Unchained Cleric

by Aussifer

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Unchained Cleric

Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.

Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.

Creating a Cleric

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. Appendix B in the PHB 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?

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

Keepsake
d6 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig's whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runestone said to be blessed by your god

The Unchained Cleric is an unofficial homebrew publication created by /u/Ozzifer.


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The Cleric
— Spell Slots per Spell Level —
Level Proficiency
Bonus
Features Orisons
Known
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest),
Divine Domain feature
2 3 3
3rd +2 2 3 4 2
4th +2 Ability Score Improvement 2 4 4 3
5th +3 2 4 4 3 2
6th +3 Channel Divinity (2/rest),
Divine Domain feature
3 4 4 3 3
7th +3 3 4 4 3 3 1
8th +3 Ability Score Improvement 3 4 4 3 3 2
9th +4 3 4 4 3 3 3 1
10th +4 Divine Intervention 3 5 4 3 3 3 2
11th +4 Divine Domain feature 4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 5 4 3 3 3 2 1
13th +5 4 5 4 3 3 3 2 1 1
14th +5 Channel Divinity (3/rest) 4 5 4 3 3 3 2 1 1
15th +5 4 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 5 4 3 3 3 2 1 1 1
17th +6 4 5 4 3 3 3 2 1 1 1 1
18th +6 Divine Domain feature 5 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 5 4 3 3 3 3 2 2 1 1
Pantheons, Philosophies, or Forces

The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity. Some clerics might serve a whole pantheon, rather than a single deity, or instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments.

Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one.

The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.

Quick Build

You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiencies

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.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 of the PHB for the general rules of spellcasting, and "Cleric Spells" at the end of the class description for the cleric spell list.

Cantrips

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

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

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

Divine Domain

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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 features at 6th, 11th, and 18th level.

Domain Spells

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

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects known as divine orisons. You start with two such orisons: Turn Undead, and any one orison of your choice which is available to your domain. See "Channel Divinity" in your Divine Domain's description for the orisons available to your domain, and "Divine Orisons" at the end of the class description for the full list of Channel Divinity effects available to this class.

You learn an additional divine orison of your choice when you reach 6th, 11th, and 18th level in this class, as shown in the Orisons Known column of the cleric table. Each of these orisons must be available to your domain, as listed in the orison's description.

When you use your Channel Divinity, you choose which orison to invoke and produce its effect. You must then finish a short or long rest to use your Channel Divinity again.

You can't produce the effect of more than one divine orison at a time when you use your Channel Divinity, nor can you use your Channel Divinity more than once per turn.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 14th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Ability Score Improvement

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

 

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a shift in the divine powers you receive from your deity:

  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
  • Replace one of your chosen divine orisons with another orison available to your domain.

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, with no roll required.

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize and exemplify, and you are granted powers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus ("radiant") Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius ("healing"), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each domain's description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity. The options available for you to choose from are listed below.

 

  • The Arcana Domain, whose gods are acutely attuned to the power of arcane magic and its potential uses.
  • The Death Domain, whose gods govern over the forces of death and, sometimes, of undeath.
  • The Forge Domain, whose gods are the patrons of artisans, and masters of craft and material creation.
  • The Grave Domain, whose gods watch over the line between life and death, and the transition to the afterlife.
  • The Knowledge Domain, whose gods who value learning and understanding, and amass secrets and esoteric lore.
  • The Life Domain, whose gods promote health and vitality, and drive away the causes of death and undeath.
  • The Light Domain, whose gods are viewed as the ideals of truth and renewal, often by association with divine symbols such as the sun.
  • The Nature Domain, whose gods are the keepers and guardians of the world's varied lands on which civilization grows.
  • The Order Domain, whose gods favor law and discipline, and the enforcement of communal hierarchies.
  • The Peace Domain, whose gods inspire people to resolve conflicts without bloodshed.
  • The Tempest Domain, whose gods rule over the seas and skies, their wrath feared by follower and heretic alike.
  • The Trickery Domain, whose gods are mischief-makers who tilt the balance between order and chaos.
  • The Twilight Domain, whose gods preside over the passage between night and day as a source of comfort.
  • The Unity Domain, whose gods compel follows to band together in pursuit of a shared destiny.
  • The War Domain, whose gods observe their warriors and reward those who excel amidst the horrors of war.
  • The Zeal Domain, whose gods cultivate fervor and a thirst for glory in battle.

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

Domain Spells

You gain domain spells at the cleric levels listed in the Arcana Domain Spells table.

Arcana Domain Spells
Cleric
Level
Spells
1st detect magic, magic missile
3rd magic weapon, Nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund's secret chest
9th planar binding, teleportation circle

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Arcana skill.

Arcane Initiate

At 1st level, you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips, and they don't count against the number of cleric cantrips you know.

Channel Divinity: Arcana Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Arcane Abjuration. You can use your Channel Divinity to abjure otherworldly creatures.
  • Invoke Duplicity. You can use your Channel Divinity to create an illusory duplicate of yourself.
  • Read Thoughts. You can use your Channel Divinity to read a creature's thoughts, and then use your access to the creature's mind to command it.
  • Severance of Mind. You can use your Channel Divinity to disrupt the mind of a creature, momentarily splitting its psyche.

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 11th level, you can add your Wisdom modifier to the damage roll of any cleric spell you cast. Once you use this feature, you can't do so again until the start of your next turn.

Arcane Mastery

At 18th 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.

Death Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the Death Domain Spells table.

Death Domain Spells
Cleric
Level
Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

Bonus Proficiencies

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

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. For you, this cantrip counts as a cleric cantrip, and it doesn't count against the number of cleric cantrips you know.

Additionally, when you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range that are within 5 feet of each other.

Channel Divinity: Death Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Noxious Offering. You can use your Channel Divinity to envenom a weapon, making it deadlier.
  • Path to the Grave. You can use your Channel Divinity to mark another creature's life force for termination.
  • Scholarly Insight. You can use your Channel Divinity to analyze a creature's form and deduce its strengths and weaknesses.
  • Touch of Death. You can use your Channel Divinity to destroy another creature's life force by touch.

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and features ignores resistance to necrotic damage.

Blessed Strikes

Starting at 11th level, you gain the ability to infuse your strikes with divine energy. Once per turn when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage.

Improved Reaper

Starting at 18th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

Forge Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table.

Forge Domain Spells
Cleric
Level
Spells
1st catapult, identify
3rd heat metal, magic weapon
5th elemental weapon, tiny servant
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, a shield, 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 is a suit of armor or a shield) or a +1 bonus to attack and damage rolls (if it is a weapon).

Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity: Forge Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Artisan's Blessing. You can use your Channel Divinity to create simple items.
  • Diligent Requital. You can use your Channel Divinity to ameliorate fatigue and reinvigorate your allies.
  • Frenzied Assault. You can use your Channel Divinity to strike with savage desperation.
  • Radiance of the Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

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.

Empowered Attack

Starting at 11th level, you learn to channel your divine power into a frenzy of weapon strikes. Once on each of your turns when you take the Attack action, you can make an additional weapon attack as part of the same action. If you hit with this additional attack, you can cause all of the attack's damage to become fire damage.

Saint of Forge and Fire

At 18th 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. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Domain Spells

You gain domain spells at the cleric levels listed in the Grave Domain Spells table.

Grave Domain Spells
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, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Grave Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

 

  • Balm of Repose. You can use your Channel Divinity to make your very presence a soothing balm.
  • Cloak of Shadows. You can use your Channel Divinity to vanish.
  • Path to the Grave. You can use your Channel Divinity to mark another creature's life force for termination.
  • Touch of Death. You can use your Channel Divinity to destroy another creature's life force by touch.

Sentinel at Death's Door

At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 11th level, you can add your Wisdom modifier to the damage roll of any cleric spell you cast. Once you use this feature, you can't do so again until the start of your next turn.

Keeper of Souls

Starting at 18th 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 60 feet of you, you or one creature of your choice that is within 60 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.

Domain Spells

You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table.

Knowledge Domain Spells
Cleric
Level
Spells
1st command, identify
3rd augury, mind spike
5th intellect fortress, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in two of the following skills of your choice: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

You also learn two languages of your choice.

Blessings of Knowledge

At 1st level, you gain the ability to tap into a divine wellspring of knowledge. At the end of a long rest, you can choose one skill or tool. You become magically proficient with that skill or tool until the end of your next long rest.

Channel Divinity: Knowledge Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Arcane Abjuration. You can use your Channel Divinity to abjure otherworldly creatures.
  • Read Thoughts. You can use your Channel Divinity to read a creature's thoughts, and then use your access to the creature's mind to command it.
  • Scholary Insight. You can use your Channel Divinity to analyze a creature's form and deduce its strengths and weaknesses.
  • Severance of Mind. You can use your Channel Divinity to disrupt the mind of a creature, momentarily splitting its psyche.

Inquisitive Blessings

Starting at 6th level, your intellect and insights are divinely guided. Whenever you make an ability check that uses Intelligence or Wisdom and lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Potent Spellcasting

Starting at 11th level, you can add your Wisdom modifier to the damage roll of any cleric spell you cast. Once you use this feature, you can't do so again until the start of your next turn.

Visions of the Past

Starting at 18th 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 owner. 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 owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

 

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Life Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the Life Domain Spells table.

Life Domain Spells
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 Proficiencies

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

Disciple of Life

Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity: Life Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Balm of Repose. You can use your Channel Divinity to make your very presence a soothing balm.
  • Diligent Requital. You can use your Channel Divinity to ameliorate fatigue and reinvigorate your allies.
  • Nature's Bounty. You can use your Channel Divinity to bestow blessings of the wild upon your allies.
  • Preserve Life. You can use your Channel Divinity to heal the badly injured.

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.

Blessed Strikes

Starting at 11th level, you gain the ability to infuse your strikes with divine energy. Once per turn when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 radiant damage.

Supreme Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Light Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the Light Domain Spells table.

Light Domain Spells
Cleric
Level
Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th sickening radiance, wall of fire
9th flame strike, wall of light

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it, and it doesn't count against the number of cleric cantrips you know.

Warding Flare

Starting 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), and you regain all expended uses when you finish a long rest.

Channel Divinity: Light Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Artisan's Blessing. You can use your Channel Divinity to create simple items.
  • Consuming Fervor. You can use your Channel Divinity to channel your deity's power with unchecked ferocity.
  • Radiance of the Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
  • Twilight Sanctuary. You can use your Channel Divinity to refresh your allies with soothing twilight.

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 11th level, you can add your Wisdom modifier to the damage roll of any cleric spell you cast. Once you use this feature, you can't do so again until the start of your next turn.

Corona of Light

Starting at 18th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Nature Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the Nature Domain Spells table.

Nature Domain Spells
Cleric
Level
Spells
1st beast bond, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, guardian of nature
9th insect plague, tree stride

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. For you, this cantrip counts as a cleric cantrip, and it doesn't count against the number of cleric cantrips you know.

Channel Divinity: Nature Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Nature's Bounty. You can use your Channel Divinity to bestow blessings of the wild upon your allies.
  • Noxious Offering. You can use your Channel Divinity to envenom a weapon, making it deadlier.
  • Preserve Life. You can use your Channel Divinity to heal the badly injured.
  • Tailwind. You can use your Channel Divinity to bless your allies with favorable winds.

Dampen Elements

Starting at 6th level, when you or a creature within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to reduce that damage against the creature by half. If the creature takes damage of more than one type at a time, you choose which damage type to dampen.

Blessed Strikes

Starting at 11th level, you gain the ability to infuse your strikes with divine energy. Once per turn when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 acid, cold, fire, lightning, or thunder damage (your choice each time you deal this damage).

Master of Nature

At 18th level, you choose four spells from the druid spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

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. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, 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 guilds or 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.

Domain Spells

You gain domain spells at the cleric levels listed in the Order Domain Spells table.

Order Domain Spells
Cleric
Level
Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th dominate person, hold monster

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 Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Battle Hymn. You can use your Channel Divinity to deliver a bolt of inspiration to a warrior engaged in battle.
  • Emissary's Blessing. You can use your Channel Divinity to inspire diplomatic solutions.
  • Orderly Demand. You can use your Channel Divinity to exert an intimidating presence over others.
  • Severance of Mind. You can use your Channel Divinity to disrupt the mind of a creature, momentarily splitting its psyche.

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 (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Blessed Strikes

Starting at 11th level, you gain the ability to infuse your strikes with divine energy. Once per turn when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 psychic damage.

Order's Wrath

Starting at 18th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. When you hit a creature with a weapon attack on your turn, you can curse that creature until the start of your next turn. The first time on a turn that one of your allies hits the cursed creature with an attack, the target also takes 1d8 psychic damage.

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace — including Angharradh, Boldrei, Gaerdal Ironhand, and gods such as Rao of Greyhawk or Paladine of Dragonlance — inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Domain Spells

You gain domain spells at the cleric levels listed in the Peace Domain Spells table.

Peace Domain Spells
Cleric
Level
Spells
1st heroism, sanctuary
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, Otiluke's resilient sphere
9th greater restoration, Rary's telepathic bond

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 10 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 10 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

 

Channel Divinity: Peace Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Balm of Repose. You can use your Channel Divinity to make your very presence a soothing balm.
  • Emissary's Blessing. You can use your Channel Divinity to inspire diplomatic solutions.
  • Preserve Life. You can use your Channel Divinity to heal the badly injured.
  • Shared Burden. You can use your Channel Divinity to protect your allies using the strength of your shared bonds.

Protective Bond

At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 10 feet of the first can use its reaction take all the damage instead.

Potent Spellcasting

Starting at 11th level, you can add your Wisdom modifier to the damage roll of any cleric spell you cast. Once you use this feature, you can't do so again until the start of your next turn.

Expansive Bond

At 18th level, you perfect the delicate magical process involved in forging your bonds. The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 30 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Tempest Domain

Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, 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 seafarers, 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 encourage them to offer sacrifices of propitiation to avoid divine wrath.

Domain Spells

You gain domain spells at the cleric levels listed in the Tempest Domain Spells table.

Tempest Domain Spells
Cleric
Level
Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th lightning bolt, sleet storm
7th control water, ice storm
9th destructive wave, maelstrom

Bonus Proficiencies

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

Wrath of the Storm

Starting 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: Tempest Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Destructive Wrath. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
  • Frenzied Assault. You can use your Channel Divinity to strike with savage desperation.
  • Tailwind. You can use your Channel Divinity to bless your allies with favorable winds.
  • Violent Blessing. You can bestow your deity's blessing upon an ally to guide its strikes.

Thunderbolt Strike

Starting at 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet in any direction horizontally.

Empowered Attack

Starting at 11th level, you learn to channel your divine power into a frenzy of weapon strikes. Once on each of your turns when you take the Attack action, you can make an additional weapon attack as part of the same action. If you hit with this additional attack, you can cause all of the attack's damage to become lightning or thunder damage (your choice each time you deal this damage).

Stormborn

At 18th level, you have a flying speed equal to your current walking speed, and you can hover.

Trickery Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the Trickery Domain Spells table.

Trickery Domain Spells
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

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in martial weapons. You also gain proficiency in the Sleight of Hand or Stealth skill (your choice).

Blessing of the Trickster

Starting 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: Trickery Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Cloak of Shadows. You can use your Channel Divinity to vanish.
  • Invoke Duplicity. You can use your Channel Divinity to create an illusory duplicate of yourself.
  • Noxious Offering. You can use your Channel Divinity to envenom a weapon, making it deadlier.
  • Read Thoughts. You can use your Channel Divinity to read a creature's thoughts, and then use your access to the creature's mind to command it.

Disciple of Deceit

At 6th level, your shadowy misdeeds gain a divine benediction. When you make a Dexterity (Stealth) check to hide or a Charisma (Deception) check to lie, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Blessed Strikes

Starting at 11th level, you gain the ability to infuse your strikes with divine energy. Once per turn when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic or poison damage (your choice each time you deal this damage).

Soul of Deceit

Starting at 18th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities — such as Boldrei and Dol Arrah of Eberron; Helm, Ilmater, and Selûne of the Forgotten Realms; Celestian of Greyhawk; Mishakal of Dragonlance; and Yondalla of the halfling pantheon — bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Domain Spells

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table.

Twilight Domain Spells
Cleric
Level
Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, Leomund's tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead

Eyes of Night

Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share this darkvision, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to share it again.

Vigilant Blessing

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

Channel Divinity: Twilight Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Arcane Abjuration. You can use your Channel Divinity to abjure otherworldly creatures.
  • Cloak of Shadows. You can use your Channel Divinity to vanish.
  • Radiance of the Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
  • Twilight Sanctuary. You can use your Channel Divinity to refresh your allies with soothing twilight.

Steps of Night

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

Potent Spellcasting

Starting at 11th level, you can add your Wisdom modifier to the damage roll of any cleric spell you cast. Once you use this feature, you can't do so again until the start of your next turn.

Twilight Shroud

At 18th level, your twilight magic offers a protective embrace. Whenever you expend a use of your Channel Divinity, each creature of your choice within 10 feet of you gains advantage on all saving throws until the start of your next turn.

Unity Domain

A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength, justified in the belief that many hands working together accomplish more than one could ever hope to achieve alone. Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie.

Domain Spells

You gain domain spells at the cleric levels listed in the Unity Domain Spells table.

Unity Domain Spells
Cleric
Level
Spells
1st bless, shield of faith
3rd aid, enhance ability
5th beacon of hope, haste
7th freedom of movement, guardian of faith
9th circle of power, skill empowerment

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Persuasion skill.

Hand of Solidarity

Starting at 1st level, you can invoke your divine power to lift your allies to new heights in battle. You can take the Help action as a bonus action.

Additionally, when you use the Help action to aid an ally in attacking a creature, you can help two allies targeting the same creature within range. You can use this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Unity Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Diligent Requital. You can use your Channel Divinity to ameliorate fatigue and reinvigorate your allies.
  • Emissary's Blessing. You can use your Channel Divinity to inspire diplomatic solutions.
  • Preserve Life. You can use your Channel Divinity to heal the badly injured.
  • Shared Burden. You can use your Channel Divinity to protect your allies using the strength of your shared bonds.

Gestalt Anchor

Starting at 6th level, you can lend providence to your allies when they falter against foes. When a creature you can see within 30 feet of you fails a saving throw, you can use your reaction to add your Wisdom modifier (minimum of +1) to the roll, potentially turning it into a success.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blessed Strikes

Starting at 11th level, you gain the ability to infuse your strikes with divine energy. Once per turn when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 radiant damage.

Indomitable Defense

At 18th level, you gain resistance to two damage types of your choice. Whenever you finish a short or long rest, you can replace one of your chosen damage types with another from the same list.

As an action, you can temporarily forgo one of your damage resistances and transfer it to a willing creature you touch. That creature retains this damage resistance until the end of your next short or long rest, until you use this ability again, or until you reclaim it for yourself as a bonus action.

War Domain

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

Domain Spells

You gain domain spells at the cleric levels listed in the War Domain Spells table.

War Domain Spells
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 Proficiencies

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

Guided Strike

Starting at 1st level, your god guides your hand to allow you to strike with supernatural accuracy. When you make an attack roll, you can choose 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.

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: War Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Battle Hymn. You can use your Channel Divinity to deliver a bolt of inspiration to a warrior engaged in battle.
  • Frenzied Assault. You can use your Channel Divinity to strike with savage desperation.
  • Scholarly Insight. You can use your Channel Divinity to analyze a creature's form and deduce its strengths and weaknesses.
  • Violent Blessing. You can bestow your deity's blessing upon an ally to guide its strikes.

War God's Magic

Starting at 6th level, divine magic fuels your attacks. When you cast a cleric cantrip using your action, you can make one weapon attack as a bonus action.

Empowered Attack

Starting at 11th level, you learn to channel your divine power into a frenzy of weapon strikes. Once on each of your turns when you take the Attack action, you can make an additional weapon attack as part of the same action. If you hit with this additional attack, you can cause all of the attack's damage to become radiant damage.

Avatar of Battle

At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Zeal Domain

Zealotry of faith is an intrinsic sibling to the ceremonial worship of a god. Followers clamor for the attention and approval of their chosen deity, the desire to be praised for their devotion overwhelming, and they spread word of their religion through dedication to scripture and demonstrations of dutiful belief.

Gods of zeal, most often those with a close association to personifications of passion and fury, are those who take the greatest pleasure in the fervent actions of the worshipful. They cultivate and nurture a following that at times blurs the line between an established path to the afterlife and a cult of personality, the teachings of which drive many to reckless acts.

Domain Spells

You gain domain spells at the cleric levels listed in the Zeal Domain Spells table.

Zeal Domain Spells
Cleric
Level
Spells
1st command, searing smite
3rd branding smite, magic weapon
5th fireball, haste
7th compulsion, wall of fire
9th destructive wave, immolation

Bonus Proficiencies

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

Relentless Advance

At 1st level, you learn to harness and control your divine fervor on the battlefield. When you hit a creature with a weapon attack, you can push the target up to 10 feet away from you if it is Large or smaller, and you can then move up to 10 feet toward the creature as part of the same attack.

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: Zeal Domain

At 2nd level, your choice of domain grants you access to additional ways to use your Channel Divinity. You learn one divine orison of your choice, which must either be one available to every domain (see "Divine Orisons" at the end of the class description) or one of the following orisons:

  • Battle Hymn. You can use your Channel Divinity to deliver a bolt of inspiration to a warrior engaged in battle.
  • Consuming Fervor. You can use your Channel Divinity to channel your deity's power with unchecked ferocity.
  • Frenzied Assault. You can use your Channel Divinity to strike with savage desperation.
  • Orderly Demand. You can use your Channel Divinity to exert an intimidating presence over others.

Fanatical Focus

Starting at 6th level, the divine power that fuels your magic can protect you. If you fail a saving throw, you can reroll it and must use the new roll.

Once you use this feature, you can't do so again until you finish a short or long rest.

Empowered Attack

Starting at 11th level, you learn to channel your divine power into a frenzy of weapon strikes. Once on each of your turns when you take the Attack action, you can make an additional weapon attack as part of the same action. If you hit with this additional attack, you can cause all of the attack's damage to become fire or radiant damage (your choice each time you deal this damage).

Blaze of Glory

Starting at 18th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by a creature you can see, even if you would be killed outright, you can use your reaction to delay falling unconscious or dying, moving up to your speed toward the creature and making one melee weapon attack against it, provided your movement brings it within your reach. You make this attack with advantage. If the attack hits, the target takes an extra 4d10 radiant damage and an extra 4d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can't use it again until you finish a long rest.

Divine Orisons

The list of divine orisons below is presented in alphabetical order. You can choose an orison only if your Divine Domain is listed as one of the orison's available domains, or if the orison is available to every domain (such as Turn Undead or Harness Divine Power).

If an orison has prerequisites (such as those for the Channel Positive Energy orison), you must meet those prerequisites in order to learn the orison. If you ever lose or fail to qualify for the prerequisites to an orison, you can't use that orison until you regain the prerequisite.

Arcane Abjuration

Divine Domains: Arcana, Knowledge, and Twilight


You can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table below.

Arcane Banishment
Cleric Level Banishes Creatures of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Artisan's Blessing

Divine Domains: Forge and Light


You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," of the PHB for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Balm of Repose

Divine Domains: Grave, Life, and Peace


You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1). A creature can receive this healing only once whenever you take this action.

Battle Hymn

Divine Domains: Order, War, and Zeal


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

Channel Negative Energy

Divine Domains: Every domain
Prerequisite: A cleric of neutral or evil alignment


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

Channel Positive Energy

Divine Domains: Every domain
Prerequisite: A cleric of neutral or good alignment


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

Cloak of Shadows

Divine Domains: Grave, Trickery, and Twilight


You can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Consuming Fervor

Divine Domains: Light and Zeal


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

Destructive Wrath

Divine Domains: Tempest


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

Diligent Requital

Divine Domains: Forge, Life, and Unity


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

Emissary's Blessing

Divine Domains: Order, Peace, and Unity


You can use your Channel Divinity to inspire diplomatic solutions. As an action, you touch your holy symbol and another willing creature, granting them a holy blessing which lasts for 10 minutes. Once before the blessing ends, the creature can gain a +10 bonus on a Charisma (Persuasion) check it makes, and the blessing then ends. The creature makes this choice after seeing the roll, but before learning of the result.

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

Frenzied Assault

Divine Domains: Forge, Tempest, War, and Zeal


You can use your Channel Divinity to strike with savage desperation. When you make your first attack on your turn, you can grant yourself advantage on all attack rolls you make until the end of the turn.

Harness Divine Power

Divine Domains: Every domain


You can use your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

 

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

Invoke Duplicity

Divine Domains: Arcana and Trickery


You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

After you reach 18th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Nature's Bounty

Divine Domains: Life and Nature


You can use your Channel Divinity to bestow blessings of the wild upon your allies. As an action, you present your holy symbol and invoke the name of your deity, selecting up to five friendly creatures you can see within 30 feet of you. You and the chosen creatures all gain one of the following benefits of your choice for 1 hour:

  • The creature gains a swimming speed of 30 feet, and it can breathe underwater.
  • The creature gains a climbing speed of 30 feet, and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • The creature gains resistance to poison damage, and has advantage on saving throws against poison.

After you reach 18th level, you can choose two benefits to grant to every chosen recipient, instead of one.

Noxious Offering

Divine Domains: Death, Nature, and Trickery


You can use your Channel Divinity to envenom a weapon, making it deadlier. As a bonus action, you touch one weapon or piece of ammunition, infusing it with a special poison which lasts for 1 minute. Immediately after a creature is hit with an attack using that weapon or ammunition, the target takes poison damage equal to 2d8 + your cleric level, and the poison vanishes from the weapon or ammunition.

After you reach 18th level, a creature that takes the poison damage of your Noxious Offering is poisoned until the end of its next turn.

 

 

Orderly Demand

Divine Domains: Order and Zeal


You can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Path to the Grave

Divine Domains: Death and Grave


You can use your Channel Divinity to mark another creature's life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Preserve Life

Divine Domains: Life, Nature, Peace, and Unity


You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

 

 

Radiance of the Dawn

Divine Domains: Forge, Light, and Twilight


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

Read Thoughts

Divine Domains: Arcana, Knowledge, and Trickery


You can use your Channel Divinity to read a creature's thoughts, and then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Scholarly Insight

Divine Domains: Death, Knowledge, and War


You can use your Channel Divinity to analyze a creature's form and deduce its strengths and weaknesses. As an action, choose one creature that you can see within 60 feet of you. Make a Wisdom (Insight) check contested against the creature's Charisma (Deception) check. If your check succeeds, you learn if the target has any damage vulnerabilities, resistances, or immunities, and what they are. You also learn whether the target is your equal, superior, or inferior in regard to one ability score of your choice.

If your check fails, you gain no insight into the target's statistics, and the target becomes immune to this ability for 24 hours.

Severance of Mind

Divine Domains: Arcana, Knowledge, and Order


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

Shared Burden

Divine Domains: Peace and Unity


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

Tailwind

Divine Domains: Nature and Tempest


You can use your Channel Divinity to bless your allies with favorable winds. As an action, you present your holy symbol and choose a number of willing creatures you can see within 30 feet of you (which can include yourself), up to a number equal to your proficiency bonus. A chosen recipient gains the following benefits for 1 minute or until it is incapacitated or dies:

  • The creature's speed increases by 10 feet.
  • The creature can use a bonus action to gain advantage on ability checks made to avoid or escape a grapple until the end of the turn.

Touch of Death

Divine Domains: Death and Grave


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

Turn Undead

Divine Domains: Every domain


You can use your Channel Divinity to reject the presence of undead creatures or destroy them. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when an undead fails its saving throw against your Turn Undead feature, the undead instantly destroyed if its challenge rating is equal to or below a certain threshold, as shown in the Destroy Undead table below.

Destroy Undead
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

Twilight Sanctuary

Divine Domains: Light and Twilight


You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die.

When the sphere appears and as an action on each of your subsequent turns while it lasts, you can grant the following benefits to any number of creatures of your choice (including you) within the sphere's area:

  • The creature gains temporary hit points equal to 1d6 + your cleric level.
  • You end one effect on the creature causing it to be charmed or frightened.

After you reach 18th level, you and your allies also have half cover while in the sphere created by your Twilight Sanctuary.

Violent Blessing

Divine Domains: Tempest and War


You can bestow your deity's blessing upon an ally to guide its strikes. When an ally within 30 feet of you makes an attack roll, you can use your reaction to grant that ally a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Cleric Spells

The list of cleric spells below is presented in alphabetical order, sorted by spell level. The spell list notes which cleric spells are rituals, and spells which were not originally included in the cleric spell list are written in bolded italics.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Xanathar's Guide to Everything) or two asterisks (a spell in Tasha's Cauldron of Everything).

List of Spells

Cantrips (0 Level)
  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead *
  • Word of Radiance *
1st Level
  • Bane
  • Bless
  • Cause Fear *
  • Ceremony (ritual) *
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic (ritual)
  • Detect Poison and Disease (ritual)
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink (ritual)
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Augury (ritual)
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Enhance Ability
  • Find Traps
  • Gentle Repose (ritual)
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • See Invisibility
  • Silence (ritual)
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Feign Death (ritual)
  • Glyph of Warding
  • Life Transference *
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone (ritual)
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sening
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud **
  • Tongues
  • Water Walk (ritual)
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Compulsion
  • Control Water
  • Death Ward
  • Divination (ritual)
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape
5th Level
  • Commune (ritual)
  • Contagion
  • Dawn *
  • Dream
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon *
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Summon Celestial *
  • Wall of Light *
6th Level
  • Blade Barrier
  • Create Undead
  • Find the Path
  • Forbiddance (ritual)
  • Harm
  • Heal
  • Heroes' Feast
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Project Image
  • Regenerate
  • Resurrection
  • Sequester
  • Symbol
  • Temple of the Gods *
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Maze
  • Sunburst
9th Level
  • Astral Projection
  • Gate
  • Imprisonment
  • Mass Heal
  • Power Word Heal
  • True Resurrection

 

Class Changes

As an elementary archetype of roleplaying games and a mainstay of all editions of D&D, the cleric represents a theoretically complete and role-appropriate class with little need for additional features, as opposed to other classes such as the fighter or rogue. Changes to the class's basic features are therefore based upon achieving greater flexibility with the divine powers granted to each cleric in the form of their Channel Divinity options. Slight alterations to the feature progression of the class have also been made to ensure that more cleric levels provide new tools relating to the cleric's chosen Divine Domain, which forms a cornerstone of each cleric's individual character identity.

Divine Domain. The cleric's choice of subclass now provides features at 1st, 2nd, 6th, 11th, and 18th level, rather than at 1st, 2nd, 6th, 8th, and 17th level. The nature of each domain's affinity to certain Channel Divinity effects has been changed significantly (see below). The 8th-level features Potent Spellcasting and Divine Strike have also been rebalanced, as detailed below. Finally, a new subclass, the Unity Domain, has been added.

Divine Domain: Channel Divinity. This feature has been changed significantly, in order to incorporate the changes made to the Channel Divinity feature of the base cleric class (see below). The cleric only gains this feature in its description at 2nd level, although the benefits it provides are increased at 6th, 10th, and 18th level.

Divine Domain: Potent Spellcasting. A cleric that gains this feature through its domain gains it at 11th level, instead of 8th level. The feature's bonus to damage applies to any cleric spell, but no more than once between the start of each of the cleric's turns.

Divine Domain: Blessed Strikes. This feature replaces the Divine Strike feature of some cleric domains, and a cleric that gains this feature through its domain gains it at 11th level, instead of 8th level. The feature now grants a bonus to the damage of any attack, once per turn (previously, it applied only to weapon attacks); in exchange, the extra damage is set to 1d8, and does not increase to 2d8 at 14th level.

 

Divine Domain: Empowered Attack. This feature replaces the Divine Strike feature of some cleric domains, and a cleric that gains this feature through its domain gains it at 11th level, instead of 8th level. This is a new feature which is intended for the domains which lean most heavily towards martial combat.

Channel Divinity. When the cleric gains this feature, they gain the Turn Undead effect as normal, but the effects gained by way of their Divine Domain choice have been changed (see below), and they no longer automatically gain Harness Divine Power at 2nd level. The cleric now gains their third use of Channel Divinity between rests at 14th level (previously 18th level). The cleric can no longer use their Channel Divinity more than once per turn.

Channel Divinity: Divine Orisons. Individual Channel Divinity effects are now referred to as "divine orisons", to provide a simple reference point when describing individual effects. With one exception, a single orison is no longer unique to a divine domain; instead, the full list of orisons appears at the end of the class description (see below), and the cleric chooses which orisons to gain at certain levels, based partially upon their choice of domain.

Each cleric domain has a list of available orisons to choose from, choosing one at 2nd level, and another at 6th, 10th, and 18th level (for a total of five, including the Turn Undead orison they receive at 2nd level). Some orisons are available to clerics of any and every domain, while others are restricted only to certain domains which are thematically appropriate for the orison. Each domain's 2nd-level Channel Divinity feature lists the four orisons which are restricted to that domain.

Ability Score Improvement. Instead of only replacing one of their cleric cantrips, the cleric can now also use levels in which they gain this feature to replace one of their divine orisons (see above) with another one available to their domain.

Destroy Undead. This feature's benefits have automatically been incorporated into the Turn Undead Channel Divinity effect (see below), to accommodate the changes to the Channel Divinity feature.

Arcana Domain

The changes to the Arcana Domain are listed below.

Bonus Proficiencies. This feature includes the skill proficiency formerly gained from Arcane Initiate (see below).

Arcane Initiate. The aspect of this feature that granted a skill proficiency has been moved to Bonus Proficiencies, in order to standardize the list of features gained by each domain at 1st level.

Forge Domain

The changes to the Forge Domain are listed below.

Domain Spells. At 1st level, the cleric gains access to the spell catapult, instead of searing smite. At 5th level, they gain access to the spell tiny servant, instead of protection from energy.

Blessings of the Forge. This feature can now be used to augment a shield.

Grave Domain

The changes to the Grave Domain are listed below.

Sentinel at Death's Door. This feature can now be used between long rests a number of times equal to the cleric's proficiency bonus, instead of the cleric's Wisdom modifier (a minimum of once).

Knowledge Domain

The changes to the Knowledge Domain are listed below.

Domain Spells. At 3rd level, the cleric gains access to the spell mind spike, instead of suggestion. At 5th level, they gain access to the spell intellect fortress, instead of nondetection.

Bonus Proficiencies. Renamed from Blessings of Knowledge (see below), this feature is otherwise unchanged.

Blessings of Knowledge. Renamed from Knowledge of the Ages (formerly a Channel Divinity option), this feature now grants the cleric one skill or tool proficiency of their choice between long rests, instead of having a duration of 10 minutes.

Inquisitive Blessings. This is a new feature, which replaces the former 6th-level feature Channel Divinity: Read Thoughts.

Light Domain

The changes to the Light Domain are listed below.

Domain Spells. At 7th level, the cleric gains access to the spell sickening radiance, instead of guardian of faith. At 9th level, they gain access to wall of light, instead of scrying.

Nature Domain

The changes to the Nature Domain are listed below.

Domain Spells. At 1st level, the cleric gains access to the spell beast bond, instead of animal friendship. At 7th level, they gain access to guardian of nature, instead of grasping vine.

Bonus Proficiencies. This feature adopts some of the benefits of Acolyte of Nature (see below).

Acolyte of Nature. This feature no longer grants the cleric a skill proficiency from an available list, which has been moved to Bonus Proficiencies in order to standardize the list of features gained by each domain at 1st level.

Dampen Elements. This feature now specifies how its effect is resolved when multiple damage types are present.

Master of Nature. This feature grants the cleric a druid spell each of 6th, 7th, 8th, and 9th level. Previously, the feature augmented the functions of Channel Divinity: Charm Animals and Plants (which has been removed entirely).

Order Domain

The changes to the Order Domain are listed below.

Order's Wrath. The cleric can curse a creature with this feature's effect when they hit with any weapon attack. Previously, the curse could only be laid when the cleric used their Divine Strike (which has been replaced).

Peace Domain

The changes to the Peace Domain are listed below.

Emboldening Bond. This feature's range limit is now 10 feet, instead of 30 feet, and cleric can use the feature a number of times equal to their Wisdom modifier (a minimum of once), instead of their proficiency bonus.

Protective Bond. The second bonded creature must now be within 10 feet to use its reaction, and it no longer teleports as part of that reaction.

Expansive Bond. This feature's range limit is now 30 feet, instead of 60 feet.

Tempest Domain

The changes to the Tempest Domain are listed below.

Domain Spells. At 9th level, the cleric gains access to the spell maelstrom, instead of insect plague.

Stormborn. This feature grants a flying speed regardless of environment, and the cleric can hover.

Trickery Domain

The changes to the Trickery Domain are listed below.

Bonus Proficiencies. This is a new feature, added to the subclass in order to standardize the list of features gained by each domain at 1st level.

Disciple of Deceit. This is a new feature, which replaces the former 6th-level feature Channel Divinity: Cloak of Shadows.

Soul of Deceit. This feature, which is identical to the Mastermind roguish archetype feature of the same name, replaces the former 17th-level feature Improved Duplicity (which is now an inborn effect of the divine orison Invoke Duplicity).

Twilight Domain

The changes to the Twilight Domain are listed below.

(Bonus Proficiencies.) The Bonus Proficiencies feature has been removed; the cleric no longer gains additional proficiencies, in order to standardize the list of features gained by each domain at 1st level.

Twilight Shroud. This feature now grants benefits to certain creatures after the cleric expends a use of their Channel Divinity. Its former effect, which improved Channel Divinity: Twilight Sanctuary, is now an inborn effect of that divine orison.

War Domain

The changes to the War Domain are listed below.

Guided Strike. The cleric gains this feature, formerly a Channel Divinity option, at 1st level, instead of 2nd level, and it can now be used a number of times between long rests equal to the cleric's Wisdom modifier (a minimum of once).

War God's Magic. This is a new feature, which replaces the former 6th-level feature Channel Divinity: War God's Blessing.

Zeal Domain

The changes to the Zeal Domain are listed below.

Domain Spells. At 1st level, the cleric gains access to the spell command, instead of thunderous smite. At 3rd level, they gain access to branding smite, instead of shatter. At 7th level, they gain access to compulsion and wall of fire, instead of fire shield and freedom of movement. At 9th level, they gain access to immolation, instead of flame strike.

 

Relentless Advance. This feature is intended to assimilate some aspects of both Priest of Zeal and Resounding Strike, which have otherwise been removed entirely.

Fanatical Focus. This feature, which is nearly identical to the Zealot barbarian path feature of the same name, replaces the former 6th-level feature Resounding Strike.

Blaze of Glory. This feature's extra damage rolls are both 4d10, instead of 5d10.

Channel Divinity

The changes to individual Channel Divinity effects (also known as "divine orisons") are listed below.

Balm of Repose. Renamed from Balm of Peace, this orison is otherwise unchanged.

Battle Hymn. Renamed from War Priest, this orison was formerly unique to the War Domain. It now allows the recipient creature to make an additional attack as part of the Attack action; previously, it allowed the cleric to follow the Attack action with a weapon attack as a bonus action.

Consuming Fervor. Formerly unique to the Zeal Domain, this orison is now used for fire or radiant damage (previously fire or thunder damage).

Invoke Duplicity. This orison now also improves at 18th level, as per the previous effect of Improved Duplicity.

Nature's Bounty. This is a new orison, which replaces the Charm Animals and Plants orison formerly unique to the Nature Domain (widely considered an underwhelming feature).

Turn Undead. This orison automatically includes the benefits of the "Destroy Undead" feature once the cleric reaches 5th level.

Twilight Sanctuary. Formerly unique to the Twilight Domain, this orison's benefits are granted once when the sanctuary appears, and can be reactivated as an action on the cleric's turn. Previously, the orison's benefits could be applied automatically at the end of each recipient creature's turns, repeatedly and without cost (widely considered to be overwhelmingly powerful in its utility). This orison now also improves at 18th level, as per the previous effect of Twilight Shroud.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Bob Kehl (© Art of Bob Kehl; pg 7)
  • Elisa Serio / "ESerioArt" (@ ArtStation; cover)
  • Ilmari Kumpunen (@ ArtStation; pg 20)
  • Michael Blackesley (@ Pinterest; pg 18)
  • Vasyling (@ DeviantArt; pg 13)
  • Wizards of the Coast (© Wizards; pg 2, 5, 10, 16, 23)

Thank You ...

... for taking the time to read this reimagining of the Cleric class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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