. On a success, the creature takes half as much damage and doesn't fall prone.   You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can spend a spell slot to use this feature again.  

Channel Divinity: Eruption

2nd-level Cataclysm Domain feature   When you deal fire or bludgeoning damage with a feature, attack, or a Cleric spell, you can invoke this Channel Divinity to cause that feature, attack, or Cleric spell to deal maximum possible damage in place of rolling.  

Volcanic Strike

6th-level Cataclysm Domain feature   Once per turn when you deal bludgeoning or fire damage to a Large or smaller creature, you can cover it in volcanic slag, reducing its walking speed by 10 feet until the beginning of your next turn. As an action, a creature can touch the target and scrape the slag off to end this effect early.   A creature covered in this slag cannot take reactions.  

Divine Strike

8th-level Cataclysm Domain feature   Your god imbues your weapon attacks with divine wrath. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 fire damage to the target.   At 14th level, the extra fire damage increases to 2d8.  

Avatar of Stone & Flame

17th-level Cataclysm Domain feature   You have become one with elemental stone and flame. You gain resistance to fire damage and nonmagical bludgeoning, piercing, and slashing damage. You are also immune to the fire and bludgeoning damage from any Cleric spell you cast.  

Chaos Domain

Only worshiped by the most unhinged devotees, or believers in pure anarchy, gods (and other entities) of Chaos, care little for the wellbeing of their followers. Their desires are often incomprehensible to mortals, and for the Clerics who access the power that comes from the Chaos Domain, it is only a matter of time before they are overtaken by insanity.  

Words of Chaos

1st-level Chaos Domain feature   You can project the chaos within your mind into the world through your twisted words. You learn the vicious mockery cantrip. It counts as a Cleric spell for you, but it does not count against your total number of Cantrips Known.  

Chaos Domain Spells

1st-level Chaos Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells
  • 1st: vicious mockery, dissonant whispers, hideous laughter
  • 3rd: crown of madness, phantasmal force
  • 5th: bestow curse, fear
  • 7th: confusion, hallucinatory terrain
  • 9th: antilife shell, synaptic static
 

Shattered Mind

1st-level Chaos Domain feature   At the end of each long rest, you can choose to roll on the Indefinite Madness table from the Dungeon Master's Guide. Until the end of your next long rest, you gain the Madness effect, but you also gain resistance to psychic damage and immunity to having your thoughts read unless you allow it.  

Channel Divinity: Touch of Madness

2nd-level Chaos Domain feature   As an action on your turn, you can grasp your holy symbol and force a creature that can hear you within 30 feet to make a Wisdom saving throw. On a failed save, the madness of your god infects its mind, and it is incapacitated for 1 minute.   While incapacitated the creature babbles incoherently and uses its full movement to move in a random direction.   At the end of each turn, the creature can repeat the saving throw, ending this effect on a successful save.  

Channel Divinity: Discordia

6th-level Chaos Domain feature   When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to invoke this Channel Divinity, forcing a creature of your choice within 30 feet to make the saving throw in your place, becoming the target of the spell in your place.  

Potent Spellcasting

8th-level Chaos Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Mantle of Insanity

17th-level Chaos Domain feature   You are a conduit for Chaos to enter the world. When a creature you can see within 60 feet targets you with an attack, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, it attacks a target of your choice within its attack's range.   You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).  

Domain Spells

1st-level Death Domain feature   You gain domain spells at the cleric levels listed in the Death Domain Spells table. See the Divine Domain class feature for how domain spells work.   Death Domain Spells  
  • 1st: Cause Fear, Ray of Sickness, Toll the Dead
  • 3rd: Blindness/Deafness, Ray of Enfeeblement
  • 5th: Animate Dead, Vampiric Touch
  • 7th: Blight, Death Ward
  • 9th: Danse Macabre, Negative Energy Flood
 

Reaper

1st-level Death Domain feature   When you cast a necromancy spell, or a spell that deals necrotic damage that would normally target only one creature, the spell can instead target two creatures within range.  

Channel Divinity: Curse of Undeath

2nd-level Death Domain feature   As a bonus action, you can use Channel Divinity to curse a humanoid you can see within 30 feet of you, which lasts for 1 minute.   When you curse the creature, and as a bonus action on each of your turns thereafter, you can force the cursed creature to make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your proficiency bonus plus your Wisdom modifier (minimum of 1).   If the creature is killed while it is under the effect of the curse, it rises at the start of your next turn as a ghoul that is under your command for 1 hour, or until it drops to 0 hit points, at which point, it crumbles into dust. While under your control, you can mentally command the creature if the creature is within 120 feet of you (no action required by you). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.  

Undead Thralls

6th-level Death Domain feature   When you cast a cleric spell that creates an undead from a corpse or a pile of bones, you can target one additional corpse or pile of bones, creating another zombie or skeleton as appropriate.   Additionally, whenever you create an undead using a cleric spell or your Channel Divinity option, it has additional benefits:  
  • The creature’s hit point maximum is increased by an amount equal to your cleric level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Potent Spellcasting

8th-level Death Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Reaper of Souls

14th-level Death Domain feature   When you cast a necromancy spell or a spell that deals necrotic damage, you regain hit points equal to the damage inflicted with the excess being added as temporary hit points.  

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.  

Domain Spells

1st-level Forge Domain feature   You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.   Forge Domain Spells  
  • 1st: Absorb Elements, Searing Smite
  • 3rd: Heat Metal, Magic Weapon
  • 5th: Melf's Minute Meteors, Tiny Servant
  • 7th: Fabricate, Wall of Fire
  • 9th: Animate Objects, Creation
 

Bonus Proficiencies

1st-level Forge Domain feature   You gain proficiency with heavy armour, martial weapons, and smith’s tools.  

Blessing of the Forge

1st-level Forge Domain feature   You can impart the blessings of your god onto weapons and armour. At the end of a long rest, you can touch one object that is a suit of medium or heavy armour or a weapon. Until the end of your next long rest or until you die, the object gains the following benefits:  
  • A weapon counts as magical for the purposes of overcoming resistances and immunities if it is not already.
  • A weapon gains a +1 bonus to attack and damage rolls.
  • A suit of armour becomes more durable. When a creature wearing this suit of armour takes bludgeoning, piercing, or slashing damage, the damage is reduced by 2.
  • A suit of armour gains a +1 bonus to AC.
  Once you use this feature, you can’t use it again until you finish a long rest.  

Channel Divinity: Artisan's Blessing

2nd-level Forge Domain feature   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, 50 pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). 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.   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

6th-level Forge Domain feature   The potency of your blessings have improved. In addition to previous benefits, weapons and armour blessed by you gain the following additional features:  
  • A weapon blessed by you now deals an additional 1d8 fire damage once per turn.
  • A suit of armour blessed by you now reduces all bludgeoning, piercing, or slashing damage the wearer takes by 4.
  Additionally, you can bless two objects whenever you finish a long rest.  

Channel Divinity: Molten Form

6th-level Forge Domain feature   You can use a bonus action to present your holy symbol and summon a molten suit of armour around yourself, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss Molten Form at any time you choose (no action required). While your molten form is active, you gain the following benefits:  
  • Your AC Increases by 1.
  • You gain resistance to fire damage.
  • At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).
  • You can use your Wisdom modifier for attack and damage rolls with melee weapons.
  • When you take the attack action, you can make one additional attack as apart of that action.
  • When a creature within 5 feet of you hits you with a melee attack, the attacker takes fire damage equal to your Wisdom modifier (minimum of 1).
 

Divine Strike

8th-level Forge Domain feature   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

17th-level Forge Domain feature   your blessed affinity with fire and metal reaches its peak. In addition to previous benefits, weapons and armour blessed by you gain the following additional features:  
  • Armor blessed by you now grants the wearer resistance to fire, bludgeoning, piecing, and slashing damage.
  • The extra damage granted by your blessing on a weapon increases to 2d8 fire damage, and damage dealt by the weapon ignores resistance.
 

Frost Domain

Gods associated with the Frost Domain, such as Auril, Bahamut, or Ulutiu, typically have few clerics outside of arctic climates. Most of their worshipers hail from those frigid places, and they worship one of these gods to aid them in their travels and life in such a harsh climate. Others may take up this domain due to an experience with fire in the past that scarred them, and they wish to prevent flames and their destructive nature. Regardless of what brought them to this faith, clerics of the Frost Domain rarely get along with clerics of the Light or Blaze domains.  

Domain Spells

1st-level Frost Domain feature   You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.   Grave Domain Spells  
  • 1st: Armor of Agathys, Ice knife
  • 3rd: Hold person, Snilloc's snowball swarm
  • 5th: Sleet storm, Slow
  • 7th: Hallucinatory terrain, Ice storm
  • 9th: Cone of cold, Hold monster
 

Bonus Cantrips

1st-level Frost Domain feature   At 1st level, you learn the frostbite and ray of frost cantrips. They count as cleric cantrips for you, but they don’t count against your number of cantrips known.   When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Nature or Survival skill (your choice).  

Winter's Grasp

1st-level Frost Domain feature   Once per turn, you can deal an additional 1d6 cold damage when you deal damage to a creature that moved less than 10 feet during their last turn.   Also when you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Nature or Survival skill (your choice).  

Channel Divinity: Frozen Prison

Starting at 2nd level, you can use your Channel Divinity to cause the air around a creature to freeze it in place, either halting an enemy or shielding an ally.   As an action, you present your holy symbol and encase one Large or smaller creature within 30 feet of you in ice. That creature's speed is reduced to 0, and it has total cover against all effects. This ice lasts for one minute, or until it is destroyed.   The ice has an Armor Class of 10 and hit points equal to 10 times your cleric level. It is vulnerable to fire and bludgeoning damage.  

Northwind

6th-level Frost Domain feature   Starting at 6th level, your mastery of the freezing northwinds grants you special abilities:  
  • You gain resistance to cold damage.
  • When you deal cold damage to a creature, you can release a burst of chilling wind as part of the same action, pushing it up to 10 feet in any direction.
 

Frostburn

6th-level Frost Domain feature   Also at 6th level, whenever you deal cold damage to a creature, its speed is reduced by 10 feet. If the source of the damage already reduces the target's speed, such as the ray of frost spell, the speed reduction is increased by 5 feet.  

Potent Spellcasting

8th-level Frost Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points  

Boreal Bastion

17th-level Frost Domain feature   At 17th level, the freezing power of the frost domain empowers you further, allowing you to restrict your foes even more tightly. You gain immunity to cold damage. In addition, every hostile creature within 30 feet of you must spend 2 feet of movement for every 1 foot it moves.   Also whenever a creature you see deals damage to you, you can use your reaction to cast a cantrip that targets only that creature. Alternatively, you can use your Channel Divinity: Frozen Prison if you have it available.  

Fury Domain

Gods of fury preside over the spheres of anger, desolation, fire, retribution, vengeance, and wrath. To these gods, there is no greater fury than that of the divine, and as such they instill into their followers the courage and strength to punish wrongdoers, to take revenge on those who have brought suffering down upon them, and to know no fear in the heat of battle. Many of the clerics of this domain are members of religions where warriors and barbarians are plenty among its members. They often perform sacrifices and rituals meant to bring about one's rage and harness one's burning fury.  

Domain Spells

1st-level Fury Domain feature   You gain domain spells at the cleric levels listed in the Fury Domain Spells table. See the Divine Domain class feature for how domain spells work.   Grave Domain Spells  
  • 1st: inflict wounds, wrathful smite
  • 3rd: crown of madness, scorching ray
  • 5th: haste, enemies abound
  • 7th: compulsion, wall of fire
  • 9th: destructive wave, steel wind strike
 

Bonus Proficiencies

1st-level Fury Domain feature   Beginning at 1st level, you gain proficiency with martial weapons and heavy armor.  

Quick Revenge

1st-level Fury Domain feature   Also at 1st level, your fury is swift with retribution. When a creature hits you with a melee attack while within your weapon's reach, you can use your reaction to make one melee weapon attack with advantage against the target. If you reduce the attacker to 0 hit points with this attack, you only take half of the damage dealt to you by the attacker.   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: Onslaught

2nd-level Fury Domain feature   At 2nd level, when you hit a creature with a melee attack, you can make one additional melee attack against the same target, using your Channel Divinity (no action required). If this second attack is a critical hit, you can then make one more melee attack against the same target as part of the same action.  

Wrathmonger

6th-level Fury Domain feature   At 6th level, you gain the following benefits:  
  • You have advantage on saving throws against being frightened.
  • When you roll initiative and have no more uses of your Quick Revenge feature left, you regain one use.
  • Your furious retribution knows no bounds. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use your Quick Revenge feature.
 

Divine Strike

8th-level Fury Domain feature   At 8th level, you gain the ability to infuse your weapon strikes with burning power. 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 Anger

17th-level Fury Domain feature   By 17th level, anger is always with you, as if hanging from your neck. You have advantage on all melee attack rolls.  

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. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.  

Domain Spells

1st-level Grave Domain feature   You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.   Grave Domain Spells  
  • 1st: Bane, Ray of Sickness
  • 3rd: Gentle Repose, Ray of Enfeeblement
  • 5th: Revivify, Speak with Dead
  • 7th: Aura of Life, Death Ward
  • 9th: Antilife Shell, Raise Dead
 

Circle of Mortality

1st-level Grave Domain feature   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

1st-level Grave Domain feature   You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As a bonus 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 120 feet of you 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

2nd-level Grave Domain feature   You can use your Channel Divinity to mark another creature’s life force for termination.   As a bonus action, you choose one creature you can see within 10 feet of you, cursing it until the start of your next turn. During this time, whenever you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage. When the creature takes any damage, it can make a Constitution saving throw against your spell save DC, ending the effect on a success.  

Sentinel at Death’s Door

6th-level Grave Domain feature   You gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are cancelled.   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

8th-level Grave Domain feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Keeper of Souls

17th-level Grave Domain feature   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 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to 2 times the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated.  

Hearth Domain

Gods of the Hearth are patrons of all those who offer shelter to others. Clerics of the Hearth Domain are often selfless individuals that put the comfort of their companions before all else. They strive to shelter the weak and bolster the spirits of those who are weary. Hearth Clerics see themselves as the first line of defense in the cosmic battle against evildoers that seek to destroy the warm, cozy, and safe places of the world.  

Bonus Proficiencies

1st-level Hearth Domain feature   A host has certain obligations to their guests, and you must be able to provide comfort and warmth to your friends. When you adopt this Divine Domain level you gain proficiency with the herbalism kit, cook's utensils, and with heavy armor.  

Hearth's Blessing

1st-level Hearth Domain feature   Your presence allows your companions to rest without care. At the end of each short rest, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1). Their level of exhaustion, if any, reduced by 1, and regain (additional) hit points equal to your Cleric level.   In addition, you learn the create bonfire cantrip. It counts as a Cleric cantrip for you, but it does not count against your total number of Cantrips Known.  

Hearth Domain Spells

1st-level Hearth Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: create bonfire, goodberry, sanctuary
  • 3rd: healing spirit, rope trick
  • 5th: catnap, tiny hut
  • 7th: faithful hound, private sanctum
  • 9th: circle of power, hallow
 

Channel Divinity: Restful Sojourn

2nd-level Hearth Domain feature   As an action on your turn, you can touch your holy symbol to a willing creature, causing it to fall under the effects of the catnap spell. When you cast catnap in this way, the spell has its duration reduced to 1 minute.  

Selfless Healer

6th-level Hearth Domain feature   Your god protects you when you protect others. Whenever you cast a Cleric spell that restores hit points or stabilizes a creature, you also gain the benefits of the Dodge action until the beginning of your next turn.  

Divine Strike

8th-level Hearth Domain feature   You channel the warmth of the Hearth into your strikes. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 fire damage to the target.   At 14th level, the extra fire damage increases to 2d8.  

Beacon of Hospitality

17th-level Hearth Domain feature   Your god has blessed you with unmatched hearty resilience. You gain resistance to fire and poison damage, and you have advantage on any saving throw you make to resist becoming frightened, paralyzed, restrained, or stunned.  

Knowledge Domain

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

Domain Spells

1st-level Knowledge Domain feature   You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. See the Divine Domain class feature for how domain spells work.   Knowledge Domain Spells  
  • 1st: Comprehend Languages, Identify
  • 3rd: Augury, Detect Thoughts
  • 5th: Nondetection, Clairvoyance
  • 7th: Arcane Eye, Confusion
  • 9th: Legend Lore, Scrying
 

Blessings of Knowledge

1st-level Knowledge Domain feature   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.  

Illuminated Intuition

1st-level Knowledge Domain feature   Whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +0). In addition, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.  

Channel Divinity: Knowledge of the Ages

2nd-level Knowledge Domain feature   You can use your Channel Divinity to tap into a divine well of knowledge. As an action, choose one language, skill or tool that you do not have proficiency with. You gain proficiency with the chosen language, skill or tool until you finish a short or long rest.  

Channel Divinity: Gift of Insight

6th-level Knowledge Domain feature   You can use your Channel Divinity to grant flashes of divine insight to yourself and your allies.   As a bonus action on your turn, you can choose yourself or a creature you can see within 30 feet of you to receive divine guidance. The chosen creature has advantage on all attack rolls, saving throws and ability checks they make until the end of your next turn.  

Potent Spellcasting

8th-level Knowledge Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Eyes of the Seeker

17th-level Knowledge Domain feature   Your holy gaze cannot be deceived. You gain truesight with a range of 30 feet.  

Visions of the Past

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

Life Domain

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

Domain Spells

1st-level Life Domain feature   You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Divine Domain class feature for how domain spells work.   Life Domain Spells  
  • 1st: Bless, Cure Wounds
  • 3rd: Lesser Restoration, Spiritual Weapon
  • 5th: Beacon of Hope, Revivify
  • 7th: Death Ward, Guardian of Faith
  • 9th: Mass Cure Wounds, Raise Dead
 

Bonus Proficiencies

1st-level Life Domain feature   You gain proficiency with heavy armour, martial weapons, and medicine kits.  

Disciple of Life

1st-level Life Domain feature   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 your wisdom modifier (minimum of 1) + the spell’s level.  

Channel Divinity: Preserve Life

2nd-level Life Domain feature   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. You can’t use this feature on an undead or a construct.  

Blessed Healer

6th-level Life Domain feature   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 healed to that creature.  

Divine Strike

8th-level Life 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.  

Supreme Healing

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

Light Domain

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

Domain Spells

1st-level Light Domain feature   You gain domain spells at the cleric levels listed in the Light Domain Spells table. See the Divine Domain class feature for how domain spells work.   Light Domain Spells  
  • 1st: Burning Hands, Faerie Fire, Light
  • 3rd: Flaming Sphere, Scorching Ray
  • 5th: Daylight, Fireball
  • 7th: Guardian of Faith, Wall of Fire
  • 9th: Flame Strike, Scrying
 

Warding Flare

1st-level Light Domain feature   You can interpose divine light between a target and an attacking enemy. When you or a creature that you can see within 30ft of your is attacked by a creature, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attack hits or misses. An attack immune to being blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of one) and you regain all expended uses when you finish a short or long rest.  

Channel Divinity: Radiance of the Dawn

2nd-level Light Domain feature   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

6th-level Light Domain feature   The range of your warding flare feature increases to 60 feet. Additionally, the attacker takes 2d10 plus your Wisdom modifier radiant damage if the attack misses.  

Potent Spellcasting

8th-level Light Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Corona of Light

17th-level Light Domain feature   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 and they take 2d8 radiant damage whenever they hit another creature within the light.  

Luck Domain

Clerics that serve the fickle and spontaneous deities of Luck rarely resemble their fellow Clerics. Their holy symbols are usually sets of dice, pieces from gaming sets, or strange lucky charms. For those who embrace this Domain, the greater the risk, the greater the thrill. Gambling with their lives brings great joy, and they live to encourage rash decisions in others.  

Bonus Proficiencies

1st-level Luck Domain feature   In the game of life, sometimes you win, and sometimes you need to improvise. You gain proficiency in Sleight of Hand, improvised weapons, and one gaming set of your choice.   Also, if you spend 1 minute observing or playing a game you add double your proficiency bonus to any ability check you make related to that game until the end of your next long rest. Only one game can benefit from this feature at a time.  

Luck Domain Spells

1st-level Luck Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: bane, bless
  • 3rd: enhance ability, rope trick
  • 5th: bestow curse, remove curse
  • 7th: banishment, dimension door
  • 9th: reincarnate, skill empowerment
 

Tip the Scales

1st-level Luck Domain feature   Your luck empowers those blessed by your spells. When you cast a spell of 1st-level or higher that restores hit points, one target of the spell has advantage on its next ability check, attack roll, or saving throw.  

Channel Divinity: Stroke of Luck

2nd-level Luck Domain feature   When you or a creature within 60 feet that you can see, makes an ability check, attack roll, or saving throw, you can use your reaction to hold aloft your holy symbol and grant it advantage, or impose disadvantage, on the target's roll.  

Lucky Streak

6th-level Luck Domain feature   Your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but your rolls of 13 and 1 on the d20 are critical failures.  

Potent Improvisation

8th-level Luck Domain feature   You can use your Wisdom modifier, in place of Strength, for attack and damage rolls with improvised weapons, and your improvised weapon attacks count as magical for the sake of overcoming resistances and immunities.   Also, once per turn when you hit a creature with a weapon attack, you deal a bonus 1d8 radiant damage to the target.   At 14th level, the bonus radiant damage becomes 2d8.  

Divine Roulette

17th-level Luck Domain feature   You can push your luck to its limit in a divine game of chance. As an action, you can hold aloft your holy symbol and invoke Divine Roulette. Roll a d10, and the corresponding spell from the Divine Roulette table below immediately takes effect as if cast as a Cleric spell by you. You can choose the target of the spell after you know the spell Divine Roulette will produce.   d10 Spell  
  1. no effect
  2. imprisonment
  3. invulnerability
  4. mass heal
  5. power word: heal
  6. power word kill
  7. time stop
  8. true polymorph
  9. weird
  10. wish
  Once used, you must finish a long rest before you can use this feature again unless you expend a 9th-level spell slot.  

Martyrdom Domain

To die in the name of faith or a god is considered by many to be one of the highest signs of devotion and a testament to how far some are willing to go for their beliefs. While any follower of a deity can become a martyr for them, gods that more actively preside over the sphere of martyrdom itself are often gods of courage, devotion, duty, loyalty, and resolve. These gods often have saints that serve them, and the clerics that follow them are among the most loyal and unwavering of believers. They make a point to learn the ways of weaponry so as to better fight for their beliefs, and often serve as guardians of sacred sites, become revolutionaries, or temple stewards. Some of the clerics of this domain have possibly even died for their beliefs before, having been brought back by their deity to finish unresolved goals or to fulfill divine duties. Others may be venturing forth into the world in exile or to meet a worthy end, hoping that their death has a greater purpose.  

Domain Spells

1st-level Martyrdom Domain feature   You gain domain spells at the cleric levels listed in the Martyrdom Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.   Cleric Level Spells  
  • 1st: shield of faith, sanctuary
  • 3rd: prayer of healing, warding bond
  • 5th: beacon of hope, life transference
  • 7th: death ward, freedom of movement
  • 9th: antilife shell, mass cure wounds
 

Mercy-Bringer

1st-level Martyrdom Domain feature   When you choose this domain at 1st level, you gain proficiency in the Medicine skill, and you learn the spare the dying cantrip, for you it counts as a cleric cantrip, and doesn't count against the number of cantrips you know.  

Relieve Suffering

1st-level Martyrdom Domain feature   Starting at 1st level, when you cast a spell of 1st level or higher that restores hit points, you can expend some of your own hit points to increase the amount another creature is healed by the spell regains, expending a number of hit points up to your Cleric level to increase the amount one creature is healed by an equivalent value.   Additionally, you can touch a creature suffering a disease or the blinded, deafened, paralyzed or poisoned condition and transfer that disease or condition to yourself. Starting at 9th level, the range of conditions you can take increases, including exhaustion (1 level at a time), petrified, stunned, the effect of a curse, or any reduction to their ability scores. You are afflicted by the effect in the same manner the creature you took it was, for the same duration and possible methods of ending the effect.   You transfer a condition affecting another creature a number of times equal to your Wisdom modifier, regaining all uses on a long rest.  

Channel Divinity: Honorable Sacrifice

2nd-level Martyrdom Domain feature   Starting at 2nd level, you can use your channel divinity to protect those around you.   When a creature within 30ft of you takes damage, you may use your reaction to utter a word of prayer, transferring half of the damage (rounded down) to you. The targeted creature gains resistance to the same type of damage the attack that triggered this ability dealt until the end of the current turn.  

Overcome Adversity

6th-level Martyrdom Domain feature   Starting at 6th level, when you use your Relieve Suffering to take the condition affecting a creature, you can repeat the original saving throw against the feature if it had one. On success, it is cured instead of transferred.  

Martyr's Bond

6th-level Martyrdom Domain feature   Also at 6th level, if you haven't moved yet this turn, you may use an action to touch a creature you can see. You lose 10ft of movement, and the creature gains 10ft of movement for one minute. You only regain movement lost this way once you finish a short or long rest, or if you choose to end the ability's effect on a creature before its duration ends. You can only use this ability as long as it doesn't lower your movement speed in this turn to 0. You can use this ability a number of times equal to your Wisdom modifier (minimum of one) per short or long rest.  

Power Heal

8th-level Martyrdom Domain feature   Starting at 8th level, whenever you cast a spell that restores hit points you may add your proficiency bonus to the roll of the spell.   At 14th level, when you heal with a Cleric spell, you can grant yourself or another Temporary Hit Points.  

Vision of the Seven Heavens

17th-level Martyrdom Domain feature   Beginning at 17th level, not even death can stop the true martyr from seeking their cause.   When you are reduced to 0 Hit Points, but not killed outright, you can use your reaction to instead drop to 1 Hit Point. As you do, you unleash a blast of energy within 30ft of you, gifting creatures you choose within the blast's range resistance to the type of damage that triggered the ability for one minute, and healing them for an amount equal to your Cleric level + your Wisdom modifier. You may benefit from this ability once per long rest.  

Mysticism Domain

While almost all Clerics draw their power from worship of a specific god, there are some secretive sects of hermits that derive power from their belief in themselves. They spend their lives in quiet solitude, mastering their minds and striving for enlightenment. After years of training and meditation, these monastic masters are able to awaken the inner potential of their minds, and can use this power to produce divine magic.  

Awakening

1st-level Mysticism Domain feature   You have awakened the wondrous true potential of your mind. Whenever you cast a Cleric cantrip or Cleric spell that deals radiant damage it deals psychic damage instead.  

Mysticism Domain Spells

1st-level Mysticism Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: catapult, dissonant whispers
  • 3rd: detect thoughts, hold person
  • 5th: clairvoyance, enemies abound
  • 7th: confusion, phantasmal killer
  • 9th: dominate person, telekinesis
 

Unarmored Defense

1st-level Mysticism Domain feature   You have gained minor precognitive abilities. So long as you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.  

Channel Divinity: Enlightened Spell

2nd-level Mysticism Domain feature   When you cast one of your Mysticism Domain Spells, you can expend a use of your Channel Divinity to cast the spell so that it requires no verbal or somatic components, and no material components unless they are consumed by the spell.  

Aura of Psionic Defense

6th-level Mysticism Domain feature   Your mind is a powerful defense for you and your allies. You gain resistance to psychic damage, and when you or a creature you can see within 15 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to add your Wisdom modifier (minimum of +1) to its roll.  

Potent Spellcasting

8th-level Mysticism Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Mystic Enlightenment

17th-level Mysticism Domain feature   Your mind and body have become saturated with psionic power. You are immune to psychic damage, and so long as you are not wearing armor, you are resistant to bludgeoning, piercing, and slashing damage from non-magical attacks.  

Nature Domain

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

Domain Spells

1st-level Nature Domain feature   You gain domain spells at the cleric levels listed in the Nature Domain Spells table. See the Divine Domain class feature for how domain spells work.   Nature Domain Spells  
  • 1st: Entangle, Earth Tremor
  • 3rd: Barkskin, Spike Growth
  • 5th: Plant Growth, Erupting Earth
  • 7th: Dominate Beast, Guardian of Nature
  • 9th: Tree Stride, Wrath of Nature
 

Acolyte of Nature

1st-level Nature Domain feature   You learn two druid cantrips of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.  

Bonus Proficiencies

1st-level Nature Domain feature   You gain proficiency with heavy armour, martial weapons, and herbalism kits.  

Channel Divinity: Bulwark of Nature

2nd-level Nature Domain feature   You can use your Channel Divinity to imbue a creature with natural powers.   As an action, you present your holy symbol and invoke the name of your deity, choosing yourself or another creature you can see within 30 feet of you. That creature gains temporary hit points equal to your cleric level + your wisdom modifier, which last for 1 minute.   In addition, while the creature has these temporary hit points, its strikes are fueled by this primal magic. Once per turn, when the creature hits with a weapon attack, it can add its choice of cold, fire, or lighting damage equal to your Wisdom modifier to the damage of that attack.   Finally, its appearance changes to reflect the essence of nature while the temporary hit points last. For example, its skin might turn green or take on a bark-like texture, its hair might become leafy or mosslike, or it might sprout antlers or a lion-like mane.  

Dampen Elements

6th-level Nature Domain feature   When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to cast absorb elements on the target without expending a spell slot. Both yourself and the target gain the extra damage on your next melee strike.  

Divine Strike

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

Master of Nature

17th-level Nature Domain feature   Choose four spells from the Druid 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.   Additionally, you can channel primal druidic magic. When you finish a long rest, you can replace one of your domain spells of 5th level or lower with any spell from the Druid spell list. When you replace a spell this way, it must be of the same level as the original spell.  

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.   Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.  

Domain Spells

1st-level Order Domain feature   You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work.   Order Domain Spells  
  • 1st: Command, Heroism
  • 3rd: Suggestion, Zone of Truth
  • 5th: Mass Healing Word, Slow
  • 7th: Compulsion, Locate Creature
  • 9th: Commune, Dominate Person
 

Bonus Proficiencies

1st-level Order Domain feature   You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).  

Voice of Authority

1st-level Order Domain feature   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 move up to half their movement and make one weapon attack against a creature of your choice that you can see.  

Channel Divinity: Order’s Demand

2nd-level Order Domain feature   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 fall prone or drop what they are holding when they fail the saving throw.  

Embodiment of the Law

6th-level Order Domain feature   You have 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.  

Divine Strike

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

Order's Wrath

17th-level Order Domain feature   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. Once per turn, when one of your allies hits the cursed creature with an attack, the target takes 2d8 force damage.  

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.   Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.  

Domain Spells

1st-level Peace Domain feature   You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.   Peace Domain Spells  
  • 1st: Heroism, Sanctuary
  • 3rd: Aid, Warding Bond
  • 5th: Beacon of Hope, Sending
  • 7th: Aura of Purity, Otiluke's Resilient Sphere
  • 9th: Greater Restoiration, Rary's Telepathic Bond
 

Implement of Peace

1st-level Peace Domain feature   You gain proficiency in the Insight, Performance, or Persuasion skill (your choice). You can add twice your proficiency bonus for checks with the chosen skill.  

Emboldening Bond

1st-level Peace Domain feature   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 1 hour 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.   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

2nd-level Peace Domain feature   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 you and that creature equal to 2d6 + your Wisdom modifier + your level in this class (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.  

Protective Bond

6th-level Peace Domain feature   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 the damage instead.  

Potent Spellcasting

8th-level Peace Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Expansive Bond

17th-level Peace Domain feature   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 takes half as much damage.  

Poverty Domain

Deities of the Poverty Domain value quality of devotion over quantity and have strict requirements for their Clerics. They are required to give up all material possessions beyond basic necessities. Usually, Clerics of Poverty are only armed with a quarterstaff and carry only a small amount of food and water and a cloak on their back. These fervently devout Clerics are bound by divine law to seek peace above all, resorting to violence only when all other options have been exhausted.  

Bonus Proficiencies

1st-level Poverty Domain feature   You are blessed with supernatural insight into the hearts of others, so that you may avoid violence at all costs. You gain proficiency in Insight, and you add double your proficiency bonus to any Wisdom (Insight) checks that you make.  

Poverty Domain Spells

1st-level Poverty Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: sanctuary, sleep
  • 3rd: hold person, ray of enfeeblement
  • 5th: hypnotic pattern, slow
  • 7th: death ward, resilient sphere
  • 9th: hold monster, wall of force
 

Mantle of Poverty

1st-level Poverty Domain feature   As a devout follower of the way of Poverty, your god has blessed you with a special measure of protection against bodily harm. So long as you are not wearing armor, using a shield, and are wielding only a simple weapon (such as a quarterstaff or club), your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier.  

Channel Divinity: Guardian's Shield

2nd-level Poverty Domain feature   When a creature you can see within 30 feet takes damage, you can use your reaction to clutch your holy symbol and invoke this Channel Divinity. You then take the full damage of the triggering attack but are considered to be resistant to any damage you take during this reaction.  

Warrior of Mercy

6th-level Poverty Domain feature   You can bless your enemies with supernatural mercy. When you reduce a creature to 0 hit points with a simple weapon or Cleric spell, you can choose to charm the creature in place of killing it.   Instead of falling unconscious, the creature falls to 1 hit point and is charmed for 10 minutes. It is docile and will refuse to do anything unless you use a bonus action to command it. You cannot order it to attack, cast a spell, or cause damage of any kind. This effect ends early if the charmed creature takes damage. If it still has hit points remaining when the effect ends the creature falls unconscious.   Once you use this feature you must finish a short or long rest before you can use it again.  

Divine Strike

8th-level Poverty Domain feature   You god chastises those you choose to strike. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 radiant damage to the target.   At 14th level, the bonus radiant damage becomes 2d8.  

Ascetic Master

17th-level Poverty Domain feature   Your ascetic lifestyle has hardened your body against worldly harm. You gain immunity to poison damage and the poisoned condition, and you gain resistance to bludgeoning, piercing, and slashing damage.   Moreover, you are always under the effects of sanctuary. However, should you deal damage to a creature you lose the benefits of sanctuary until you finish a short or long rest.  

Prosperity Domain

With enough gold, most mortal creatures can be motivated to do almost anything. Prosperity Clerics live their lives by this great truth, dedicating their lives to amassing great fortunes. In the service of gods of riches, greed, and trade, they enact divine will through the mercantile arts. Prosperity chooses its Clerics from all walks of life; the wealthy aristocrat, a leader of a crime syndicate, the merchant, or the master artisan. Prosperity Clerics value gold above all else, and view their economic success, or lack thereof, as a sign of divine favor, or disdain.  

Bonus Proficiencies

1st-level Prosperity Domain feature   When you adopt the Prosperity Domain, you gain proficiency in Insight, and whenever you make a Wisdom (Insight) check related to assessing the value of an item you can add double your proficiency bonus to the roll.   In addition, whenever you make a Charisma check related to negotiating a trade or exchange of goods you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).  

Prosperity Domain Spells

1st-level Prosperity Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: magic stone, alarm, identify
  • 3rd: arcane lock, heat metal
  • 5th: sending, tiny servant
  • 7th: resilient sphere, secret chest
  • 9th: animate objects, legend lore
  • 17th: summon construct (metal only)
 

Gilded Strike

1st-level Prosperity Domain feature   Your divinely inspired desire for material fortune is imbued in each coin you touch. You learn the magic stone cantrip. It counts as a Cleric cantrip for you, but it does not count against your total number of Cantrips Known.   However, when you cast magic stone, you use must coins in place of stones, increasing the damage based on its value: copper (1d6), silver (1d8), gold (1d10), gems (2d6).  

Channel Divinity: Distilled Fortune

2nd-level Prosperity Domain feature   As an action, you can touch your holy symbol to one Large or smaller non-magical object, that is not being worn, carried, or part of a structure. It is transfigured into a tiny precious gemstone worth the exact monetary value of the item.   As an action, a creature can crush the gemstone, causing the object to reappear on an empty flat surface within 5 feet.   You can have a total number of objects transfigured in this way equal to your Wisdom modifier (minimum of 1). You can't transfigure an additional object while at your maximum.  

Channel Divinity: Divine Vault

6th-level Prosperity Domain feature   When you cast a spell that requires a material component with a gold cost, you can use this Channel Divinity to draw upon the Divine Vault of your god, substituting the material component of the spell with an object from their vault.   This Channel Divinity can be used to substitute material components worth up to 50 times your Cleric level in gold.  

Potent Spellcasting

8th-level Prosperity Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Gilded Guardian

17th-level Prosperity Domain feature   You can summon one of the Gilded Guardians that protect the Divine Vault of your god. Once per long rest, when you cast summon construct (metal), you can cast it at 7th-level, without expending a spell slot. When cast in this way, summon construct has the following changes:  
  • The Guardian is constructed from gold, gems, valuables, and other miscelaneos treasure.
  • The spell does not require your concentration.
  • The duration of the spell becomes 8 hours.
  • As an action, the Guardian can consume nearby treasure as an action, regaining hit points equal to the gold value of the treasure.
  • You can only have one construct from summon construct conjured at a time, casting the spell again causes any other constructs, including your Gilded Guardian, to instantly disappear.
 

Seidr Domain

Clerics of the Seidr domain are practitioners of the shamanistic Seidr rites, passed down from the Vanir themselves. They peer beyond the veil of reality and journey through the cryptic and deceitful world of the spirits, where they are blessed with visions and ancient magic. With confident hands and stalwart minds, they manipulate the energies of the spiritual realms, crafting boons or curses to manifest in the physical world. Having been granted foresight and the tools to face the future, they confront the world with pride and expertise, guiding their allies to glory and their foes to certain demise.  

Domain Spells

1st-level Seidr Domain feature   You gain domain spells at the cleric levels listed in the Seidr Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.   Cleric Level Spells  
  • 1st: bane, bless
  • 3rd: augury, suggestion
  • 5th: bestow curse, remove curse
  • 7th: charm monster, death ward
  • 9th: dream, greater restoration
 

What Lies Ahead

1st-level Seidr Domain feature   Being an adept of the Seidr, you are able to divine what it is and what is yet to come, through the performance of many different rituals. When you cast a Divination spell, you can cast it as a ritual even if it doesn't have the ritual tag.   Additionally, you are able to enter an altered state of mind that allows you to peer into the unknown. When you finish a short rest, you can cast one Divination spell of 6th level or lower of your choice from any spell list, as long as you are at a high enough level to have spell slots for it, and provided that you didn't do anything but meditate during that rest. You don't need to provide material components for the spell, and you don't consume spell slots when casting a spell this way.   Once you have cast a spell this way, you can't do so again until you finish a long rest.  

Rites of Seidr

1st-level Seidr Domain feature   Through the rites of Seidr, you cross into the realm of spirits, which bestow upon you certain powers, according to their unfathomable machinations. When you finish a long rest, after you have prepared your spells, you can perform a ritual that takes 10 minutes to complete. Choose up to 5 other willing creatures to share the ritual with. When you complete the ritual, roll on the Rites of Seidr Boons table to determine the boon you gain.   If a boon has limited uses, when a creature that benefits from it finishes a long rest and still has available uses, those uses are lost. Otherwise, a boon lasts until the creature benefitting from it finishes a long rest.   When you reach 8th level in this class, each time you complete the ritual you gain two boons from the Rites of Seidr Boons table. You can't gain the same boon more than once from the same ritual.  

Channel Divinity: Fated Confrontation

2nd-level Seidr Domain feature   When fighting ensues, you can gain a glimpse of the immediate future, giving your net of allies an edge in preparing themselves for the upcoming conflict. When you roll initiative, you present your holy symbol and use your Channel Divinity. All creatures that took part in the ritual performed via your Rites of Seidr feature have advantage on the Dexterity check made to determine initiative.  

Curseweaver

6th-level Seidr Domain feature   You are at home in the world of spirits, and know how to weave ruin to the threads of your enemies. When you use your Rites of Seidr feature, also roll on the Curseweaver Curses table to determine the curse you gain.   Each curse can only be used once. If you finish a long rest and still have a curse available, that curse is lost.  

Potent Spellcasting

8th-level Seidr Domain feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Persistent Visions

17th-level Seidr Domain feature   Your connection to the Vanir gods is so strong that the echoes of your rituals carry on with you, bestowing upon you new boons and curses when they are most needed. When you roll initiative, if you have less than two available boons from your Rites of Seidr feature, you immediately roll on the Rites of Seidr Boons table until you have two boons.   Additionally, if you roll initiative and you don't have an available curse, you immediately roll on the Curseweaver Curses table and gain one.   You only gain the benefits of this feature if you performed your Rites of Seidr ritual at the end of your last long rest.  

Rites of Seidr Boons

  d10 Boons  
  1. You feel an obstinate will to succeed. When you or a creature that you shared the ritual with rolls a 1 on an ability check, attack roll or saving throw, they can choose to reroll that check, and must keep the new roll, even if it's a 1. Each creature can only do so once, after which this boon is expended.
  2. You feel a tireless advance, pushed by the winds of fate. When you or a creature of your choice that you shared the ritual with that you can see moves, you can use your reaction to increase their speed by 10 feet until the end of their turn.
  3. You see a lethal blow being struck, only to be blocked by an intervention of divine might. When you or a creature that you shared the ritual with would be hit by an attack, you can use your reaction to give them +5 to their AC until the start of their next turn. You can only take this reaction once, after which the boon is expended.
  4. You see bloodied fingers hanging on the thread of the Norns. When a creature of your choice that you shared the ritual with that you can see is forced to make a Death saving throw, you can use your reaction to have them regain 1 hit point instead. Once you have taken this reaction, the boon is expended.
  5. You feel the precision of the blow struck by a seasoned veteran. When you or a creature that you shared the ritual with rolls the damage of an attack, they can reroll any of the dice and must use the new roll. Each creature can only do so once, after which this boon is expended.
  6. You see Sæhrímnir, the mythical beast that each night is slaughtered to feed the gods and Einherjar, yet each day is born anew. When you roll dice to determine the number of hit points a spell restores, you can reroll any number of that roll, and must keep the new result. You can use this boon a number of times equal to your proficiency bonus, after which the boon is expended.
  7. You receive the gift of mastery, that which can only be achieved with a lifetime of practice. When you or a creature that you shared the ritual with makes an ability check, they can choose to add their proficiency bonus to the roll. If they already have proficiency, they double their proficiency bonus for that roll. Each creature can only do so once, after which this boon is expended.
  8. You see the waves crashing against the fjords; you feel the might of the raging storm. Each time you or a creature that you shared the ritual with scores a critical hit, they deal an additional 1d6 thunder damage, and the target of the attack must make a Strength saving throw. On a failed save, the creature that was hit by the attack is pushed 10 feet away and is knocked prone.
  9. You feel the endless life force of Yggdrasil bless you. Choose yourself or a creature that you shared the ritual with. Their Constitution score increases by 2, to a maximum of 22.
  10. You see a great champion writing their own legend. Choose yourself or a creature that you shared the ritual with. That creature gains a Charm of Blessing. This charm allows the bearer to cast the bless spell as an action, without material components. A creature can only target themselves when casting the bless spell with this charm. Once used, the charm vanishes and the boon is expended.
 

Curseweaver Curses

  d6 Curse  
  1. You see the frailty of an old warrior on the brink of defeat. As an action, you can choose a creature that you can see within 60 feet of you. Attacks made by the target creature deal the minimum possible amount of damage. At the end of each of their turns, the affected creature can make a Charisma saving throw against your spell save DC. On a successful save, the curse ends.
  2. You see a leader made object or ridicule, a charlatan unmasked. As an action, you can choose a creature that you can see within 90 feet of you. That creature has disadvantage on all Charisma (Deception), Charisma (Intimidation) and Charisma (Persuasion) checks they make. Additionally, allies of the cursed creature within 20 feet of them have disadvantage on ability checks and attack rolls. At the end of their turn, the affected creature can make a Charisma saving throw against your spell save DC, ending the effect on themselves on a success.
  3. You see a shameful deed, a terrible endeavor that brings death upon innocent lives. As an action, you can choose a creature that you can see within 60 feet of you. That creature is assailed by visions of undead people coming for retribution for something that they did. The target creature has disadvantage on ability checks and attack rolls they make while under the effect of this curse. At the end of each of their turns, the affected creature can make a Charisma saving throw against your spell save DC. On a failed save, they take 1d6 psychic damage as the visions continue. On a successful save, the curse ends.
  4. You see the humiliation of transmutation, of utter power upon the body's form. As an action, you can choose a creature that you can see within 30 feet of you. That creature must make a Charisma saving throw against your spell save DC. On a successful save, the creature is poisoned until the end of their next turn. On a failed save, the creature is transformed into a toad, a rat, a weasel, or any other beast of challenge rating 0. The target's game statistics are replaced by the statistics of the chosen beast. They retain their alignment, personality, and mental ability scores. The target assumes the hit points of their new form. When they revert to their normal form, the creature returns to the number of hit points they had before they transformed. If they revert as a result of dropping to 0 hit points, any excess damage carries over to their normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, they aren't knocked unconscious. The creature is limited in the actions they can perform by the nature of their new form, and they can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of their equipment. At the end of each of their turns, the affected creature can make a Charisma saving throw against your spell save DC, ending the effect on themselves on a success. Shapechangers are immune to this curse.
  5. You see an impossible mountain of gold, a dragon hoard that started with one simple ring. As an action, you can choose a creature that you can see within 90 feet of you. That creature must make a Charisma saving throw against your spell save DC. On a failed save, they must spend their next turn doing nothing except attempting to pile any metallic or magic item in the closest unoccupied space to them. Once a creature has become affected by this curse, you can use an action to force the same creature to make the saving throw again, as long as you keep concentration on it (as if concentrating on a spell). On a successful save, the target has disadvantage on attack rolls and ability checks until the end of their next turn, and the curse ends.
  6. You see the immobility of indolence, the sheer lack of will. As an action, you can choose a creature that you can see within 60 feet of you. That creature's speed decreased by 10 feet, and they take a -2 penalty to their AC. At the end of each of their turns, the affected creature can make a Charisma saving throw against your spell save DC, ending the effect on themselves on a success.
 

Shadow Domain

Followers of Shadow worship many gods. Some are gods of twilight and dusk that work in tandem with the forces of the natural world. Others are sinister gods worshiped by those that live underground, who fear and despise the light of day above all. Whether good or evil, Clerics of Shadow wield the darkness as an extension of themselves, using its power to sow fear and confusion. They blot out the light and instill terror in any who work against the will of their gods.  

Eyes of Night

1st-level Shadow Domain feature   Your god grants you enhanced sight so you may serve in the shadows. You gain darkvision out to a distance of 120 feet. If you already have darkvision its range becomes 120 feet.   When you reach 6th level in this class, your darkvision allows you to see in magical, as well as mundane, darkness.  

Shadow Domain Spells

1st-level Shadow Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: arms of hadar, cause fear
  • 3rd: darkness, shadow blade
  • 5th: enemies abound , fear
  • 7th: black tentacles, phantasmal killer
  • 9th: dream, enervation
 

Shroud of Shadow

1st-level Shadow Domain feature   You conjure the darkness of your god to defend yourself from assaults. When a creature you can see within 30 feet targets you with an attack, you can use your reaction to conjure a cloud of darkness that billows around you and imposes disadvantage on the creature's attack roll. Creatures that can see through magical darkness are immune to this feature.   You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Channel Divinity: Cloying Darkness

2nd-level Shadow Domain feature   As an action, you can grasp your holy symbol and conjure a cloud of advanced darkness. All light sources within 30 feet are extinguished, and magical lights produced by a spell of a level equal to half your Cleric level or lower are dispelled.   Moreover, when you use this Channel Divinity, creatures of your choice within 30 feet must make a Constitution saving throw. Creatures take necrotic damage equal to 2d10 + your Cleric level on a failed save, and half as much on a success.  

Improved Shroud

6th-level Shadow Domain feature   When a creature you can see within 30 feet attacks another creature you can see, you can use your reaction to conjure Shroud of Shadow around the target creature and impose disadvantage on the creature's attack roll.  

Potent Spellcasting

8th-level Shadow Domain feature   You add your Wisdom modifier Plus proficency bonus to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Terror of the Void

17th-level Shadow Domain feature   You can momentarily open a window into the void between the stars. As an action, you can produce an aura of magical darkness that emanates out from you in a 60-foot radius. Creatures of your choice within the aura have disadvantage on saving throws against spells that deal cold or necrotic damage or cause the frightened condition.   This aura of darkness lasts for 1 minute, or until you are incapacitated or choose to end it as an action on your turn.  

Tempest Domain

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

Tempest Spells

1st-level Tempest Domain feature   You gain domain spells at the cleric levels listed in the Tempest Domain Spells table. See the Divine Domain class feature for how domain spells work.   Tempest Domain Spells  
  • 1st: Fog Cloud, Thunderous Smite
  • 3rd: Warding Wind, Shatter
  • 5th: Call Lightning, Thunder Step
  • 7th: Control Water, Ice Storm
  • 9th: Control Winds, Maelstrom
 

Bonus Proficiencies

1st-level Tempest Domain feature   You gain proficiency with martial weapons and heavy armor.  

Wrath of the Storm

1st-level Tempest Domain feature   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. The damage increases by 1d8 at 5th level,11th level, and 17th level.   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

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

Thunderbolt Strike

6th-level Tempest Domain feature   When you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Additionally whenever you deal thunder or lightning damage, you may increase that damage by an amount equal to your Wisdom Modifier (minimum of 1).  

Divine Strike

8th-level Tempest 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 thunder or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Stormborn

17th-level Tempest Domain feature   You gain immunity to thunder and lightning damage and you have a flying speed equal to double your current walking speed.  

Thieves Domain

Not all who serve the gods do so for upright reasons. Thieves guilds are often founded on the worship of deities of larceny and will offer a portion of proceeds to their god Sometimes, an especially talented, or desperate thief is granted the boon of divine aid and made a Cleric of the Domain of Thieves.  

Cunning Skill

1st-level Thieves Domain feature   You gain proficiency in thieves' tools and one of the following skills: Acrobatics, Deception, Sleight of Hand, or Stealth.   You also learn to speak, write, and decipher Thieves' Cant, the secret code of thieves' guilds and other rapscallions.  

Larcenous Blessing

1st-level Thieves Domain feature   Whenever you make a Dexterity (Stealth), Dexterity (Sleight of Hand), or thieves' tools check, you can add your Wisdom modifier (minimum of +1) to the result of your roll.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain your expended uses when you finish a long rest.  

Thieves Domain Spells

1st-level Thieves Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.   Cleric Level Spells  
  • 1st: fog cloud, sleep
  • 3rd: arcane lock, pass without trace
  • 5th: gaseous form, nondetection
  • 7th: greater invisibility, secret chest
  • 9th: legend lore, passwall
 

Channel Divinity: Cloak of Thieves

2nd-level Thieves Domain feature   As an action on your turn, you can grasp your holy symbol and cloak yourself in the mantle of your god. For 1 minute, you become invisible and your movement does not produce any sound. This effect instantly ends early if you attack, cast a spell, or force a creature or object to make a saving throw.  

Light Feet

6th-level Thieves Domain feature   Any good thief knows they must be light on their feet. So long as you are not wearing medium or heavy armor or wielding a shield or a weapon with the heavy property, you can take the Disengage or Dash action as a bonus action on your turn.  

Divine Strike

8th-level Thieves Domain feature   When deceit fails your weapons strike true. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 damage of your weapon's damage type.   At 14th level, this additional damage becomes 2d8.  

Pilfer Potential

17th-level Thieves Domain feature   Your larcenous skills rival those of the gods themselves, and you gain the ability to steal magical potential itself. As an action, you can touch a creature or magic item and steal one of its unexpended spell slots of 5th-level or lower. If you have an expended spell slot of that level, you regain it.   If you do not have an expended spell slot of that level, you temporarily gain a spell slot of that level, which you must use within the next minute. If you do not use it, it is dispelled.   Once you use this feature to steal a spell slot you must finish a long rest before you can use it again.   When you use this feature on a creature or object that does not have any unexpended spell slots, it fails, but you do not expend the use of this feature.  

Thread Domain

Clerics of the Thread domain recognize that everything is connected though invisible strands, reaching even across the planes. Weaving them together, they freely manipulate the flow of energy between allies and foes, granting one the strengths or weaknesses of another, or even binding and exiling enemies to other realms. Deities worshipped by these Clerics preside over the weave of reality, and are sometimes even responsible for the existence of the threads themselves – they are entities such as Istus, goddess of destiny and divination, Ananke, the goddess of necessity and inevitability, or the Fates.  

Domain Spells

1st-level Thread Domain feature   You gain domain spells at the cleric levels listed in the Thread Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.   Cleric Level Spells  
  • 1st: bane, bless
  • 3rd: hold person, warding bond
  • 5th: life transference, slow
  • 7th: banishment, locate creature
  • 9th: hold monster, Rary's telepathic bond
 

Bonus Cantrip

1st-level Thread Domain feature   You gain the guidance cantrip if you don't already know it.  

Sewing the Threads

1st-level Thread Domain feature   You are able to bond people together in a concerted, coefficient net, allowing them to act as one. When you finish a long rest, you can target a number of willing creatures other than you that you can see equal to your Wisdom modifier (minimum of one creature) and weave their threads together, making them part of your Net. You are always part of your Net. Creatures targeted by this feature gain the following benefit:  
  • When you make an ability check, an attack roll or a saving throw, instead of adding your relevant ability modifier to the die roll, you can choose to add the relevant ability modifier of another creature that is part of the Net. If the other creature is proficient in the ability check, attack roll or saving throw that you are making, or if they benefit from the Jack of All Trades or similar features, you can add their proficiency bonus to the roll as well, along with any modifications to it, in place of adding your own proficiency bonus. If you use this benefit on an attack roll, you add the other creature's ability modifier to both the attack and damage rolls.
  Once a creature has used this benefit, they can't do so again until they are affected by this feature again.   When you reach 6th level in this class, creatures can use the benefit of this feature twice while part of the Net. When you reach 17th level in this class, creatures can use the benefit of this feature three times while part of the Net.  

Channel Divinity: Thread of Fortune

2nd-level Thread Domain feature   Through your threads, you can redirect luck or ill fate. When two creatures that are part of your Net roll an ability check for the same action or a saving throw caused by the same source, you present your holy symbol and use your Channel Divinity. The two creatures can each use the number rolled by the other creature, effectively exchanging the numbers rolled. They then apply any modifiers to the roll.  

Thread of Ruin

6th-level Thread Domain feature   You are now capable to briefly bind your enemies, hindering them with the inabilities of your allies. When a hostile creature of your choice within 60 feet of you that you can see makes an ability check, an attack roll or a saving throw, you can use your reaction to target that creature and an ally that is part of your Net. The creature that is making the ability check, attack roll or saving throw must add to the number rolled the relevant ability modifier of the targeted ally instead of their own. If you use this feature to affect an attack roll, the ability modifier of the targeted ally is used on both the attack and damage rolls.   You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.  

Potent Spellcasting

8th-level Thread Domain feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Transcendent Thread

17h-level Thread Domain feature   The net of threads that you can create is as powerful and all-reaching as it can be, allowing both your magic and your will to easily travel through it. When you cast a spell with a range other than self or touch, its range becomes 90 feet if it isn't already higher, as long as you only target one or more creatures that are part of your Net.   Additionally, when a creature uses the benefit granted by your Sewing the Threads feature, you add your Wisdom modifier to the number they roll.  

Time Domain

Gods who claim time as one of their many domains are also gods of history, magic, and divining the future. They watch over the flow of time, and might even possess the ability to move across timelines or alternate realities, and they teach their followers that time is one of the universe's greatest ways in which all things are bound to. The clerics of this domain are conduits for divine powers that can influence how time works or how one perceives time. Most of these clerics assume roles as clock workers, time keepers, or even as village leaders.  

Time Spells

1st-level Time Domain feature   You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.   Domain Spells  
  • 1st: feather fall, longstrider
  • 3rd: blur, misty step
  • 5th: haste, slow
  • 7th: dimension door, divination
  • 9th: hold monster, legend lore
 

Temporal Awareness

1st-level Time Domain feature   Beginning when you choose this domain at 1st level, you start to perceive time differently, allowing you to more adeptly evade harm. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.  

Time Keeper

1st-level Time Domain feature   Also at 1st level, you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of 1).   Additionally, you can more easily weave time in your favor. You learn the guidance cantrip, and it doesn't count toward the total number of cantrips you know. When you cast guidanceand target yourself, you can cast the spell as a bonus action, instead of as an action.  

Channel Divinity: Borrow Time

2nd-level Time Domain feature   At 2nd level, as a bonus action, you can use your Channel Divinity to gain more time for yourself. You can take one additional turn immediately following your current turn.  

Like Clockwork

6th-level Time Domain feature   Starting at 6th level, you gain the following benefits:  
  • You can't be surprised.
  • You can now take two reactions, instead of one, before the start of your next turn.
  • When you use your Channel Divinity: Borrow Time, you can take two additional turns, instead of one.
 

Potent Spellcasting

8th-level Time Domain feature   Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   At 14th level, when you deal damage with a Cleric cantrip, you can grant yourself or another Temporary Hit Points.  

Time Is On My Side

17th-level Time Domain feature   At 17th level, you can cast the foresight and time stop spells without expending a spell slot. Once you cast one of these spells in this way, you can't cast either spell in this way again until you finish a long rest.  

Trickery Domain

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

Trickery Spells

1st-level Trickery Domain feature   You gain domain spells at the cleric levels listed in the Trickery Domain Spells table. See the Divine Domain class feature for how domain spells work.   Trickery Domain Spells  
  • 1st: Charm Person,, Disguise Self
  • 3rd: Mirror Image, Pass Without Trace
  • 5th: Blink, Dispel Magic
  • 7th: Dimension Door, Polymorph
  • 9th: Dominate Person, Modify Memory
 

Blessing of the Trickster

1st-level Trickery Domain feature   You can use your action to touch a willing creature to give it advantage on Dexterity (Stealth), Dexterity (Sleight of Hand), or Charisma (Deception) checks. This blessing lasts 1 hour or until you use this feature again.  

Trickster

1st-level Trickery Domain feature   You gain proficiency in the Charisma (Deception) and the Dexterity (Stealth) skills. You also learn the minor illusion cantrip if you don't already know it.  

Channel Divinity: Invoke Duplicity

2nd-level Trickery Domain feature   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 hour. The illusion appears in an unoccupied space that you can see within 30 ft of you. On your turn, you can move the illusion up to 30 feet to a space you can see (no action required by you), but it must remain within 120 feet of you.   You can see, hear and talk through the illusion as if you where in its space and for the duration, you can cast spells as though you were in the illusion’s space. As bonus action you can swap places with the illusion, teleporting yourself to its location and it to yours at a cost of 15 feet of movement.   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.  

Cloak of Shadows

6th-level Trickery Domain feature   Your deity begins to aid you by obscuring your presence from others. You can use your bonus action to become invisible until the end 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

8th-level Trickery Domain feature   You gain the ability to infuse your weapon strikes with poison or acid — 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 or acid damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.  

Divine Deceiver

17th-level Trickery Domain feature   You become a master of magic that deceives your opponents and befuddles their minds. You may choose three spells of the illusion or enchantment schools from any class’s spell list. 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.   Additionally when you use your invoke duplicity feature, you may create a number of duplicates of yourself equal to your wisdom modifier (minimum of 2).  

Twilight Domain

The twilight transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.   Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.  

Twilight Spells

1st-level Twilight Domain feature   You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.   Twilight Domain Spells  
  • 1st: Faerie Fire,, Sleep
  • 3rd: Moonbeam, Invisibility
  • 5th: Aura of Vitality, Leomund's Tiny Hut
  • 7th: Aura of Life, Greater Invisibility
  • 9th: Circle of Power, Mislead
 

Bonus Proficiencies

1st-level Twilight Domain feature   You gain proficiency with martial weapons and heavy armor.  

Eyes of Night

1st-level Twilight Domain feature   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

1st-level Twilight Domain feature   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

2nd-level Twilight Domain feature   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 centred 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 your wisdom modifier plus your cleric level (minimum of 1).
  • You end one effect on it causing it to be charmed or frightened.
  • You can grant it half cover from attacks while it remains within the sphere until the end of its next turn.
 

Steps of Night

6th-level Twilight Domain feature   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 10 minutes. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Divine Strike

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

Twilight Shroud

17th-level Twilight Domain feature   The twilight that you summon offers a protective embrace: you and your allies have advantage on saving throws while in the sphere created by your Twilight Sanctuary.  

War Domain

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

War Spells

1st-level War Domain feature   You gain domain spells at the cleric levels listed in the War Domain Spells table. See the Divine Domain class feature for how domain spells work.   War Domain Spells  
  • 1st: Divine Favour,, Shield of Faith
  • 3rd: Magic Weapon, Spiritual Weapon
  • 5th: Crusader's Mantle, Spirit Guardians
  • 7th: Freedom of Movement, Stoneskin
  • 9th: Flame Stike, Hold Monster
 

Bonus Proficiencies

1st-level War Domain feature   You gain proficiency with martial weapons and heavy armor.  

War Priest

1st-level War Domain feature   You may select a fighting style from the Fighter class.  

Channel Divinity: War God’s Blessing

2nd-level War Domain feature   You can use your channel divinity cause you or one of your companions to strike with supernatural accuracy. When you or an ally within 30 feet makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You can make this choice immediately after knowing whether the attack would hit or miss.  

Guided Strikes

6th-level War Domain feature   You can attack twice, instead of once, whenever you take the Attack action on your turn and when you make a weapon attack roll, you can add your Wisdom modifier to the roll.  

Divine Strike

8th-level War 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 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

17th-level War Domain feature   You gain resistance to bludgeoning, piercing, and slashing damage.   Additionally you can attack three times, instead of twice, whenever you take the Attack action on your turn and when you make a weapon damage roll, you can add your Wisdom modifier to the roll.
LevelProficiency BonusFeaturesOrisons KnownCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature, Path of Faith233
3rd+2-2342
4th+2Ability Score Improvement2443
5th+3-24432
6th+3Channel Divinity (2/rest), Divine Domain feature34433
7th+3-344331
8th+3Ability Score Improvement, Faithful Feature, Divine Domain feature344332
9th+4-3443331
10th+4Divine Intervention3543332
11th+4-45433321
12th+4Ability Score Improvement45433321
13th+5-454333211
14th+5Faithful Feature, Channel Divinity (3/rest)454333211
15th+5-4543332111
16th+5Ability Score Improvement4543332111
17th+6Divine Domain Feature45433321111
18th+6-55433331111
19th+6Ability Score Improvement55433332111
20th+6Divine Intervention improvement, Messenger of the Divine55433332211

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DragonOye.

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