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Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con Modifier
Hit Points at Higher Levels: d8 + Con Modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.   Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?


Class Features

Choose one domain related to your deity. 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 three such effects: Turn Undead, Harness Divine Power, 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. 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 1st-level spell slot.

Channel Divinity: Harness Divine Power

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 1st-level spell slot.    

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 Destroy Undead table.  
Cleric Level Destroys Undead of CR..
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
 

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.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a mace OR a warhammer (if proficient)
  • scale mail OR leather armor OR chain mail (if proficient)
  • a light crossbow and 20 bolts OR any simple weapon
  • a priest’s pack OR an explorer’s pack
  • a shield and a holy symbol

 


Spellcasting

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.  

Cantrips

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

Spellcasting Ability

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

Ritual Casting

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

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.


Subclass Options

Life Domain

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrci).
Cleric Level Spells
1st Bless, Cure wounds
3rd Lesser restoration, Spiritual Weapon
5th Beacon of hope, Revivify
7th Death ward, Guardian of faith
9th Mass cure wounds, Raise dead

Bonus Proficiency

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

Disciple of 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 oftheir gods' discerning vision, charged with chasing away lies and burning away darkness.
Cleric Level Spells
1st Burning hands, Faerie fire
3rd Flaming sphere, Scorching ray
5th Daylight, Fireball
7th Guardian of faith, Wall of fire
9th Flame strike, Scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.  

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.
Cleric Level Spells
1st Animal friendship, Speak with animals
3rd Barkskin, Spike growth
5th Plant growth, Wind wall
7th Dominate beast, Grasping vine
9th Insect plauge, 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 a society or an institution and strict obedience to the laws governing it. The domain is favored by clerics who use it to benevolently maintain and enforce the law, or exploit law and order for their own personal gain. Gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forsetti, and Asmodeus.   The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.   Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
Cleric Level Spells
1st Command, Heroism
3rd Hold person, Zone of truth
5th Mass healing word, Slow
7th Compulsion, Locate creature
9th 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 drive 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.  

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.
Cleric Level Spells
1st Fog cloud, Thunderwave
3rd Gust of wind, Shatter
5th Call lightning, Sleet storm
7th Control water, Ice storm
9th Destructive wave, Insect plague

Bonus Proficiencies

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

Wrath of the Storm

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

Channel Divinity: Destructive Wrath

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

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.
Cleric Level Spells
1st Charm person, Disguise self
3rd Mirror image, Pass without trace
5th Blink, Dispel magic
7th Dimension door, Polymorph
9th Dominate person, Modify memory

Blessing of the Trickster

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.
Cleric Level Spells
1st Divine favor, Shield of faith
3rd Magic weapon, Spiritual weapon
5th Crusader's mantle, Spirit guardians
7th Freedom of movement, Stoneskin
9th Flame strike, Hold monster

Bonus 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.  

Blood Domain

The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.
Cleric Level Spells
1st Sleep, Ray of sickness
3rd Ray of enfeeblement, Crown of madness
5th Haste, Slow
7th Blight, Stoneskin
9th Dominate person, Hold monster

Bonus Proficiency

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

Bloodletting Focus

From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.  

Channel Divinity: Blood Puppet

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will.   As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.  

Channel Divinity: Crimson Bond

Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.   As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.   During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.   Once this connection ends, the Crimson Bond is lost.  

Sanguine Recall

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.   For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.  

Vascular Corruption Aura

At 17th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.   For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).   Once you use this feature, you can’t use it again until you finish a long rest.  

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.   The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Cleric Level Spells
1st Detect magic, Magic missile
3rd Magic weapon, Nystul's magic aura
5th Dispell magic, Magic circle
7th Arcane eye, Leomund's secret chest
9th Planar binding, Teleportation circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.  

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.   As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.   Cleric LevelBanishes Creature of CR..5th1/2 or lower8th1 or lower11th2 or lower14th3 or lower17th4 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. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Cleric Level Spells
1st Identify, Searing smite
3rd Heat metal, Magic weapon
5th Elemental weapon, Protection from energy
7th Fabricate, Wall of fire
9th Animate objects, Creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.  

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.   Once you use this feature, you can’t use it again until you finish a long rest.  

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.   You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.   The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.   The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.  

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:   • You gain resistance to fire damage.   • While wearing heavy armor, you gain a +1 bonus to AC.  

Divine Strike

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

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:   • You gain immunity to fire damage.   • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.  

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
Cleric Level Spells
1st Bane, False life
3rd Gentle repose, Ray of enfeeblement
5th Revivify, Vampiric touch
7th Blight, Death ward
9th 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.  

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. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Cleric Level Spells
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with dead
7th Arcane eye, Confusion
9th Legend lore, Scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your gain expertise in both of those skills, doubling your proficiency bonus.  

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 ie 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.  

Gravity Domain

The gods of the gravity are patrons of old forgotten clans of scholars living in todays Karnos Ursus, even before it elevation. The gods of the gravity teach that, after every step and jump, even the strongest fall on the Deia ground. Clerics of these deities are scarce, civilization developed aroundtheir worship long gone. Those who remain search ruins for any information regarding their ancestors, spread knowledge of their gods, track and crush any objects defing the gravity. Followers of these gods take great pride in their minds, and they are willing to lecture any even slighlty intrigued possible followers.  
Cleric Level Spells
1st Earth Tremor, Jump
3rd Gust of Wind, Web
5th Erupting Earth, Slow
7th Guardian of Faith, Locate Creature
9th Hallow, Bigby's Hand

Bonus Cantrip

When you choose this domain at 1st level, you gain Mold Earth cantrip if You don't already know it.  

Blessing of the Force

At 1st level as an action, you can magically alter the weight of one object or creature within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends.   While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal and it has disadvantage on Strendght checks and saving throws. While the weight of the creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and saving throws.   Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller, and Gargantuan or smaller on level 20.  

Channel Divinity: Black Hole

Starting at 2nd level, you can use your Channel Divinity to group people and objects together.   As an action you present your holy symbol, and characters in 15 feet radius sphere centered on the point within 60 feet of you need to succeed on a Strength saving throw or be pulled to the center of the point and take 2d12 bludgeoning damage. Characters larger than ones affected by your Blessing of the Force got advantage on their saving throw.  

Gravity Well

At 6th level you've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a 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  

Saint of Gravity

Starting at 17th level, you can use your action to activate an aura of intense that lasts for 1 minute or until you dismiss it using another action. Any enemies within 30-foot radius gain disadvantage to their Strength & Dexterity saving throws, and their speed is reduced by half.


LevelProficiencyFeat PointsFeaturesCantrips KnownSpell Slots per Spell Level
1+2+1Spellcasting, Divine Domain31st: 2
2+2+1Channel Divinity (1/rest), Divine Domain Feature31st: 3
3+2+1-31st: 4, 2nd: 2
4+2+1-41st: 4, 2nd: 3
5+3+1Destroy Undead (CR 1/2)41st: 4, 2nd: 3, 3rd: 2
6+3+1Channel Divinity (2/rest), Divine Domain Feature41st: 4, 2nd: 3, 3rd: 3
7+3+1-41st: 4, 2nd: 3, 3rd: 3, 4th: 1
8+3+1Destroy Undead (CR 1), Divine Domain Feature41st: 4, 2nd: 3, 3rd: 3, 4th: 2
9+4+1-41st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1
10+4+1Divine Intervention51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2
11+4+1Destroy Undead (CR 2)51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1
12+4+1-51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1
13+5+1-51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1
14+5+1Destroy Undead (CR 3)51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1
15+5+1-51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1
16+5+1-51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1
17+6+1Destroy Undead (CR 4), Divine Domain Feature51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1, 9th: 1
18+6+1Channel Divinity (3/rest)51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 1, 7th: 1, 8th: 1, 9th: 1
19+6+2-51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 2, 7th: 1, 8th: 1, 9th: 1
20+6+1Divine Intervention Improvement51st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 2, 7th: 2, 8th: 1, 9th: 1

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