Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
hit dice:
d8
hit points at 1st level:
8+con
hit points at higher levels:
1d8+con
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
All simple weapons,Simple firearms
tools:
N/A
saving throws:
Wisdom, Charisma
skills:
Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
spellcasting:
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
class features:
Divine Domain
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Divine Power
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:
Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit
Domain Spells
Cleric Level |
Spells |
1 |
Detect Magic, Magic Missile |
3 |
Magic Weapon, Nystul's Magic Aura |
5 |
Dispel Magic, Magic Circle |
7 |
Arcane Eye, Leomund's Secret Chest |
9 |
Planar Binding, Teleportation Circle |
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Cleric Level |
Banishes Creatures of CR… |
5 |
1/2 or lower |
8 |
1 or lower |
11 |
2 or lower |
14 |
3 or lower |
17 |
4 or lower |
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Forge Domain
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them
Forge Domain
Cleric Level |
Spells |
1 |
Identify, Searing Smite |
3 |
Heat Metal, Magic Weapon |
5 |
Elemental Weapon, Protection from Energy |
7 |
Fabricate, Wall of Fire |
9 |
Animate Objects, Creation |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:
You gain resistance to fire damage.
While wearing heavy armor, you gain a +1 bonus to AC.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
You gain immunity to fire damage.
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Grave Domain
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
Domain Spells
Cleric Level |
Spells |
1 |
Bane, False Life |
3 |
Gentle Repose, Ray of Enfeeblement |
5 |
Revivify, Vampiric Touch |
7 |
Blight, Death Ward |
9 |
Antilife Shell, Raise Dead |
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip
Keeper of Souls
At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Knowledge Domain
The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.
Domain Spells
Cleric Level |
Spells |
1 |
Command, Identify |
3 |
Augury, Suggestion |
5 |
Nondetection, Speak with Dead |
7 |
Arcane Eye, Confusion |
9 |
Legend Lore, Scrying |
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Life Domain
The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
Domain Spells
Cleric Level |
Spells |
1 |
Bless, Cure Wounds |
3 |
Lesser Restoration, Spiritual Weapon |
5 |
Beacon of Hope, Revivify |
7 |
Death Ward, Guardian of Faith |
9 |
Mass Cure Wounds, Raise Dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Light Domain
Gods of light – including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.
Domain Spells
Cleric Level |
Spells |
1 |
Burning Hands, Faerie Fire |
3 |
Flaming Sphere, Scorching Ray |
5 |
Daylight, Fireball |
7 |
Guardian of Faith, Wall of Fire |
9 |
Flame Strike, Scrying |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Nature Domain
Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Domain Spells
Cleric Level |
Spells |
1 |
Animal Friendship, Speak with Animals |
3 |
Barkskin, Spike Growth |
5 |
Plant Growth, Wind Wall |
7 |
Dominate Beast, Grasping Vine |
9 |
Insect Plague, Tree Stride |
Acolyte of Nature
At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Nature
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Order Domain
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Domain Spells
Cleric Level |
Spells |
1 |
Command, Heroism |
3 |
Hold Person, Zone of Truth |
5 |
Mass Healing Word, Slow |
7 |
Compulsion, Locate Creature |
9 |
Commune, Dominate Person |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice)
Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity: Order's Demand
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Embodiment of the Law
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Order's Wrath
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Peace Domain
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
Domain Spells
Cleric Level |
Spells |
1 |
Heroism, Sanctuary |
3 |
Aid, Warding Bond |
5 |
Beacon of Hope, Sending |
7 |
Aura of Purity, Otiluke's Resilient Sphere |
9 |
Greater Restoration, Rary's Telepathic Bond |
Implement of Peace
When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Emboldening Bond
Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Channel Divinity: Balm of Peace
Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Protective Bond
Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Expansive Bond
At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage
Tempest Domain
Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Domain Spells
Cleric Level |
Spells |
1 |
Fog Cloud, Thunderwave |
3 |
Gust of Wind, Shatter |
5 |
Call Lightning, Sleet Storm |
7 |
Control Water, Ice Storm |
9 |
Destructive Wave, Insect Plague |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderous Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Trickery Domain
Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Domain Spells
Cleric Level |
Spells |
1 |
Charm Person, Disguise Self |
3 |
Mirror Image, Pass without Trace |
5 |
Blink, Dispel Magic |
7 |
Dimension Door, Polymorph |
9 |
Dominate Person, Modify Memory |
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
Domain Spells
Cleric Level |
Spells |
1 |
Divine Favor, Shield of Faith |
3 |
Magic Weapon, Spiritual Weapon |
5 |
Crusader's Mantle, Spirit Guardians |
7 |
Freedom of Movement, Stoneskin |
9 |
Flame Strike, Hold Monster |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Mind Domain
This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.
Domain Spells
Cleric Level |
Spells |
1 |
Command, Dissonant Whispers |
3 |
Detect Thoughts, Phantasmal Force |
5 |
Enemies Abound, Fear |
7 |
Confusion, Phantasmal Killer |
9 |
Dominate Person, Telekinesis |
Flash of Insight
Starting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1).
You can use this feature twice. You regain expended uses when you finish a short or long rest.
Psychic Force
Also at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.
Channel Divinity: Psychic Feedback
Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll.
If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.
Gestalt Anchor
Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Bend Reality
Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Journey Domain
The gods of the Journey domain aid travelers in their journeys,
guiding them safely to their destinations. These deities are often
worshiped at humble shrines along well-traveled roads, but also
feature in temples near ports in seaside cities.
Domain Spells
Cleric Level |
Spells |
1 |
expeditious retreat, longstrider |
3 |
find steed, misty step |
5 |
haste, Leomund’s tiny hut |
7 |
dimension door, freedom of movement |
9 |
passwall, teleportation circle |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with martial weapons, land vehicles, and water vehicles.
Imbue Mobility
Starting at 1st level, your spells guide allies out of harm’s way. If
you cast a spell with a spell slot of 1st level or higher and target
an ally with the spell, that ally can use their reaction immediately
after the spell to move up to half its speed without provoking
opportunity attacks.
Channel Divinity: Zealous Charge
Starting at 2nd level, you can use your Channel Divinity to imbue
divine might into one of your allies.
You can grant speed and strength to a creature you can see
within 30 feet of you as a bonus action on your turn. Until the
start of your next turn, the creature’s speed is doubled, and each
creature that it moves within 5 feet of for the first time on a turn
during this duration must make a Strength saving throw. On a
failed save, a creature takes force damage equal to 2d6 + your
cleric level and is knocked prone. On a successful save, it takes
half as much damage and is not knocked prone.
Long Road Ahead
Starting at 6th level, you can grant up to six creatures you can
see temporary hit points equal to half your cleric level + your
Wisdom modifier (minimum of 1 hit point) when you finish a
short or long rest. While a creature has these hit points, its
movement speed increases by 10 feet, and it has advantage on
Constitution saving throws made against exhaustion from a
forced march.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an
extra 1d8 force damage to the target. When you reach 14th level,
the extra damage increases to 2d8.
Unchained and Unfettered
Beginning at 17th level, you are always under the effects of the
freedom of movement spell, and your movement doesn’t provoke
opportunity attacks.
Water Domain
Gods of the water inhabit many domains, from shining seas to lakes
to small forest streams. These gods range from grand deities like
Poseidon, Istishia, and Umberlee to small water spirits like
Nommos or Astlik.
Clerics of this domain can be found commonly by seas, rivers,
or lakes, whether aboard a ship or serving at a temple to bless
sailors before their travels. They see the warmth, beauty, and
protectiveness of water, and use their abilities to harness it
to shelter others.
Domain Spells
Cleric Level |
Spells |
1 |
create or destroy water, fog cloud |
3 |
misty step, moonbeam |
5 |
tidal wave, wall of water |
7 |
control water, watery sphere |
9 |
commune with nature, maelstrom |
Divine Lash
When you choose this domain at 1st level, you learn the thorn
whip cantrip, which counts as a cleric cantrip for you and doesn’t
count against the number of cleric cantrips you know. When you
cast the spell as a cleric cantrip, its material component is a drop
of water, and it gains the hydromancy tag with a hydromancy
radius of 60 feet. The whip the spell creates is formed from water.
If you use a drop of holy water as the spell’s material
component, the spell deals an additional 1d6 radiant damage to
fiends and undead.
Sacred Font
Starting at 1st level, you can conjure pure holy water, taken
directly from the blessed lakes and rivers of the upper planes.
Over a long rest, you can conjure enough holy water to fill a
number of flasks equal to your Wisdom modifier (a minimum of
one flask). This water lasts until you use it or complete a long rest.
A creature can use an action to drink or administer the holy
water as a potion. The target regains a number of hit points equal
to 1 + half your cleric level, and becomes cured of one disease or
poison affecting it.
Channel Divinity: Water Ward
Starting at 2nd level, you can use your Channel Divinity to release
a burst of protective water.
As an action, you douse up to six creatures within 20 feet of
you with blessed water. Each creature gains temporary hit points
equal to your cleric level + your Wisdom modifier (minimum of 1
hit point), which last for 1 hour. While a creature has these hit
points, it can walk on the surface of water as if it were harmless
solid ground, has resistance to acid and fire damage, and gains a +1
bonus to AC.
Channel Divinity: Bless Water
Starting at 6th level, you can use your Channel Divinity to impart
divine power onto water.
As an action, you present your holy symbol and choose a 20-
foot-cube within 30 feet of you. For 1 minute, water in the area
becomes imbued with divine energy. When a creature enters the
water for the first time on a turn or starts its turn there, it regains
1 hit point if it is not a fiend or undead. A fiend or undead instead
takes 2d6 radiant damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage
you deal with any cleric cantrip.
Rain’s Blessing
Starting at 17th level, you can use your action to summon a
torrent of rain in a 30-foot-radius, 40-foot-high cylinder, which lasts
for 1 minute. When you do so, you can designate any
number of creatures you can see to be protected by the rain. While
an affected creature is within the area, it has advantage on attack
rolls, and attack rolls made against it are at disadvantage.
The rain produces water at a rate of 1 gallon of water per round
in each 5-foot square area it covers when it is summoned, and
again at the start of each of your turns before it ends. The water
extinguishes unprotected flames and forms a puddle in the area.
If you’re within 60 feet of the cylinder, you can move it up to
60 feet as a bonus action on your turn.
Once you use this feature, you must finish a long rest before
you can use it again.
Sky Domain
The gods that govern the sky are held in high regard by many
religions. Deities of the sky include Zeus and Tyr, among
various others. Followers of these deities often travel far to
sate their wanderlust and feel the beauty of the open sky
Domain Spells
Cleric Level |
Spells |
1 |
faerie fire, feather fall |
3 |
moonbeam, skywrite |
5 |
fly, wind wall |
7 |
freedom of movement, storm sphere |
9 |
control winds , maelstrom |
Forceful Gale
At 1st level, you gain the ability to manipulate the winds. You
learn the gust cantrip, which doesn't count against the
number of cleric cantrips you know. For you, it gains the
following changes:
One Large or smaller creature that you choose must
succeed on a Strength saving throw or be flung up 20 feet
away from you and knocked prone. If a thrown target
strikes an object, such as a wall or floor, the target takes
1d6 bludgeoning damage for every 10 feet it was thrown. If
the target is thrown at another creature, that creature must
succeed on a Dexterity saving throw or take the same
damage and be knocked prone.
You create a blast of air capable of moving one object that
weighs no more than 100 pounds. If the object is being
held or carried, the holder must make a Strength saving
throw or lose hold of it. The object is pushed up to 60 feet
away from you.
Tailwind
Also at 1st level, the blessing of your god grants you
unmatched grace and mobility. Your movement speed
increases by 10 feet if you are not wearing medium or
heavy armor.
Channel Divinity: Updraft
Starting at 2nd level, you can use your Channel Divinity to
create a powerful blast of wind. As an action, you present your
holy symbol and invoke the name of your deity. Choose a
Large or smaller creature within 60 feet of you. The target
must succeed on a Strength saving throw or be blown
upwards up to 30 feet. A target can choose to automatically
fail this saving throw. If the target doesn't have a hover or fly
speed, it immediately falls afterwards, taking fall damage and
landing prone.
Channel Divinity: Protection of Wind
At 6th level, the gusts and breezes protect you from harm. As a
reaction when you are hit by a ranged weapon attack you can
see, you can use your Channel Divinity to create a gust of
wind around you, causing the attack to miss.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 thunder damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Blessed Wings
At 17th level, your god places upon you the blessing of true
flight. You grow a pair of wings, which grant you a flying speed
of 60 feet. If you already have a flying speed, it increases to 90
feet, unless it is already higher. You can't use these wings
while wearing armor unless the armor is made to
accommodate them.
Artistry Domain
Gods of artistry—such as Denier, Milil, Branchala, and Apollo—
promote creativity and imagination above all. These gods value
all of the arts, including music, painting, sculpting, and other
skilled crafts, though they often specialize in one craft above the
others. Clerics of a god of artistry are creative souls infused with
the desire to create and share their emotions with others, whether
through song, artwork, or other means.
Cleric Level |
Spells |
1 |
heroism, silent image |
3 |
calm emotions, enthrall |
5 |
hypnotic pattern, major image |
7 |
fabricate, phantasmal theatre |
9 |
creation, dream |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in
the Performance skill, and one of the following artisan’s tools:
calligrapher’s supplies, glassblower’s tools, jeweler’s tools,
painter’s supplies, potter’s tools, or woodcarver’s tools. Also, you
gain proficiency in a musical instrument of your choice.
Artistic Compositions
Also at 1st level, you can conjure magical pieces of artwork that
you design in your mind. Over a long rest, you can create musical
compositions, paintings, and sculptures. You can create a number
of these objects equal to your Wisdom modifier (a minimum of
1), and they can last until you complete your next long rest. You
can create a single option multiple times, or create a variety of
different options. The options are described below:
Musical Composition. You write a musical composition upon a
few conjured pages. As an action, you can cause the music to
magically play within the mind of a creature you can see within
15 feet of you. That creature must succeed on a Wisdom saving
throw or be charmed by you until the start of your next turn. A
creature charmed this way can’t willingly move away from you.
As you use this action, the pages disintegrate into nothingness.
Painting. You conjure a painting of your design that fits within
a rectangular area no larger than 3 feet on a side, and no smaller
than half a foot on a side. As an action, you can enter into the
painting if you are within 5 feet of it. You, along with anything
you’re wearing or carrying, disappears before appearing at a
location of your choice within the painting. You can remain
within the painting for up to 10 minutes, though you are also
forced out if the painting takes any damage. While within the
painting, you can see, hear, and smell as normal.
Once you leave the painting, it disintegrates into nothingness.
Sculpture. You conjure a tiny sculpture of yourself. While you
are within 30 feet of the sculpture, you can use your bonus action
to teleport to its location. If there is insufficient room at the
sculpture’s location, you teleport to the location nearest to the
sculpture that has sufficient room for you.
Once you teleport, the sculpture disintegrates into nothingness.
Channel Divinity: Deluge of Creativity
Beginning at 2nd level, you can use your Channel Divinity to fill
a creature’s mind with music and color, drowning out reality.
As an action, you present your holy symbol, and a creature you
can see within 30 feet of you must make a Wisdom saving throw.
On a failed save, the creature is blinded and deafened until the
end of your next turn or until it takes any damage, as vibrant
colors fill its vision and beautiful music drowns out all other
noise. On a successful save, the creature is not blinded nor
deafened, but it still has disadvantage on attack rolls until the end
of your next turn or until it takes any damage.
Regardless of whether the creature succeeded or failed its save,
if it takes any damage before the end of your next turn, it is dealt
additional psychic damage equal to 1d4 + half your cleric level.
Channel Divinity: Bring to Life
At 6th level, you can use your Channel Divinity to create real
creatures and objects from artwork.
As an action, you touch your holy symbol to a piece of artwork
and cause a single object or creature depicted within that piece to
be conjured at an unoccupied location within 30 feet of you, in a
perfectly realistic form. To be an eligible target, the real version
of a selected creature or object must fit within a 10-foot cube. If
the target is a creature, it must either be a beast of CR 1/4 or
below or a CR 0 creature of any creature type. A conjured
creature is friendly to you and obeys your commands. Any
creature or object conjured by this feature lasts for 1 hour or until
it is destroyed or dismissed as a bonus action on your turn.
The maximum CR of any beast you conjure with this feature
increases to 1 at 11th level and 2 at 17th level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Aura of Artistry
Starting at 17th level, certain spells you cast will create auras of
divine magic. Whenever you cast an enchantment or illusion
spell, you can cause magical energy to radiate from you in an aura
with a 10-foot radius. For 1 minute or until you use this feature
again, the aura moves with you, centered on you. The effects of
the aura depend on the spell’s school of magic:
Enchantment. The aura is filled with
inspiring music. A friendly creature
that starts its turn within the aura
gains 2d6 temporary hit points that
last until it leaves the aura.
Illusion. The aura is filled with
illusory images and sounds that
distract opponents. Hostile creatures
within the aura have disadvantage on
attack rolls.
Courage Domain
The Courage domain focuses on personal heroics, and acts of
valor and self-sacrifice. While the Courage domain bears many
similarities to the War domain, it is more individualistic and isn’t
directly connected to war. Clerics of this domain often take part in
smaller conflicts, and focus on personal battles over grandois
wars. Many war-like deities can claim influence over this domain,
however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah.
Gods of endurance and loss, such as Ilmater and Shar, can claim
some influence over this domain as well, as they promote courage
in the face of hardship. Regardless of their patron deity, clerics of
this domain make for heroic warriors, eager to face their fears and
fight against the odds to achieve their goals.
Domain Spells
Cleric Level |
Spells |
1 |
compelled duel, heroism |
3 |
find steed, spiritual weapon |
5 |
beacon of hope, crusader’s mantle |
7 |
aura of purity, staggering smite |
9 |
circle of power, holy weapon |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with martial weapons and heavy armor.
Renewed Spirit
Also at 1st level, you learn to rally yourself or your allies against
danger, pushing them to fight on. As a bonus action, you can
choose yourself or another creature you can see within 30 feet of
you, and cause one of the following effects:
• If the target is afflicted by the charmed or frightened condition,
you end one of those conditions on it.
• The target can use its reaction to move up to its speed towards
a hostile creature of its choice that it can see, without
provoking opportunity attacks.
You can use this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended uses
when you finish a long rest.
Channel Divinity: Force of Will
Starting at 2nd level, you can use your Channel Divinity to
unleash a wave of divine energy that invigorates your allies and
enervates your foes.
As an action, you present your holy symbol and invoke the
name of your deity. Each friendly creature within 30 feet of you
gains temporary hit points equal to 1d10 + half your cleric level,
and each hostile creature within 30 feet of you takes force damage
equal to 1d10 + half your cleric level. A creature that has total
cover from you is not affected.
Paragon of Valor
At 6th level, you become immune to the frightened condition.
Additionally, if you aren’t incapacitated and start your turn with
two or more hostile creatures within 5 feet of you, you gain
temporary hit points equal to half your cleric level. A swarm
counts as a single creature.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an
extra 1d8 force damage to the target. When you reach 14th level,
the extra damage increases to 2d8.
Undaunted
Beginning at 17th level, your courage doubles down when you’re
fighting against the odds. If you start your turn below half your
hit point maximum or with two or more hostile creatures within 5
feet of you, you become undaunted until the start of your next
turn. While undaunted, you gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks, and you
can use Renewed Spirits without expending a use, even if you
have already expended all of your uses of that feature.
Transcendence Domain
Clerics of the Transcendence domain strive for the ideal of
constant self-improvement in both body and mind. Deities of this
domain include Bahamut, Lathander, and Athena, though a great
many gods teach their followers to strive for perfection and are
therefore connected to this domain. These clerics often worship
alongside monks, who strive for similar ideals of asceticism and
personal perfection. They make it their mission to improve
themselves and then lead others down the same path.
Domain Spells
Cleric Level |
Spells |
1 |
heroism, longstrider |
3 |
alter self, enhance ability |
5 |
fly, haste |
7 |
aura of purity, freedom of movement |
9 |
ambrosia, skill empowerment |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency
with martial weapons and a skill of your choice.
Exalted Personage
Also at 1st level, you can use remnants of the magic within your
divine spells to augment your body or mind. When you cast a
cleric spell of 1st level or higher using a spell slot, you can
choose one of the six ability scores. You gain advantage on saving
throws using the chosen ability.
If the spell you cast requires concentration, this effect lasts for
the spell’s duration. Otherwise, it lasts for 1 minute or until you
lose your concentration (as if you were concentrating on a spell).
Channel Divinity: Self-Perfection
Starting at 2nd level, you can use your Channel Divinity to
momentarily transcend beyond your normal limits, allowing you
to act with supernatural speed.
As a bonus action, you present your holy symbol and then
immediately use the Dodge action or any two of the Dash,
Disengage, Help, Hide, or Search actions.
Channel Divinity: Shared Perfection
Starting at 6th level, you can use your Channel Divinity to allow
another creature to transcend as you do.
As a bonus action, you present your holy symbol and choose
one creature you can see within 30 feet of you. That creature can
use its reaction to immediately use the Dodge action or any two
of the Dash, Disengage, Help, Hide, or Search actions.
Bestowed Personage
Also at 6th level, your spells can augment the bodies or minds of
others. When you use your Exalted Personage feature, you can
choose to grant its effect to a creature you can see within 30 feet
of you, rather than yourself.
Divine Strike
At 8th level, you can infuse your weapon strikes with divine
energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8
damage of the same type dealt by the weapon to the target. When
you reach 14th level, the extra damage increases to 2d8.
Transcendent Tutor
At 17th level, you grow powerful enough to push a multitude of
creatures beyond their normal limits at once.
You can target up to four creatures, instead of one, when you
use Shared Perfection. You can choose yourself as one of the
targets, in which case you don’t need to use your reaction.
Also, when you use your Exalted Personage feature, you can
grant its effect to up to four creatures you can see within 30 feet
of you. You can choose the same or different ability scores for
each creature targeted. In order for you to gain the feature’s
effect, you must target yourself as one of the four creatures.
Blood Domain
The gods of blood are patrons of all varieties of slaughter—
including war, battle, murder, and even hunting—and accept any
shedding of blood as an offering to their domain. They are the
patrons of warriors, particularly those of a more chaotic
disposition. While many clerics that follow a blood deity
resemble deranged, blood-thirsty cultists, others are comparable
to the followers of particularly violent war deities. Examples of
the deities of this domain are Bhaal, the Lord of Murder, and
Shezmu, the Lord of Blood
Domain Spells
Cleric Level |
Spelll |
1 |
bloodburn , cruorwhip |
3 |
blood seal , sanguine rope |
5 |
blood sight , tides of blood |
7 |
draining thread, sanguine sanctum |
9 |
bloodcurse , dominate person |
Bonus Cantrip
When you choose this domain at 1st level, you gain the
bloodletting cantrip if you don’t already know it.
Wrath of the Blood God
Also at 1st level, you can cause the blood of your enemies to lash
out at surrounding creatures, draining the life from them. When a
hostile creature you can see within 30 feet of you is reduced to 0
hit points or subjected to a critical hit, you can use your reaction
to unleash a burst of necrotic energy from its wounds. Constructs,
elementals, and undead are invalid targets. Each creature of your
choice within 10 feet of the target, which can include the target,
must make a Dexterity saving throw. A creature takes 2d4
necrotic damage on a failed saving throw, and half as much
damage on a successful one.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all expended
uses when you finish a long rest.
Channel Divinity: Drain Spirits
Starting at 2nd level, you can use your Channel Divinity to sap
the life of nearby creatures, using their vitality to heal a portion
of your wounds.
As an action, you present your holy symbol, and each
creature of your choice within 30 feet of you must make
a Constitution saving throw. A creature takes necrotic
damage equal to 1d8 + half your cleric level on a
failed saving throw, and half as much damage on a successful
one. A creature that has total cover from you is not affected. You
regain hit points equal to the damage dealt, up to a maximum of
three times your cleric level.
Sacrificial Healer
Starting at 6th level, you can augment your healing spells through
sacrifice. When you cast a spell of 1st level or higher that restores
hit points, you can choose one creature within 15 feet of you that
the spell affected. You spend a number of your hit points, and that
creature regains additional hit points equal to the amount you
spent, plus temporary hit points equal to half that amount. The
temporary hit points last until the start of your next turn.
The number of hit points you spend can’t exceed the amount of
hit points restored to the target by the triggering spell.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you
deal with any Cleric cantrip.
Eternal Bloodshed
Beginning at 17th level, the dark magic you cast can cause deep,
gushing wounds to appear on the body of an affected creature.
When you cast a spell of 1st level or higher that deals necrotic
damage or has the hemomancy tag, you can force one creature
that took damage from the spell to make a Constitution saving
throw against your spell save DC. On a failed save, the creature is
wounded for 1 minute. The wound ends early if the creature
receives magical healing, uses their action to staunch the wound,
or if you use this feature again.
While the wound lasts, the wounded creature takes 1d10
necrotic damage at the start of each of its turns, and it has
disadvantage on saving throws
against any spell that deals
necrotic damage or has
the hemomancy tag.
Night Domain
Gods of the night—such as Selûne, Shar, Tharizdon, Takhisis, and
Hecate—serve as both creators of light and harbingers of
darkness, with moon goods focusing on the former and darkness
gods on the latter. These gods serve as patrons of all alignments;
their clerics serve as both righteous defenders of the weak, as well
as deceptive thieves and assassins. Either way, these clerics excel
in both melee combat and spellcasting, always using the cover of
darkness to their advantage in both their battles and their attempts
at subterfuge.
Domain Spells
Cleric Level |
Spells |
1 |
sleep, cause fear |
3 |
darkness, moonbeam |
5 |
fear, feign death |
7 |
greater invisibility, rend shadows |
9 |
dream, shadow stride |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and the
Stealth skill.
Lunar Radiance
Also at 1st level, you can empower your attacks with moonlight.
Once per turn when you hit a creature with a melee weapon
attack, you can force them to become basked in moonlight. The
next attack roll made against this target before the end of your
next turn has advantage, and deals an additional 1d6 radiant
damage on a hit.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all expended
uses when you finish a long rest.
Channel Divinity: Midnight Gloom
Starting at 2nd level, you can use your Channel Divinity to
harness the black gloom of midnight, banishing light and draining
the life of your foes.
As an action, you present your holy symbol and all lights
within 30 feet of you, magical or non-magical, are instantly put
out. Additionally, each hostile creature within 30 feet of you must
make a Constitution saving throw. A creature takes necrotic
damage equal to 2d6 + your cleric level on a failed saving throw,
and loses any darkvision they have for 1 minute. On a successful
save, they take half as much damage and suffer no other effects.
A creature can repeat this saving throw at the start of each of its
turns, regaining their darkvision on a success.
Moonlight Strike
Starting at 6th level, when you deal radiant damage to a creature
you may choose to have it emit dim light in a 10 foot radius until
the end of your next turn. The affected creature can’t benefit from
being invisible, has its speed reduced by 10 feet, and if the
creature is a shapeshifter it immediately shifts to its original form
and can’t assume a different form until the light dissipates.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an
extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
Nightstalker
Beginning at 17th level, when you are in an area of dim light or
darkness, you can use your action to become invisible. You
remain invisible until you make an attack, cast a spell, or are in an
area of bright light.
Eldritch Domain
Even the most benevolent divine beings operate
outside the bounds of mortal comprehension. These
eldritch forces sing a siren song that calls out for mortal
worshippers through lucid dreams and the whispers of
dead gods. The Eldritch domain empowers the devoted
followers of unknown and distant forces of chaos,
divine entities of eldritch oblivion, and dead gods.
Domain Spells
Cleric Level |
Spells |
1 |
hideous laughter, sleep |
3 |
detect thoughts, see invisibility |
5 |
fear, tongues |
7 |
confusion, phantasmal killer |
9 |
contact other plane, dream |
Unpredictable Inspiration
At 1st level, choose any cantrip. The chosen cantrip
counts as a cleric spell for you but does not count against
the number of cleric cantrips you know. Each time you
finish a long rest you can replace the chosen cantrip with
any other cantrip of your choice.
In addition, you gain proficiency in a skill of your
choice. Each time you finish a long rest you can replace
the chosen skill with another skill of your choice.
Eldritch Contagion
Starting at 1st level, you’ve been gifted with the ability
to impart a fleeting taste of the unknowable on others.
When you cast a spell with a spell slot of 1st level or
higher that targets one or more creatures, you can use a
bonus action on the same turn to force one of the spell’s
targets to make a Wisdom saving throw. On a failure,
roll on the Eldritch Effects table and the creature suffers
that effect for 1 minute. At the end of each of its turns,
the creature can make another Wisdom saving throw,
ending the effect on a success. This effect ends early if
you use this feature again.
Channel Divinity:
Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity
to speak a prophecy, inducing visions and hallucinations
in nearby creatures.
As an action, choose a point within 120 feet of you
that you can see and roll on the Eldritch Effects table.
Each creature in a 15-foot-radius sphere centered on the
chosen point must succeed on a Wisdom saving throw
or suffer the temporary effect for 1 minute. At the
end of each of its turns, an affected creature can make
another Wisdom saving throw, ending the temporary
effect on a success.
Otherworldly Calm
Starting at 6th level, you gain resistance to psychic
damage and advantage on saving throws against being
charmed and frightened.
Additionally, any creature that attempts to read your
thoughts find them incomprehensible. The attempt
automatically fails and they must succeed on a Wisdom
saving throw against your cleric spell save DC or take
psychic damage equal to your cleric level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Sing the Song
that Ends the World
Starting at 17th level, creatures who fail a saving throw
against your Prophecy of Doom feature take 10d10
psychic damage. Once a creature has taken damage in
this way, it can’t take damage from this feature again
for 10 minutes.
d8 |
Eldtrich Effect |
1 |
The creature cannot speak or cast spells that have verbal components. |
2 |
The creature takes 1d8 psychic damage at the start of each of its turns. |
3 |
The creature is disoriented. It immediately falls prone and falls
prone again at the end of each turn it moves 5 feet or more. |
4 |
The creature is distracted by visions and voices and has disadvan-
tage on attack rolls and Wisdom (Perception) ability checks. |
5 |
The creature is unsure of itself. It can move or take an action on
its turn but not both and it cannot use reactions. |
6 |
The creature is reckless. It has advantage on attack rolls and
attack rolls against it have advantage. |
7 |
The creature is deafened and cannot see objects or creatures
further than 30 feet away. |
8 |
The creature is frightened of you. |
Inquisition Domain
The Inquisition domain reflects the order of the
multiverse and the rejection of tainted magic—at least
so far as certain celestial powers see it. Only the divine
casters are pure and fit for use. Since arcane magic is
strong enough to challenge the gods, divine beings
of this domain, such as the Arch Seraph Empyreus,
demand magic-using mortals are kept in check. Most
zealots root out all arcanists, while some strike fragile
truces when complete removal isn’t feasible.
Domain Spells
Cleric Level |
Spells |
1 |
detect magic, identify |
3 |
see invisibility, silence |
5 |
dispel magic, remove curse |
7 |
arcane eye, locate creature |
9 |
creation, hallow |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons
and heavy armor.
Witch Hunter’s Strike
At 1st level, when you hit a creature with a weapon
attack, you can deal an additional 1d8 force damage.
If the creature is concentrating on a spell, you deal an
additional 2d8 force damage instead. If a creature fails
its saving throw to maintain concentration as a result
of taking damage from this feature, you gain a number
of temporary hit points equal to the extra force damage
dealt by this attack. You can use this feature a number
of times equal to your Wisdom modifier (a minimum of
once), regaining all uses upon completion of a long rest.
At 14th level, this damage increases to 2d8, and 3d8 if
the creature is concentrating on a spell.
Channel Divinity: Spell Shield
Starting at 2nd level, you can use your Channel Divinity
to bestow a temporary resilience to arcane harm.
As a bonus action, you present your holy symbol
and choose a creature you can see (including yourself)
within 30 feet. The chosen creature gains temporary hit
points equal to 1d10 + your cleric level. While a creature
has temporary hit points granted by your spell shield,
it has resistance to damage from spells and advantage
on saving throws against spells. The creature loses any
remaining temporary hit points after 1 hour.
Rebuke Invoker
Starting at 6th level, as a reaction when a creature you
can see within 60 feet casts a spell, you can force the
creature to make a Constitution saving throw. On a
failure, the creature takes force damage equal to 1d8
per level of spell slot expended casting the spell + your
Wisdom modifier. Cantrips are considered first-level
spells for this ability. On a successful save the creature
takes half as much damage instead.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once), regaining
all uses upon completion of a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with the power of celestial order. Once on each
of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 force
damage to the target. When you reach 14th level, the
extra damage increases to 2d8.
Supernal Safeguard
Starting at 17th level, when you use your Spell Shield
feature, you can choose a number of creatures up
to your Wisdom modifier (minimum 2) instead of
choosing only one.
Trade Domain
The Trade Domain focuses on the acquisition of wealth,
the safeguarding of items and the negotiation of deals and
bargains. In many civilizations, the power and influence
of coin is said to rival that of the gods themselves. The
gods of trade often promote the betterment of the self
through financial success, as well as its benefits to society
as a whole — though some are more focused on its more
selfish applications. Clerics of this domain often travel as
merchants, offering their divine services in each town they
visit. Others take a more mercenary path, willing to venture
into dangerous places for the right price.
Deities of all alignments can claim influence over this
domain, particularly deities of commerce and bargains
(such as Tymora, Waukeen, and Vergadain), and gods of
greed (such as Abbathor and Tiamat).
Domain Spells
Cleric Level |
Spells |
1 |
alarm, identify |
3 |
arcane lock, locate object |
5 |
glyph of warding, nondetection |
7 |
fabricate, Leomund’s secret chest |
9 |
creation, dominate person |
Silver Tongue
1st-level Trade Domain feature
You can use any coin as a holy symbol, and you gain
proficiency in the Persuasion and Deception skills. While
your holy symbol is in your hand, you can expend a spell
slot of 1st level or higher to double your proficiency
bonus for any ability check you make that uses those
skills for 1 minute. In addition, you learn the friends
cantrip, which doesn’t count against the number of cleric
cantrips you know.
Divine Appraisal
1st-level Trade Domain feature
As an action, you can instantly discern the approximate
market value of a nonmagical item that you can see within
30 feet of you.
Channel Divinity:
Instant Transaction
2nd-level Trade Domain feature
You can use your Channel Divinity to cause a creature to
partake in a magical and instantaneous trade.
As an action, you present a coin, used as your holy
symbol, to a creature you can see within 30 feet. That
creature must succeed on a Strength saving throw or else
one nonmagical object it is holding that weighs less than 10
pounds is forcibly pulled towards you and comes to a rest in
your empty hand (provided you are able to hold it) or at your
feet. The coin you presented is magically teleported to the
ground in the creature’s space.
At the start of its next turn, the creature becomes aware
of what has occurred and might take measures to retrieve
the item. Once you have successfully used this on a
creature, you cannot use this on that same creature again
until you finish a long rest.
Channel Divinity:
Defensive Deal
6th-level Trade Domain feature
You gain the ability to magically entice your foes,
momentarily reducing their commitment to an attack.
When a creature within 30 feet of you makes an attack roll
against you or an ally, you can use your reaction to present
a coin, used as your holy symbol, and impose a -10 penalty
to the roll, using your Channel Divinity. You can make this
choice after you see the roll, but before you know whether
the attack hits or misses.
Potent Spellcasting
8th-level Trade Domain feature
You add your Wisdom modifier to the damage you deal with
any cleric cantrip.
Buy Loyalty
17th-level Trade Domain feature
You gain the ability to magically broker a deal with your
enemies. As an action, you can present your holy symbol
to force a creature within 60 feet of you that can hear and
understand you to make a Wisdom saving throw. Creatures
that can’t be charmed are immune to this feature. On a
failed save, you learn of an object the target desires most
and enter into a magical bargain with it, promising to fulfil
its desires within a day. If the creature desires no object, it
instead specifies an amount of gold or a task it wishes to
be completed.
For the next 24 hours, the creature is charmed by you.
While charmed in this manner, the creature is friendly to
you and your allies and will fight on your behalf, including
turning against its former allies (though this may require
a significantly larger, more costly reward). The creature
will act in your best interests and follow your spoken
commands, but won’t take part in an activity that would lead
to certain death.
If you provide the creature with its desire at the end of
the 24 hours, the effect ends and the creature is indifferent
towards you. The creature immediately turns hostile if you
fail to provide the promised reward, or if you or your allies
harm it while it is charmed. Once you use this feature, you
can’t use it again until you finish a long rest.
APOCALYPSE DOMAIN
Gods with the Apocalypse domain—such as Veles or the
White Goddess—promote fear, judgment, punishment,
and the end of all things. Their priesthoods often consider
themselves the messengers of that doom, and they work
to spread word of the coming end. Their gloomy, often
frightening message makes them unwelcome in many—
but not all—civilized places.
Domain Spells
Cleric Level |
Spells |
1 |
dissonant whispers, hellish rebuke |
3 |
enthrall, magic mouth |
5 |
fear, stinking cloud |
7 |
blight, phantasmal killer |
9 |
contact other plane, telekinesis |
RANTING RUIN
At 1st level, you learn the vicious mockery cantrip. You
also gain proficiency in either Arcana or Survival (your
choice), and you learn one of the following languages:
Ankeshelian, Caelmaran, Enochian, or Vos'ghaen.
CHANNEL DIVINITY: DAMNATION
Starting at 2nd level, you can use your Channel Divinity
to lash out at those who defy your deity's messenger. As an
action, you present your holy symbol while pronouncing
doom to unbelievers. Each hostile creature that can see
you and is within 30 feet of you takes 3d6 + your cleric level
necrotic damage, or half damage with a successful Wisdom
saving throw. A creature that has total cover from you is
not affected.
CHANNEL DIVINITY: WEIGHT OF GUILT
At 6th level, you can use your Channel Divinity to
manipulate a creature's thoughts. You can then use your
access to the creature's mind as leverage to interrogate it.
As an action, choose one creature that you can see within
60 feet of you. That creature must make a Wisdom saving
throw. If the saving throw is succeesful, you can't use this
feature on it again until you finish a long rest. If the saving
throw fails, you can bring the creature's guiltiest knowledge
to the surface of its mind and fill it with fear that it will
confess that knowledge. You get no hints to what this
knowledge is. The effect lasts 1 minute, during which you
can use your action to cast zone of truth on the creature
without expending a spell slot. Only the target of weight of
guilt is affected by the spell, and that target's saving throw
against the spell fails automatically.
DIVINE STRIKE
At 8th level, you gain the ability to infuse
your weapon strikes with necrotic energy.
Once on each of your turns when you hit a creature with
a weapon attack, you can cause the attack to deal an extra
1d8 necrotic damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
HERALD OF THE APOCALYPSE
At 17th level, you gain resistance to acid, fire, and poison
damage.
MOON DOMAIN
You are an initiate into the quiet mysteries of the moon
and the subtleties of the night. Your faith illuminates any
darkness you face.
Domain Spells
Cleric Level |
Spells |
1 |
Faerie fire, witch bolt |
3 |
crown of madness, moonbeam |
5 |
fear, hypnotic pattern |
7 |
compulsion, greater invisibility |
9 |
dream, hold monster |
MOON'S GRACE
When you select this domain at 1st level, you gain
proficiency in the Perception and Stealth skills, and you
don’t have disadvantage on Stealth checks from wearing
medium armor.
CHANNEL DIVINITY: NIGHT'S CHILL
Starting at 2nd level, you can use your Channel Divinity
to harness moonlight to banish magical light and deal
cold damage to your foes. By presenting your holy symbol
as an action, any magical light within 30 feet of you is
dispelled. Additionally, each hostile creature within 30 feet
of you takes (2d10 + your cleric level) cold damage, or half
damage with a successful Constitution saving throw. A
creature that has total cover from you is not affected.
LUMINESCENT AURA
At 6th level, you can emit a nimbus of light in a 30-foot
radius for a number of rounds equal to your cleric level.
This acts as a light spell but provides only dim illumination.
All weapons and ammunition are treated as silvered
while they're in the aura and for one round after leaving
it. Opponents that end their turn in the aura must make
a successful Dexterity saving throw or be limned in silver
light, identical in effect to a faerie fire spell, until the end of
their next turn.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 cold damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
THE MOONLIT WAY
Beginning at 17th level, anytime the moon is visible in the
sky, you can use an action to detect magical pathways and
portals such as fey roads, shadow roads, gate effects, and
the like. The portal must be within your line of sight and no
farther away from you than 120 feet. You must complete a
short or long rest before using this ability again.
Detected portals are visible to you, but you can point
out their locations to others. By spending a minute
concentrating on a portal detected with this ability, you
can sense the physical conditions around its destination.
HUNT DOMAIN
The Wild Hunt and other entities devoted to hunting
value champions who aid skillful hunters or who
lead hunts themselves. Similarly, deities focused
on protecting outlier settlements or who promote
strengthening small communities also value such
clerics. While these clerics might not have the utmost
capability for tracking and killing prey, their gods grant
them blessings to ensure successful hunts. These clerics
might use their abilities to ensure their friends and
communities have sufficient food to survive difficult
times, or they might enjoy the sport of pursuing and
slaying intelligent prey.
Domain Spells
Cleric Level |
Spells |
1 |
bloodhound, illuminate spoor |
3 |
instant snare, mark prey |
5 |
going in circles, tracer |
7 |
heart-seeking arrow, hunting stand |
9 |
harrying hounds, maim |
BLESSING OF THE HUNTER
At 1st level, you gain proficiency in Survival.
You can use your action to touch a willing
creature other than yourself to give it
advantage on Wisdom (Survival) checks.
This blessing lasts for 1 hour or until you use
this feature again.
BONUS PROFICIENCY
At 1st level, you gain proficiency with
martial weapons.
CHANNEL DIVINITY: HEART STRIKE
Starting at 2nd level, you can use your
Channel Divinity to inflict grievous wounds.
When you hit a creature
with a weapon attack,
you can use your
Channel Divinity to
add +5 to the attack’s
damage. If you score
a critical hit with the
attack, add +10 to the
attack’s damage instead.
PACK HUNTER
Starting at 6th level, when an ally within 30 feet of
you makes a weapon attack roll against a creature you
attacked within this round, you can use your reaction to
grant that ally advantage on the attack roll.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 damage of the same
type dealt by the weapon to the target. When you reach
14th level, the extra damage increases to 2d8.
DEADLY STALKER
At 17th level, you can use an action to describe or name
a creature that is familiar to you or that you can see
within 120 feet. For 24 hours or until the target is dead,
whichever occurs first, you have advantage on Wisdom
(Survival) checks to track your target and Wisdom
(Perception) checks to detect your target. In addition, you
have advantage on weapon attack rolls against the target.
You can’t use this feature again until you finish a short
or long rest.
Frost Domain
Gods of the cold and north, such as Auril, Iborighu,
Thrym, and Ulutiu, are, like their element, often severe
and demanding. These gods are not usually worshipped
for their benevolence, but instead prey upon those who
merely wish to survive the unforgiving tundra. Clerics to
these gods may not be the warmest people, but they are
often seen as saviors to northern settlements that rely
on their blessings. These boons are not free though,
and clerics of these gods may be sent to gather offer-
ings in return for helping people survive.
Domain Spells
Cleric Level |
Spells |
1 |
armor of agathys, fog cloud |
3 |
darkness, hold person |
5 |
sleet storm, slow |
7 |
fire shield, ice storm |
9 |
cone of cold, hold monster |
Bonus Proficiencies
1st-level Frost Domain feature
At 1st level, you gain proficiency with martial weapons
and heavy armor.
Biting Frost
1st-level Frost Domain feature
When you deal cold damage with a spell of 1st level or
higher, you may apply one of the following additional
effects to the spell:
• Your enemies’ limbs go numb. Creatures that take
damage from this spell have disadvantage on the next
weapon attack roll they make before the end of the next
turn.
• Your enemies begin to freeze in place. Creatures that
take damage from this spell have their speed halved
until the end of their next turn.
• Your enemies’ teeth chatter incessantly. Creatures
that take damage from this spell must succeed on a
Constitution saving throw against your spell save DC or
be unable to perform verbal components of spells until
the end of their next turn.
• Your spell’s temperature sinks even lower, a deep
freeze dangerous even for beings acclimated to the
cold. Creatures that take damage from this spell cannot
benefit from resistance to cold damage from this
casting of this spell.
Channel Divinity: Bitter Casting
2nd-level Frost Domain feature
You can use your Channel Divinity to alter your spells
and infuse them with the power of your god. If a spell
you cast would deal acid, fire, lightning, necrotic, or
radiant damage, you can use your Channel Divinity to
deal cold damage instead.
Channel Divinity: Blessing of the Hearth
2nd-level Frost Domain feature
You can use your Channel Divinity to protect you and
your allies from the harsh effects of arctic environ-
ments.
As an action, you present your holy symbol and
invoke your deity to bless you and your allies. A number
of creatures within 5 feet of you ignore the effects of
extreme cold (as described in chapter 5 of the Dungeon
Master’s Guide) for the next 8 hours.
Glacial Mantle
6th-level Frost Domain feature
You are blessed by the arctic elements. You gain resis-
tance to cold damage, and at the start of your turn, you
are enveloped by a protective barrier of ice which gives
you temporary hit points equal to half your cleric level
(rounded up).
Divine Strike
8th-level Frost Domain feature
You gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 cold damage. When you
reach 14th level, the extra damage increases to 2d8.
Frozen Form
17th-level Frost Domain feature
Your affinity with frost has reached its peak. You gain
immunity to cold damage and resistance to fire damage,
and moving through difficult terrain composed of ice or
snow doesn’t cost you extra movement.
Coffee Domain
Herbalists have long brewed teas and other remedies
to ease the body and sharpen the mind, but those time-
tested staples have steep competition for being the
preferred drink of choice. Coffee is a beverage with
powerful alchemical effects: it staves off sleep, boosts
concentration, and imparts a feeling of wakefulness and
inspiration. Everyone from commoners to archmagi has
come to enjoy the bitter warmth of this brew, so it’s no
small wonder that demigods, and eventually full-on godly
powers, have adopted coffee as a domain.
Gods of this domain include Vigil, Keeper of the
Morning, Twitsh, Lord of Streams, and Cinder, God of
Flame. However, many clerics turn to this domain without
an associated deity, taking up the mantle because they are
dependent, if not outright fixated, on coffee.
Domain Spells
Cleric Level |
Spells |
1 |
expeditious retreat, false life |
3 |
blur, enhance ability |
5 |
fly, haste |
7 |
divination, freedom of movement |
9 |
awaken, telekinesis |
Twitch Casting
As the magic of coffee strums down your nerves, you find
you can perform actions far quicker than normal. Starting
when you choose this domain at 1st level, when you cast
a spell that has a casting time of 1 action, you can change
the casting time to 1 bonus action for this casting. Once
you use this ability, you can’t use it again until you finish
a long rest.
Sleepless
Though the Gods of Coffee offer focus and productivity
with one hand, they steal away sleep with the other.
Beginning at 1st level, you require one less hour of sleep
than a normal member of your race and magic can’t put
you to sleep.
Channel Divinity: Java
Starting at 2nd level, you can use your Channel Divinity
as an action to invigorate the body and mind of a willing
creature you touch. The target instantly awakens, if
asleep. For the next minute, the target ignores all levels of
exhaustion, its speed increases by 10 feet, it has advantage
on Intelligence and Dexterity saving throws, and it can
take an additional action its turn. This action can only
be used to take the Attack (one weapon attack only) or
Disengage action.
When the effect ends, the target can’t move or take
actions until after its next turn, as a wave of lethargy
sweeps over it. Only one creature can be under the effects
of this Channel Divinity at a time and no creature can
benefit from the effects of this ability and the spell haste
at once.
Honed Focus
By 6th level, the near constant infusion of caffeine has
sharpened your memory and focus. Whenever you fail a
Constitution saving throw to maintain concentration on
a spell, you can use your reaction to reattempt the save,
maintaining your concentration on a success.
Divine Strike
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack
to deal an extra 1d8 fire damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Café Nation
Beginning at 17th level, you can share the power of
caffeination to your allies. When you cast the spell haste,
you can choose a number of targets within range equal
to your Wisdom modifier, each of which gains the effect
of the spell. If any of these targets are asleep, they are
instantly awoken. The spell’s effects last only until the
beginning of your next turn, after which the spell ends,
and no target suffers the “wave of lethargy” effect. If you
cast the spell using a spell slot of 7th level or higher, the
duration extends to 1d4 rounds.
Level | Prof Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | +2 | Spellcasting, Divine Domain | 3 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | +2 | Channel Divinity (x1), Divine Domain Feature | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | +2 | --- | 3 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | +2 | Ability Score Improvement | 4 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | +3 | Destroy Undead (cr 1/2) | 4 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | +3 | Channel Divinity (x2), Domain Feature | 4 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | +3 | --- | 4 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | +3 | Ability Score Improvement, Destroy Undead (cr 1), Domain Feature | 4 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | +4 | --- | 4 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | +4 | Destry Undead (cr 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | +5 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | +5 | Destry Undead (cr 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | +5 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | +6 | Destroy Undead (cr4), Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Channel Divinity (x3) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |