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# Cleric
##### Cleric Subclasses | Divine Domain | Description | |:----|:-------------| | [Art Domain](#p2) | Acts as a divine muse and master of creativity | | [Civilization Domain](#p3) | Emulates the community and protection of civilization | | [Dream Domain](#p4) | Puts foes to sleep and then haunts their dreams | | [Fortune Domain](#p5) | Sways luck in favor of them and their companions | | [Hearth Domain](#p6) | Spreads the warmth and comfort of fire | | [Hunting Domain](#p7) | Marks, stalks, and traps prey | | [Love Domain](#p8) | Protects allies and pacifies enemies, embraces the many facets of love | | [Moon Domain](#p9) | Reflects radiating light and channels the mystic properties of moons| | [Sea Domain](#p10) | Sails the waves and harnesses their power | | [Threshold Domain](#p11) | Travels instantly via teleportation and creates barriers to stop others' egress | | [Wealth Domain](#p12) | Promotes prosperity in deeds and material wealth | | [*A Song of Ice and Fire:* Drowned God Domain](#p13) | Altered Sea Domain focusing more on combat | | [*A Song of Ice and Fire:* Lord of Light Domain](#p14) | Light Domain with different Domain Spells |
\pagebreakNum ### Art Domain Gods of art, such as the Muses, Apollo, Xochipilli, and Saraswati, hold sway over a bevy of different skills including crafts, dancing, drawing, music, painting, poetry, pottery, sculpture, smithing, storytelling, theatre, and weaving. From the beginning of peoples, these skills have been used to communicate, entertain, and inspire. A cleric of the Art Domain uses their divine and natural gifts to shepherd the creation of art, either through their own works or through inspiring others. #### Domain Spells *1st-level Art Domain feature* You gain domain spells at the cleric levels listed in the Art Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Art Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *color spray, silent image* | | 3rd | *enhance ability, pyrotechnics
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* | | 5th | *major image, sending* | | 7th | *fabricate, stone shape* | | 9th | *animate objects, creation* | >##### Variant: Alternative Spells > For players who do not have access to *Elemental Evil Player's Companion*, the art domain spell *pyrotechnics* can be replaced with *enthrall*. #### Bonus Proficiencies *1st-level Art Domain feature* You gain proficiency with eight of your choice of the artisan's tools and musical instruments. #### Muse *1st-level Art Domain feature* You learn the *guidance* cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, you can cast it as a bonus action, and the spell's die is now a d6. #### Channel Divinity: Divine Inspiration *2nd-level Art Domain feature* You can use your Channel Divinity to become endowed with divine inspiration. The next ability check you make in the next hour with an artisan's tool or musical instrument with which you are proficient is automatically a 20 on the d20 roll. #### Improved Muse *6th-level Art Domain feature* The die rolled for your *guidance* cantrip becomes a d8. It becomes a d10 at 11th level and d12 at 17th level. In addition when you cast the *guidance* cantrip, the target can immediately use its reaction and choose to either stand up from prone or move up 10 feet. This movement doesn’t provoke opportunity attacks. #### Potent Spellcasting *8th-level Art Domain feature* You add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Enrapturing Performance *17th-level Art Domain feature* You may enrapture with an artistic display. As an action, you may make a performance. Any creature of your choice within 60 feet that can see or hear must make a Wisdom saving throw against to your cleric spell save DC. On a failure, the targets are at disadvantage on all attack rolls, ability checks, and saving throws for 1 minute or until you no longer take an action on subsequent turns to concentrate on the performance (as if on a spell). \pagebreakNum ### Civilization Domain From walls and laws, farming and crafting, arts and science, civilization has ushered the advancement of those able to grow beyond their primitive lives. The ability to carve out a piece of land to provide protection from capricious nature in order to share ideas, support one another, and foster progress, is the greatest gift bestowed by the gods. Gods of this domain can represent all of civilization, Enki, or some part such as law, Eunomia, or trade, Yacatecuhtli, or can be the god of a particular city, Athena or Chenghuangshen. #### Domain Spells *1st-level Civilization Domain feature* You gain domain spells at the cleric levels listed in the Civilization Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Civilization Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *command, unseen servant* | | 3rd | *calm emotions, locate object* | | 5th | *Leomund's tiny hut, tongues* | | 7th | *fabricate, stone shape* | | 9th | *animate objects, wall of stone* | #### Bonus Proficiencies *1st-level Civilization Domain feature* You gain proficiency with with heavy armor, martial weapons, vehicles (land), and History. #### Security and Community *1st-level Civilization Domain feature* You can emulate the protection and comfort of a city anywhere. When you finish a long rest, you can choose a number of creatures equal to your proficiency bonus. Chosen creatures gain temporary hit points equal to your cleric level plus your Wisdom modifier. #### Channel Divinity: Navigate City *2nd-level Civilization Domain feature* You can use your Channel Divinity to get directions to a place in civilization. You can specify a particular location or establishment or the nearest general one (such as an inn or butcher's shop), but it can't be secret, hidden, or outside of civilization. After spending 1 minute in prayer focusing on the location, you sense the direction to it for up to 2 hours. The directions won't be a straight line, but will instead follow the layout of the streets and alleys of the city. When starting outside civilization, it directs you to roads or trails and around natural hazards when possible. In either case, since you are using the best possible route, your travel speed is doubled while following the directions. #### Channel Divinity: Turn Uncivilized *6th-level Civilization Domain feature* You can use your Channel Divinity to guard society from primitive creatures. As an action, you present your holy symbol and speak a prayer censuring the uncivilized of the Material Plane. Each beast, monstrosity, ooze, and plant 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. #### Divine Strike *8th-level Civilization Domain feature* You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. #### Heart of Civilization *17th-level Civilization Domain feature* You are always connected to civilization: * When you walk, it's as if roads form beneath your feet. Moving through nonmagical difficult terrain costs you no extra movement. * You are better protected by the advancements of progress. While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. \pagebreakNum ### Dream Domain Deities who rule over sleep and dreams—such as the Oneiroi, Nott, Breksta, and Somnus—hold sway every night over the diurnal and every day over the nocturnal. Sleep is where we draw life and power and where we are most vulnerable. Dreams are where prophecies can arise and deep seated fears and desires reside. Dream Domain clerics draw their power from these enigmatic and powerful processes, and through their devotion to their god, wander the waking world with wisdom. #### Domain Spells *1st-level Dream Domain feature* You gain domain spells at the cleric levels listed in the Dream Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Dream Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *alarm, sleep* | | 3rd | *darkness, silence* | | 5th | *catnap
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, feign death* | | 7th | *divination, hallucinatory terrain* | | 9th | *dream, greater restoration* | >##### Variant: Alternative Spells > For players who do not have access to *Xanathar's Guide to Everything*, the dream domain spell *catnap* can be replaced with *hypnotic pattern*. #### Nightmare *1st-level Dream Domain feature* You can hurt creatures through their dreams. As an action, you can deal psychic damage to an unconscious creature equal to your Wisdom modifier + your cleric level. This damage does not end the target's unconsciousness if it normally would. 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: Sleep Touch *2nd-level Dream Domain feature* You can use your Channel Divinity to put a creature to sleep. As an action, you touch a creature with your holy symbol and whisper a divine word. The creature must succeed on a Constitution saving throw or fall unconscious. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer unconscious. If it fails this save at the end of its turn three times consecutively, it remains unconscious for 10 minutes. It wakes up at any point if it takes any damage. \columnbreak #### Waking Life *6th-level Dream Domain feature* You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch. #### Divine Strike *8th-level Dream Domain feature* You gain the ability to infuse your weapon 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. #### Somnambulist *17th-level Dream Domain feature* You may attempt to control a sleeping humanoid. As an action, you may cast the *dominate person* spell without expending a spell slot targeting only a sleeping humanoid. On a failed save, the target remains asleep, but you may control it as if it were awake, and it appears awake to any who interact with it. The spell lasts for the duration of the creature's normal slumber (the approximate time will be made known to you after successfully casting the spell). The target cannot be forcibly wakened from this sleep unless it ends the spell by succeeding a Wisdom saving throw from being damaged. Upon waking, it remembers none of its actions of what it did in its sleep, except perhaps as a fuzzy dream. Once you use this feature, you must finish a long rest before you can use it again. \pagebreakNum ### Fortune Domain Gods of the Fortune Domain are always worshiped, whether by everyday folk who wish to improve their lot in life, hapless saps hoping for a break, vindictive souls praying misfortune on others, or fatalist followers who welcome any destiny. And of course they are particular favorites of gamblers and those who enjoy games of chance. As long as one's successes are not solely determined by one's skills, people will always be praying for good luck. And even then, those not so skilled would need the gods of fortune even more just to compete. As with luck itself fortune deities can be good, bad, or indifferent. Deities of good fortune include Caerus, Lakshmi, and Rundas, while those of bad fortune comprise Likho, Jyestha, and Kalfu, with Manat and Fortuna being both. #### Domain Spells *1st-level Fortune Domain feature* You gain domain spells at the cleric levels listed in the Fortune Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Fortune Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *bane, bless* | | 3rd | *augury, fortune's favor
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* | | 5th | *bestow curse, counterspell* | | 7th | *confusion, death ward* | | 9th | *circle of power, dominate person* | >##### Variant: Alternative Spells > For players who do not have access to *Explorer's Guide to Wildemount*, the fortune domain spell *fortune's favor* can be replaced with *enhance ability*. #### Roll of Fate *1st-level Fortune Domain feature* You are divinely blessed each day. When you finish a long rest, roll a d20. The number you roll becomes your fortune number until you finish a long rest. Whenever you roll that number on a d20 when making an attack roll, saving throw, or ability check, treat it as if you had rolled a 20 on the die. Greater fortune or misfortune occurs upon rolling a 1 or 20. If you roll a 1, you instead don't get a fortune number. If you roll a 20, roll again to get a different fortune number and gain one fortune die. You may expend a fortune die before you make an attack roll, saving throw, or ability check in order to make the roll with advantage. \columnbreak #### Channel Divinity: Good or Bad Luck *2nd-level Fortune Domain feature* You can use your Channel Divinity to bring luck to those around you. As an action, you hold aloft your holy symbol and speak a prayer of good or bad fortune (your choice) which creates an undetectable 30-foot-radius sphere surrounding you until the start of your next turn. If you choose good fortune, creatures other than you have advantage on attack rolls, saving throws, and ability checks while within the sphere. If you choose bad fortune, creatures other than you have disadvantage instead. #### Mitigate Misfortune *6th-level Fortune Domain feature* You can undo a possibly unlucky scenario. Whenever a creature you can see within 30 feet of you rolls a 1 on an attack roll, saving throw, or ability check, you may use your reaction to have the creature reroll the die. The creature must use the new roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. #### Potent Spellcasting *8th-level Fortune Domain feature* You add your Wisdom modifier to the damage you deal with any cleric cantrip. #### A Little Lucky *17th-level Fortune Domain feature* Fortune smiles on all you do. You gain a +1 bonus to every attack roll, saving throw, and ability check you make. \pagebreakNum ### Hearth Domain Hestia, Chantico, Matka Gabia, Vesta, Jowangshin, Ocak iyesi, Kojin -- there have been numerous deities and spirits who oversaw hearths and the fires that light them. Seemingly extravagant for what is simply a stone fireplace. But a hearth is a vital fixture to making a dwelling a home. It grants heat against the cold, a means to prepare meals, and a place to gather with family or, in communal halls and public houses, strangers. As such, a hearth represents care, comfort, and community. Worshipers of this domain not only harness fire, but share the security and warmth that fire can provide. #### Domain Spells *1st-level Hearth Domain feature* You gain domain spells at the cleric levels listed in the Hearth Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Hearth Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *alarm, burning hands* | | 3rd | *branding smite, lesser restoration* | | 5th | *beacon of hope, create food and water* | | 7th | *Mordenkainen's private sanctum, wall of fire* | | 9th | *flame strike, hallow* | #### Unstoppable Fire *1st-level Hearth Domain feature* You gain the *fire bolt* and *produce flame* cantrips. They count as cleric cantrips for you and don't count against your number of cantrips known. In addition, you can have a spell you cast ignore resistance or immunity to fire damage. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. #### Channel Divinity Healing Flame *2nd-level Hearth Domain feature* You can use your Channel Divinity to create a healing flame. As an action, you hold aloft your holy symbol and invoke a prayer of holy warmth Choose one creature within 60 feet of you. The creature becomes aflame with holy fire for 1 minute. While aflame in this way, the creature sheds bright light in an area of 20 feet and dim light in an area 20 feet beyond that, is resistant to fire and cold damage, and regains hit points equal to half your cleric level at the start of each of its turns. #### Hearth and Home *6th-level Hearth Domain feature* You can invoke the benevolence of your deity to make a space as comforting as a home. At the start of a short or long rest, you touch a point in space, and a hearth and fire materialize in the spot with an invisible, 30-foot-radius sphere of magic surrounding it. Total cover blocks the sphere. The light of the fire isn't visible outside the sphere, nor can its heat be felt or the sound of the wood cracking and popping be heard. The atmosphere inside the sphere is comfortable, dry, and toasty, warm regardless of the weather outside. Once during the rest, a creature may use an action to peer into the fire to look for potential danger. The image of the nearest hostile creature within 500 feet of the fire appears in the flame for 1 minute. A creature that completes a short rest in the sphere regains hit points equal to 1d8 plus your proficiency bonus, and a creature that completes a long rest in the sphere has its exhaustion level reduced by one. The hearth, fire, and sphere vanish at the end of the rest or when you leave the sphere. #### Potent Spellcasting *8th-level Hearth Domain feature* Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Return Home *17th-level Hearth Domain feature* You can always find your way back home. You always have the *word of recall* spell prepared and it doesn't count against the number spells you can prepare each day. In addition to a sanctuary you have designated, you may use the spell to teleport to any location you have used your Hearth and Home feature within the last 7 days. In addition, a creature that completes a long rest in the sphere created by your Hearth and Home feature automatically succeeds any saving throw required upon completing that rest. \pagebreakNum ### Hunting Domain Since the first creatures existed, hunting has been a way of life. Tracking, stalking, and slaying another creature for sustenance is a universal experience for creatures of all walks of life. And the gods that taught how to hunt, tended the beasts that were hunted, or were simply extraordinary hunters themselves were there too. As a follower of the Hunting Domain, you honor your ancestors and their survival by achieving glory in the hunt. There are many gods of hunting, such as Artemis, Woden, leader of the Great Hunt, Oshosi, Mixcoatl, Neith, Sedna, and Rudra. They all have varied beliefs in their domain from only caring about slaying prey to respecting the creatures we must kill to survive. #### Domain Spells *1st-level Hunting Domain feature* You gain domain spells at the cleric levels listed in the Hunting Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Hunting Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *entangle, hunter's mark* | | 3rd | *locate animals or plants, see invisibility* | | 5th | *glyph of warding, meld into stone* | | 7th | *locate creature, Mordenkainen's faithful hound* | | 9th | *conjure volley, hold monster* | #### Bonus Proficiencies *1st-level Hunting Domain feature* You gain proficiency with martial weapons and Survival. #### Mark Prey *1st-level Hunting Domain feature* You gain special benefits when you designate a creature as your prey. When you cast the *hunter's mark* spell, the spell does not require concentration, and your attacks against the target count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Channel Divinity: Stalker *2nd-level Hunting Domain feature* You can use your Channel Divinity to quietly pursue your quarry. As an action, you silently pray for assistance. For the next hour, you gain a bonus to your Dexterity (Stealth) checks equal to your Wisdom modifier, and you and creatures within 30 feet of you cannot be tracked except by magical means and are able move stealthily while traveling at a fast pace. \columnbreak #### Channel Divinity: Hunting Trap *6th-level Hunting Domain feature* You can use your Channel Divinity to set a divine trap. Over the course of 1 minute, you can trap four 5-foot squares of your choice in an area within a 100-foot square centered on you. The squares remain trapped for 8 hours. The first time a creature enters a trapped square, the trap is sprung (you may designate certain creatures to not be able to trigger the trap). The creature must succeed on a Strength saving throw or become restrained for 1 minute. It may use its action on its turn to make a Strength saving throw, ending the condition on a success. #### Divine Strike *8th-level Hunting Domain feature* You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. #### Improved Mark Prey *17th-level Hunting Domain feature* Your magic allows to become a master hunter. When you cast *hunter's mark*, you always know the distance and direction to the target, the target has disadvantage on Wisdom (Perception) checks to notice you, and the extra damage dealt increases to 3d6. \pagebreakNum ### Love Domain Love can take on many forms. Friendship for those who earn our devotion. Romance for those who ignite our passions. Compassion for a stranger in need. Sympathy for a person with troubles. It can manifest itself in physical desires as well, shepherding life through sex and birth. But in all its form, love and its deities - Aphrodite, Cupid, Kama, Ishtar - are a prominent aspect of every creature’s life. As a follower of a god of love, your creed is one of bringing these aspects of love to your fellow beings. #### Domain Spells *1st-level Love Domain feature* You gain domain spells at the cleric levels listed in the Love Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Love Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *charm person, sanctuary* | | 3rd | *calm emotions, enthrall* | | 5th | *beacon of hope, mass healing word* | | 7th | *Mordenkainen's private sanctum*, *Otiluke’s resilient sphere* | | 9th | *dispel evil and good, mass cure wounds* | #### Compassion *1st-level Love Domain feature* Whenever you would regain hit points, you may instead choose a creature within 60 feet to regain the hit points instead. You may do this 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: Allure *2nd-level Love Domain feature* You can use your Channel Divinity to become more alluring. For the next 10 minutes, any creature who is within 30 feet of you and who is not in combat with you must succeed on a Wisdom saving throw or be charmed by you for the duration or until you deal damage to it. While charmed, a creature treats you as the most interesting and captivating creature it has ever met. If the creature succeeds on its saving throw, it is immune to this effect for 24 hours. If a creature fails on its saving throw, it is at disadvantage against saves to be charmed by you for 24 hours. \columnbreak #### Channel Divinity: Peace *6th-level Love Domain feature* You can use your Channel Divinity to force a temporary armistice. As an action, you hold up your holy symbol and utter a prayer of pacification forcing each creature within 60 feet to succeed on a Charisma saving throw or be charmed by every other creature that also failed its saving throw for 1 minute. A creature can choose to fail this saving throw. #### Lovely *8th-level Love Domain feature* When an effect of yours would charm someone, your save DC gains a +1 bonus. When you reach 14th level, this bonus increases to +2. #### Sympathy *17th-level Love Domain feature* a creature hurts when it causes you pain. Anytime a creature damages you, it takes psychic damage equal to half the damage it dealt to you (rounded down), as long as you haven't attacked or dealt damage to that creature since your last short or long rest. \pagebreakNum ### Moon Domain The moon is one of the most revered and important celestial bodies. Many worlds may have multiple moons, and the domain can encompass all of them, but usually there is a single moon -- the largest or closest to the world -- that most civilizations recognize as the moon. This moon shines a light in the darkness and gives a method by which to track the days and seasons. In addition, the moon has many noted mystical influences. The cycles of the moon provide much in the ways of magic influencing lycanthropy and madness. Clerics of the Moon Domain worship not only the moon but the deity who represents it, although in many cases they are on and the same. Tsukuyomi-no-Mikoto, Chang'e, Thoth, and Su'en are lunar deities, while Selene, Luna, Chandra, and Metztli are both lunar deities and the moon itself. #### Domain Spells *1st-level Moon Domain feature* You gain domain spells at the cleric levels listed in the Moon Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Moon Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *guiding bolt, sleep* | | 3rd | *darkness, moonbeam* | | 5th | *aura of vitality, daylight* | | 7th | *aura of life, confusion* | | 9th | *contact other plane, dream* | #### Bonus Cantrip *1st-level Moon Domain feature* You gain the *light* cantrip if you don’t already know it. #### Reflect *1st-level Moon Domain feature* You can act as the moon reflecting light. Whenever you or a creature within 10 feet of you deals radiant damage to a target, you may use your reaction to deal additional radiant damage equal to your Wisdom modifier to the target. #### Channel Divinity: Wax and Wane *2nd-level Moon Domain feature* You can use your Channel Divinity to increase or diminish the light around you. As an action, you hold up your holy symbol and pray for the light or the dark. If you prayed for the light, the area in a 30-foot radius around you turns any darkness into dim light. If you prayed for the dark, the area in a 30-foot radius around you turns any dim light into darkness. This effect lasts 1 hour. \columnbreak #### Channel Divinity: Lunacy *6th-level Moon Domain feature* You can use your Channel Divinity to recreate the maddening effects of the moon. As an action, you hold up your holy symbol and direct a beam of light to a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or be afflicted with a short-term madness for 1 minute as determined by the Short-Term Madness table (pg. 259 of the *Dungeon Master's Guide*). The target may make a Wisdom saving throw at the end of each of its turns, ending the effect on a success. The target is at disadvantage on these saving throws if it is in direct moonlight. #### Potent Spellcasting *8th-level Moon Domain feature* You add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Improved Reflect *17th-level Moon Domain feature* Your ability to redirect radiant light improves. You can use your Reflect feature whenever a creature within 30 feet of you deals radiant damage, and it no longer requires your reaction to use. \pagebreakNum ### Sea Domain The sea is a bringer of many things. It can bring food to the fisherman. It can bring adventure to the sailor. It can bring trade to the merchant. It can bring destruction with its storms. Many cultures honor the sea for what it brings. And many fear it for the same. A cleric of the Sea Domain draws their power from the sea’s many forms, worshiping one of the many sea or water deities—Mazu, Neptune, Susanoo, Tangaroa, Njord, Davy Jones, among them. #### Domain Spells *1st-level Sea Domain feature* You gain domain spells at the cleric levels listed in the Sea Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Sea Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *create or destroy water, fog* | | 3rd | *gust of wind, locate animals and plants* | | 5th | *tidal wave
EE
, water breathing* | | 7th | *control water, freedom of movement* | | 9th | *control winds
EE
, maelstrom
EE
* | >##### Variant: Alternative Spells > For players who do not have access to *Elemental Evil Player's Companion*, the sea domain spells *tidal wave*, *control winds*, and *maelstrom* can be replaced with *water walk*, *cone of cold*, and *destructive wave* respectively. #### Bonus Proficiencies *1st-level Sea Domain feature* You gain proficiency with vehicles (water) and martial weapons. #### Sea Life *1st-level Sea Domain feature* You can sense the direction to the location of the nearest body of land if on the water or the nearest body of water if on land. Additionally, you can breathe water, and your swimming speed equals your walking speed. #### Channel Divinity: Water Armor *2nd-level Sea Domain feature* You can use your Channel Divinity to create a magical shielding of water. As an action, you can touch a willing creature and utter a prayer of protection giving it resistance to fire damage for 1 hour. \columnbreak #### Channel Divinity: Deluge *6th-level Sea Domain feature* You can use your Channel Divinity to summon a flood of water. As an action, you present your holy symbol and call forth a deluge of water into a 10-foot square or 5-foot by 20-foot line (your choice) within 60 feet of you. Each creature of size Huge or smaller in the area must succeed on a Strength saving throw or be pushed 25 feet in one direction of your choice and knocked prone. The water also pushes any objects not being worn or carried 25 feet in the same direction and puts out any fire or flame in the area. #### Divine Strike *8th-level Sea Domain feature* You gain the ability to infuse your weapon 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 bludgeoning damage to the target and drench it in water. When you reach 14th level, the extra damage increases to 2d8. #### Servant of the Sea *17th-level Sea Domain feature* You may cast the *conjure elemental* spell to summon a water elemental without expending a spell slot or providing material components. When casting it this way, it takes an action to cast, and the spell does not require concentration. Once you use this feature, you must finish a long rest before you can use it again. \pagebreakNum ### Threshold Domain The transition of passing from one area to another can be one of the most important undertakings of a person's life. Whether crossing into a home, or through cities walls, onto another plane, or moving from this life to the afterlife, it is the threshold that creates this separation. Doors, portals, walls, and even the barriers that exist between languages and cultures are all under the purview of such deities as Ganesha, Hecate, Janus, Legba, Munjeon, and the Menshen. Clerics following this domain honor these thresholds, both as a means of protection and of traversing the worlds. #### Domain Spells *1st-level Threshold Domain feature* You gain domain spells at the cleric levels listed in the Threshold Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Threshold Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *comprehend languages, protection from good and evil* | | 3rd | *arcane lock, knock* | | 5th | *blink, Leomund's tiny hut* | | 7th | *banishment, guardian of faith* | | 9th | *banishing smite, teleportation circle* | #### Hidden Gateways *1st-level Threshold Domain feature* You can access intrinsic arcane pathways that exist in the world. As an action, you may teleport up to 30 feet away to an unoccupied place you can see. 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: Liminal Barrier *2nd-level Threshold Domain feature* You can use your Channel Divinity to create a magical barrier. As an action, you hold aloft your holy and speak a prayer of barring, creating an invisible barrier at a point within 30 feet of you. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Only creatures you choose can cross the barrier. The barrier lasts for 10 minutes. \columnbreak #### Improved Hidden Gateways *6th-level Threshold Domain feature* When you use your Hidden Gateway feature, the range increases to 60 feet and can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "20 feet straight downward" or "upward to the northwest at a 45- degree angle, 30 feet." #### Divine Strike *8th-level Threshold Domain feature* You gain the ability to infuse your weapon 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. When you reach 14th level, the extra damage increases to 2d8. #### Supreme Gateway *17th-level Threshold Domain feature* You can create a small network of portals. By concentrating for 8 hours (as if on a spell), you can create a 20-foot diameter portal within in 15 feet of you. This portal is only visible to creatures of your choice and creatures with truesight and can be sensed through *detect magic*. Creatures of your choice can enter the portal using 5 feet of movement and exit another portal of your creation of their choice even if it is on another plane of existence. If you create another portal while you have a number of portals created equal to your Wisdom modifier, one of the portals of your choice disappears. \pagebreakNum ### Wealth Domain Not merely pertaining to material wealth, the Wealth Domain also deals with good fortune and prosperity in life. Wealth gods are obviously worshiped for a chance of success and luxury. Many view clerics of the Wealth Domain as greedy opportunists looking to push the scales in their favor. And while this may be true for some, in reality many wish to succeed in a harsh, difficult world or believe that prosperity and wealth can be shared by all. Wealth Domain clerics honor deities that aid them in their successes such as Pluto, Lakshmi, Jambhala, Caishen, Abundantia, and Vesunna. #### Domain Spells *1st-level Wealth Domain feature* You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Wealth Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *bless, unseen servant* | | 3rd | *aid, arcane lock* | | 5th | *beacon of hope, spirit guardians* | | 7th | *aura of purity, Leomund's secret chest* | | 9th | *creation, raise dead* | #### Bonus Proficiencies *1st-level Wealth Domain feature* You gain proficiency with heavy armor and one gaming set of your choice. #### Prosperity *1st-level Wealth Domain feature* You can increase a creature's chances to prosper. When a creature within 30 feet of you makes an ability check, attack roll, or saving throw, you may use your reaction to give them advantage on the roll. You must do this before you see the roll. You may 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: Appraisal *2nd-level Wealth Domain feature* You can use your Channel Divinity to better assess the value of an object. As an action, you wave your holy symbol over an object. You learn if the object is cursed, its relative value, and anything you would learn from the *identify* spell. Also, for the next hour if you make a Charisma (Persuasion) check related to buying or selling the object, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. \columnbreak #### Monetary Exchange *6th-level Wealth Domain feature* You can save money by substituting gold for material components. When a spell requires material components of a specified value, you may instead provide the value in gold pieces (or other coinage) as opposed to the actual object itself, and the value in gold you provide is one-quarter lower than the cost listed. #### Potent Spellcasting *8th-level Wealth Domain feature* You add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Hoard *17-level Wealth Domain feature* You, and only you, have access to a pocket dimension the size of a 200 foot cube. As an action, you can create a portal to your pocket dimension in an unoccupied space within 10 feet of you. Creatures you allow can expend 5 feet of movement to move through the portal and enter the pocket dimension at the location of your choosing. Alternatively, you can retrieve an object from the pocket dimension as an action. Any gold you keep in this pocket dimension magically increases in value. For every 100 gold pieces you keep in the pocket dimension for 30 days, 1 gold piece is added to the pocket dimension. If you are dead, you may have the contents of your pocket dimension reappear at a predetermined location of your choosing or the nearest unoccupied space from the predetermined location. \pagebreakNum >##### A Song of Ice and Fire Subclasses > This subclass is from a series of subclasses based on the culture and world of *A Song of Ice and Fire* and *Game of Thrones*, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world. > > You can find more subclasses inspired by *A Song of Ice and Fire* [here.](https://www.gmbinder.com/share/-M2WBteiJDpu1uL4ZBpe) ### A Song of Ice and Fire: Drowned God Domain The ironborn were made by the Drowned God to dominate the waters of the earth through reaving, raping, and seeking glory in blood and song. He will not suffer cowards but has given every brave man "a gift", something in which he excels. While all true ironborn worship the Drowned God, his priests and clerics wear mottled robes of green, grey, and blue and braid dried seaweed through their long hair and untrimmed beard. Clerics will drink sea water from time to time, and some eat only fish and bathe only in sea water. These clerics perform a baptism of salt water to symbolically drown a person as a means to give themselves to the Drowned God. Some clerics actually drown the disciple and then bring them back to life, using the "kiss of life". Not everyone is successfully revived, however. #### Domain Spells *1st-level Drowned God Domain feature* You gain domain spells at the cleric levels listed in the Drowned God Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Drowned God Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *fog, wrathful smite* | | 3rd | *enthrall, gust of wind* | | 5th | *tidal wave
EE
, water breathing* | | 7th | *control water, freedom of movement* | | 9th | *control winds
EE
, maelstrom
EE
* | >##### Variant: Alternative Spells > For players who do not have access to *Elemental Evil Player's Companion*, the drowned god domain spells *tidal wave*, *control winds*, and *maelstrom* can be replaced with *water walk*, *cone of cold*, and *destructive wave* respectively. #### We Do Not Sow *1st-level Drowned God Domain feature* You gain proficiency with vehicles (water), heavy armor, and martial weapons. #### Sea Life *1st-level Drowned God Domain feature* You have advantage on Wisdom (Medicine) checks to stabilize a drowned creature. Additionally, you can breathe water, and your swimming speed equals your walking speed. #### Channel Divinity: The Iron Price *2nd-level Drowned God Domain feature* You can use your Channel Divinity to pillage from the weak. As an action, choose an object that you can see within 30 feet of you that a creature is holding, carrying, or wearing. The creature must succeed on a Strength saving throw or the object teleports to your hands. #### Channel Divinity: Deluge *6th-level Drowned God Domain feature* You can use your Channel Divinity to summon a flood of water. As an action, you present your holy symbol and call forth a deluge of water into a 10-foot square or 5-foot by 20-foot line (your choice) within 60 feet of you. Each creature of size Huge or smaller in the area must succeed on a Strength saving throw or be pushed 25 feet in one direction of your choice and knocked prone. The water also pushes any objects not being worn or carried 25 feet in the same direction and puts out any fire or flame in the area. #### Divine Strike *8th-level Drowned God Domain feature* At 8th level, you gain the ability to infuse your weapon 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 bludgeoning damage to the target and drench it in water. When you reach 14th level, the extra damage increases to 2d8. #### What is Dead May Never Die *17th-level Drowned God Domain feature* Your ceremonial drowning has given you protection from death. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead and gain 10 temporary hit points. Each time you use this feature after the first, the DC and temporary hit points increase by 5. When you finish a short or long rest, the DC and temporary hit points gained reset to 10. \pagebreakNum ### A Song of Ice and Fire: Lord of Light Domain R'hllor is also known as the Lord of Light, the Heart of Fire, the God of Flame and Shadow but is commonly referred in Westeros as the Red God. While very prominent in Essos, the Lord of Light has but a small yet devoted following in the Seven Kingdoms. These clerics of the R'hllor, or red priests and priestesses, are blessed with divination through pyromancy and the ability to resurrect the dead. R'hllor, the god of light, fire, and life, is locked in an eternal battle over the fate of the world with the Great Other, the god of darkness, ice, and death. This battle will only end when the legendary hero Azor Ahai returns wielding his flaming sword Lightbringer and defeats the white walkers and their Long Night once again. Red priests light pyres in worship of the light and pray that Azor will return soon for the night is dark and full of terrors. #### Domain Spells *1st-level Lord of Light Domain feature* You gain domain spells at the cleric levels listed in the Lord of Light Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Lord of Light Domain Spells | Cleric Level | Spell | |:----:|:-------------| | 1st | *burning hands, disguise self* | | 3rd | *flame blade, scorching ray* | | 5th | *daylight, fireball* | | 7th | *divination, wall of fire* | | 9th | *flame strike, raise dead* | #### Bonus Cantrip *1st-level Lord of Light Domain feature* When you choose this domain at 1st level, you gain one cantrip of your choice from the *create bonfire*, *light*, or *produce flame* cantrips. The cantrip counts as a cleric cantrip for you but doesn't count against your number of cantrips known. >##### Light Domain Variant: Lord of Light Domain > The Lord of Light Domain follows the Light Domain almost exactly with some changes to the Domain Spells and a choice of the bonus cantrip gained. See the *Player's Handbook* for the rest of the features listed.