D&D 5e The Complete Overhaul: The Cleric Subclasses Revised

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???'s D&D 5e Complete Overhaul

The Revised Cleric Subclasses

Introduction

Aim

Cleric is, in my opinion, one of if not the strongest class in DnD 5e. Unique in the classes of dnd however, it doesn't gain a lot of its power from its subclasses. This is mostly due to the power and versatility of the cleric spell list witch leads to none of the subclasses really being bad, because at the end of the day you are still playing a cleric. That being said, some of the subclasses are very strong, such as twilight domain, and others provide not much more than just flavour, such as trickery domain, so the overall aim of this is to just bring everything up to the level that twilight sits on. I have also changed twilight as well since I may have a problem with homebrewing everything and I think its also nice to give everything new toys.

Design

The changes that have been made will most likely be reworks and buffs with a few optional features since I normally play in heavily homebrewed campaigns. These abilities may be a little powerful for lower power level games. A lot of this is done in the form of a table with people who like optimization and giving those people more options to consider when creating a viable build. Also since I am British, I felt the need to translate all the subclasses into proper English.

Key

The following table is a key for the subclass feature Section

Symbol Meaning
* New
! Rework
^ Buff
- Removed

Document Layout

The subclasses are all listed alphabetically. In the features table for each subclass, the features may be prefixed with one of the symbols above. If it isn't, no change has been made to the ability.

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.

Arcana Domain Features

Cleric Level Features
1st (!)Domain Spells, (^)Arcane Initiate
2nd Channel Divinity: Arcane Abjuration, (*)One with the Weave
6th (*)Channel Divinity: Arcane Secrets, Spell Breaker
8th Potent Spellcasting
17th (^)Magistrate of Magi

Domain Spells

1st-level Arcana Domain feature

You gain domain spells at the cleric levels listed in the Arcana Domain Spells table. See the Divine Domain class feature for how domain spells work.

Arcana Domain Spells

Cleric Level Spells
1st Magic Missle, Shield
3rd Magic Aura, Levitate
5th Counterspell, Fly
7th Resilient Sphere, Secret Chest
9th Arcane Hand, Teleportation Circle

Arcane Initiate

1st-level Arcana Domain feature

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

Channel Divinity: Arcane Abjuration

2nd-level Arcana Domain feature

You can use your Channel Divinity to abjure otherworldly creatures.

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

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

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

Arcane Banishment

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

One with the Weave

2nd-level Arcana Domain feature

While concentrating on a spell, you gain a +2 bonus to your armour class and all saving throws.

Channel Divinity: Arcane Secrets

6th-level Arcana Domain feature

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

Spell Breaker

6th-level Arcana Domain feature

When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

8th-level Arcana Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Magistrate of Magi

17th-level Arcana Domain feature

You gain resistance to damage dealt from spells.

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

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).

Death Domain Features

Cleric Level Features
1st (!)Domain Spells, (^)Reaper, (-)Bonus Proficency
2nd (-)Channel Divinity: Touch of Death, (*)Channel Divinity: Curse of Undeath
6th *(-)Inescapable Destruction, (*)Undead Thralls
8th (-)Divine Strike, (*)Potent Spellcasting
17th *(-)Improved Reaper, (*)Reaper of Souls

Domain Spells

1st-level Death Domain feature

You gain domain spells at the cleric levels listed in the Death Domain Spells table. See the Divine Domain class feature for how domain spells work.

Death Domain Spells

Cleric Level Spells
1st Cause Fear, Ray of Sickness, Toll the Dead
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Danse Macabre, Negative Energy Flood

Reaper

1st-level Death Domain feature

When you cast a necromancy spell, or a spell that deals necrotic damage that would normally target only one creature, the spell can instead target two creatures within range.

Channel Divinity: Curse of Undeath

2nd-level Death Domain feature

As a bonus action, you can use Channel Divinity to curse a humanoid you can see within 30 feet of you, which lasts for 1 minute.

When you curse the creature, and as a bonus action on each of your turns thereafter, you can force the cursed creature to make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your proficiency bonus plus your Wisdom modifier (minimum of 1).

If the creature is killed while it is under the effect of the curse, it rises at the start of your next turn as a ghoul that is under your command for 1 hour, or until it drops to 0 hit points, at which point, it crumbles into dust. While under your control, you can mentally command the creature if the creature is within 120 feet of you (no action required by you). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Undead Thralls

6th-level Death Domain feature

When you cast a cleric spell that creates an undead from a corpse or a pile of bones, you can target one additional corpse or pile of bones, creating another zombie or skeleton as appropriate.

Additionally, whenever you create an undead using a cleric spell or your Channel Divinity option, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your cleric level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Potent Spellcasting

8th-level Death Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Reaper of Souls

When you cast a necromancy spell or a spell that deals necrotic damage, you regain hit points equal to the damage inflicted with the excess being added as temporary hit points.

Forge Domain

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

Forge Domain Features

Cleric Level Features
1st (!)Domain Spells, Bonus Proficiencies, (^)Blessing of the Forge
2nd (^)Channel Divinity: Artisan's Blessing
6th (!)Soul of the Forge, (*)Channel Divinity: Molten Form
8th Divine Strike
17th (!)Saint of Forge and Fire

Domain Spells

1st-level Forge Domain feature

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells

Cleric Level Spells
1st Absorb Elements, Searing Smite
3rd Heat Metal, Magic Weapon
5th Melf's Minute Meteors, Tiny Servant
7th Fabricate, Wall of Fire
9th Animate Objects, Creation

Bonus Proficiencies

1st-level Forge Domain feature

You gain proficiency with heavy armour, martial weapons, and smith’s tools.

Blessing of the Forge

1st-level Forge Domain feature

You can impart the blessings of your god onto weapons and armour. At the end of a long rest, you can touch one object that is a suit of medium or heavy armour or a weapon. Until the end of your next long rest or until you die, the object gains the following benefits:

  • A weapon counts as magical for the purposes of overcoming resistances and immunities if it is not already.
  • A weapon gains a +1 bonus to attack and damage rolls.
  • A suit of armour becomes more durable. When a creature wearing this suit of armour takes bludgeoning, piercing, or slashing damage, the damage is reduced by 2.
  • A suit of armour gains a +1 bonus to AC.

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

Channel Divinity: Artisan's Blessing

2nd-level Forge Domain feature

You can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, 50 pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

6th-level Forge Domain feature

The potency of your blessings have improved. In addition to previous benefits, weapons and armour blessed by you gain the following additional features:

  • A weapon blessed by you now deals an additional 1d8 fire damage once per turn.
  • A suit of armour blessed by you now reduces all bludgeoning, piercing, or slashing damage the wearer takes by 4.

Additionally, you can bless two objects whenever you finish a long rest.

Channel Divinity: Molten Form

6th-level Forge Domain feature

You can use a bonus action to present your holy symbol and summon a molten suit of armour around yourself, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss Molten Form at any time you choose (no action required). While your molten form is active, you gain the following benefits:

  • Your AC Increases by 1.
  • You gain resistance to fire damage.
  • At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).
  • You can use your Wisdom modifier for attack and damage rolls with melee weapons.
  • When you take the attack action, you can make one additional attack as apart of that action.
  • When a creature within 5 feet of you hits you with a melee attack, the attacker takes fire damage equal to your Wisdom modifier (minimum of 1).

Divine Strike

8th-level Forge Domain feature

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

Saint of Forge and Fire

17th-level Forge Domain feature

your blessed affinity with fire and metal reaches its peak. In addition to previous benefits, weapons and armour blessed by you gain the following additional features:

  • Armor blessed by you now grants the wearer resistance to fire, bludgeoning, piecing, and slashing damage.
  • The extra damage granted by your blessing on a weapon increases to 2d8 fire damage, and damage dealt by the weapon ignores resistance.

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.

Grave Domain Features

Cleric Level Features
1st (!)Domain Spells, Circle of Mortality, (^)Eyes of the Grave
2nd (!)Channel Divinity: Path to the Grave
6th Sentinel at Death’s Door
8th Potent Spellcasting
17th (^)Keeper of Souls

Domain Spells

1st-level Grave Domain feature

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells

Cleric Level Spells
1st Bane, Ray of Sickness
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Speak with Dead
7th Aura of Life, Death Ward
9th Antilife Shell, Raise Dead

Circle of Mortality

1st-level Grave Domain feature

You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

1st-level Grave Domain feature

You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As a bonus action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 120 feet of you that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

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

Channel Divinity: Path to the Grave

2nd-level Grave Domain feature

You can use your Channel Divinity to mark another creature’s life force for termination.

As a bonus action, you choose one creature you can see within 10 feet of you, cursing it until the start of your next turn. During this time, whenever you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage. When the creature takes any damage, it can make a Constitution saving throw against your spell save DC, ending the effect on a success.

Sentinel at Death’s Door

6th-level Grave Domain feature

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

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

Potent Spellcasting

8th-level Grave Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls

17th-level Grave Domain feature

You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to 2 times the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated.

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.

Knowledge Domain Features

Cleric Level Features
1st (!)Domain Spells, Blessings of Knowledge, (*)Illuminated Intuition
2nd (^)Channel Divinity: Knowledge of the Ages
6th (-)Channel Divinity: Read Thoughts, (*)Channel Divinity: Gift of Insight
8th Potent Spellcasting
17th (*)Eyes of the Seeker, Visions of the Past

Domain Spells

1st-level Knowledge Domain feature

You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Knowledge Domain Spells

Cleric Level Spells
1st Comprehend Languages, Identify
3rd Augury, Detect Thoughts
5th Nondetection, Clairvoyance
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Blessings of Knowledge

1st-level Knowledge Domain feature

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Illuminated Intuition

1st-level Knowledge Domain feature

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

Channel Divinity: Knowledge of the Ages

2nd-level Knowledge Domain feature

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

Channel Divinity: Gift of Insight

6th-level Knowledge Domain feature

You can use your Channel Divinity to grant flashes of divine insight to yourself and your allies.

As a bonus action on your turn, you can choose yourself or a creature you can see within 30 feet of you to receive divine guidance. The chosen creature has advantage on all attack rolls, saving throws and ability checks they make until the end of your next turn.

Potent Spellcasting

8th-level Knowledge Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Eyes of the Seeker

17th-level Knowledge Domain feature

Your holy gaze cannot be deceived. You gain truesight with a range of 30 feet.

Visions of the Past

17th-level Knowledge Domain feature

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous 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).

Life Domain Features

Cleric Level Features
1st Domain Spells, (^)Bonus Proficiencies, (^)Disciple of Life
2nd (^)Channel Divinity: Preserve Life
6th (^)Blessed Healer
8th Divine Strike
17th Supreme Healing

Domain Spells

1st-level Life Domain feature

You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Divine Domain class feature for how domain spells work.

Life Domain Spells

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

1st-level Life Domain feature

You gain proficiency with heavy armour, martial weapons, and medicine kits.

Disciple of Life

1st-level Life Domain feature

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your wisdom modifier (minimum of 1) + the spell’s level.

Channel Divinity: Preserve Life

2nd-level Life Domain feature

You can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. You can’t use this feature on an undead or a construct.

Blessed Healer

6th-level Life Domain feature

The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal healed to that creature.

Divine Strike

8th-level Life Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

17th-level Life Domain feature

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

Light Domain

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

Light Domain Features

Cleric Level Features
1st Domain Spells, (^)Warding Flare
2nd Channel Divinity: Radiance of the Dawn
6th (!)Improved Flare
8th Potent Spellcasting
17th (^)Corona of Light

Domain Spells

1st-level Light Domain feature

You gain domain spells at the cleric levels listed in the Light Domain Spells table. See the Divine Domain class feature for how domain spells work.

Light Domain Spells

Cleric Level Spells
1st Burning Hands, Faerie Fire, Light
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying

Warding Flare

1st-level Light Domain feature

You can interpose divine light between a target and an attacking enemy. When you or a creature that you can see within 30ft of your is attacked by a creature, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attack hits or misses. An attack immune to being blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

2nd-level Light Domain feature

You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

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

Improved Flare

6th-level Light Domain feature

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

Potent Spellcasting

8th-level Light Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

17th-level Light Domain feature

You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage and they take 2d8 radiant damage whenever they hit another creature within the light.

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.

Nature Domain Features

Cleric Level Features
1st (!)Domain Spells, (^)Acolyte of Nature, (^)Bonus Proficiencies
2nd (-)Channel Divinity: Charm Animals and Plants, (*)Channel Divinity: Bulwark of Nature
6th (^)Dampen Elements
8th Divine Strike
17th (!)Master of Nature

Domain Spells

1st-level Nature Domain feature

You gain domain spells at the cleric levels listed in the Nature Domain Spells table. See the Divine Domain class feature for how domain spells work.

Nature Domain Spells

Cleric Level Spells
1st Entangle, Earth Tremor
3rd Barkskin, Spike Growth
5th Plant Growth, Erupting Earth
7th Dominate Beast, Guardian of Nature
9th Tree Stride, Wrath of Nature

Acolyte of Nature

1st-level Nature Domain feature

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

Bonus Proficiencies

1st-level Nature Domain feature

You gain proficiency with heavy armour, martial weapons, and herbalism kits.

Channel Divinity: Bulwark of Nature

2nd-level Nature Domain feature

You can use your Channel Divinity to imbue a creature with natural powers.

As an action, you present your holy symbol and invoke the name of your deity, choosing yourself or another creature you can see within 30 feet of you. That creature gains temporary hit points equal to your cleric level + your wisdom modifier, which last for 1 minute.

In addition, while the creature has these temporary hit points, its strikes are fueled by this primal magic. Once per turn, when the creature hits with a weapon attack, it can add its choice of cold, fire, or lighting damage equal to your Wisdom modifier to the damage of that attack.

Finally, its appearance changes to reflect the essence of nature while the temporary hit points last. For example, its skin might turn green or take on a bark-like texture, its hair might become leafy or mosslike, or it might sprout antlers or a lion-like mane.

Dampen Elements

6th-level Nature Domain feature

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

Divine Strike

8th-level Nature Domain feature

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

Master of Nature

17th-level Nature Domain feature

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

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

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Order Domain Features

Cleric Level Features
1st (!)Domain Spells, Bonus Proficiencies, (^)Voice of Authority
2nd (^)Channel Divinity: Order’s Demand
6th (^)Embodiment of the Law
8th (!)Divine Strike
17th (^)Order's Wrath

Domain Spells

1st-level Order Domain feature

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work.

Order Domain Spells

Cleric Level Spells
1st Command, Heroism
3rd Suggestion, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Commune, Dominate Person

Bonus Proficiencies

1st-level Order Domain feature

You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

1st-level Order Domain feature

You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to move up to half their movement and make one weapon attack against a creature of your choice that you can see.

Channel Divinity: Order’s Demand

2nd-level Order Domain feature

You can use your Channel Divinity to exert an intimidating presence over others.

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

Embodiment of the Law

6th-level Order Domain feature

You have become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

Divine Strike

8th-level Order Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order's Wrath

17th-level Order Domain feature

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. Once per turn, when one of your allies hits the cursed creature with an attack, the target takes 2d8 force damage.

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

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

Peace Domain Features

Cleric Level Features
1st Domain Spells, (^)Implement of Peace, (^)Emboldening Bond
2nd (^)Channel Divinity: Balm of Peace
6th Protective Bond
8th Potent Spellcasting
17th (^)Expansive Bond

Domain Spells

1st-level Peace Domain feature

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.

Peace Domain Spells

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 Restoiration, Rary's Telepathic Bond

Implement of Peace

1st-level Peace Domain feature

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice). You can add twice your proficiency bonus for checks with the chosen skill.

Emboldening Bond

1st-level Peace Domain feature

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 1 hour or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes.

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

Channel Divinity: Balm of Peace

2nd-level Peace Domain feature

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

Protective Bond

6th-level Peace Domain feature

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes the damage instead.

Potent Spellcasting

8th-level Peace Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

17th-level Peace Domain feature

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature takes half as much damage.

Tempest Domain

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

Tempest Domain Features

Cleric Level Features
1st (!)Domain Spells, Bonus Proficiencies, (^)Wrath of the Storm
2nd Channel Divinity: Destructive Wrath
6th (^)Thunderbolt Strike
8th (^)Divine Strike
17th (^)Stormborn

Tempest Spells

1st-level Tempest Domain feature

You gain domain spells at the cleric levels listed in the Tempest Domain Spells table. See the Divine Domain class feature for how domain spells work.

Tempest Domain Spells

Cleric Level Spells
1st Fog Cloud, Thunderous Smite
3rd Warding Wind, Shatter
5th Call Lightning, Thunder Step
7th Control Water, Ice Storm
9th Control Winds, Maelstrom

Bonus Proficiencies

1st-level Tempest Domain feature

You gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

1st-level Tempest Domain feature

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. The damage increases by 1d8 at 5th level,11th level, and 17th level.

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

Channel Divinity: Destructive Wrath

2nd-level Tempest Domain feature

You can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

6th-level Tempest Domain feature

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

Thunderbolt Strike

8th-level Tempest Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Thunderbolt Strike

17th-level Tempest Domain feature

You gain immunity to thunder and lightning damage and you have a flying speed equal to double your current walking speed.

Trickery Domain

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

Trickery Domain Features

Cleric Level Features
1st Domain Spells, (^)Blessing of the Trickster, (*)Trickster
2nd (^)Channel Divinity: Invoke Duplicity
6th (#!) Cloak of Shadows
8th (^)Divine Strike
17th (*)Divine Deceiver (-)Improved Duplicity

No Longer a Channel Divinity

Trickery Spells

1st-level Trickery Domain feature

You gain domain spells at the cleric levels listed in the Trickery Domain Spells table. See the Divine Domain class feature for how domain spells work.

Trickery Domain Spells

Cleric Level Spells
1st Charm Person,, Disguise Self
3rd Mirror Image, Pass Without Trace
5th Blink, Dispel Magic
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory

Blessing of the Trickster

1st-level Trickery Domain feature

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

Trickster

1st-level Trickery Domain feature

You gain proficiency in the Charisma (Deception) and the Dexterity (Stealth) skills. You also learn the minor illusion cantrip if you don't already know it.

Channel Divinity: Invoke Duplicity

2nd-level Trickery Domain feature

You can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 hour. The illusion appears in an unoccupied space that you can see within 30 ft of you. On your turn, you can move the illusion up to 30 feet to a space you can see (no action required by you), but it must remain within 120 feet of you.

You can see, hear and talk through the illusion as if you where in its space and for the duration, you can cast spells as though you were in the illusion’s space. As bonus action you can swap places with the illusion, teleporting yourself to its location and it to yours at a cost of 15 feet of movement.

Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Cloak of Shadows

6th-level Trickery Domain feature

Your deity begins to aid you by obscuring your presence from others. You can use your bonus action to become invisible until the end of your next turn.

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

Divine Strike

8th-level Trickery Domain feature

You gain the ability to infuse your weapon strikes with poison or acid — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison or acid damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Deceiver

17th-level Trickery Domain feature

You become a master of magic that deceives your opponents and befuddles their minds. You may choose three spells of the illusion or enchantment schools from any class’s spell list. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Additionally when you use your invoke duplicity feature, you may create a number of duplicates of yourself equal to your wisdom modifier (minimum of 2).

Twilight Domain

The 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—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Domain Features

Cleric Level Features
1st Domain Spells, Bonus Proficiencies, Eyes of Night, Vigilant Blessing
2nd (^)Channel Divinity: Twilight Sanctuary
6th (^)Steps of Night
8th Divine Strike
17th (^)Twilight Shroud

Twilight Spells

1st-level Twilight Domain feature

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells

Cleric Level Spells
1st Faerie Fire,, Sleep
3rd Moonbeam, Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead

Bonus Proficiencies

1st-level Twilight Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Twilight Domain feature

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

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

Vigilant Blessing

1st-level Twilight Domain feature

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

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centred on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to your wisdom modifier plus your cleric level (minimum of 1).
  • You end one effect on it causing it to be charmed or frightened.
  • You can grant it half cover from attacks while it remains within the sphere until the end of its next turn.

Steps of Night

6th-level Twilight Domain feature

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 10 minutes. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

8th-level Twilight Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

17th-level Twilight Domain feature

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

War Domain

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

War Domain Features

Cleric Level Features
1st Domain Spells, Bonus Proficiencies, (!)War Priest
2nd (-)Channel Divinity: Guided Strike, (#!)Channel Divinity: War God’s Blessing
6th (*)Guided Strikes
8th Divine Strike
17th (^)Avatar of Battle

#Combined both Channel Divnities into one

War Spells

1st-level War Domain feature

You gain domain spells at the cleric levels listed in the War Domain Spells table. See the Divine Domain class feature for how domain spells work.

War Domain Spells

Cleric Level Spells
1st Divine Favour,, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Stike, Hold Monster

Bonus Proficiencies

1st-level War Domain feature

You gain proficiency with martial weapons and heavy armor.

War Priest

1st-level War Domain feature

You may select a fighting style from the Fighter class.

Channel Divinity: War God’s Blessing

2nd-level War Domain feature

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

Guided Strikes

6th-level War Domain feature

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

Divine Strike

8th-level War Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

17th-level War Domain feature

You gain resistance to bludgeoning, piercing, and slashing damage.

Additionally you can attack three times, instead of twice, whenever you take the Attack action on your turn and when you make a weapon damage roll, you can add your Wisdom modifier to the roll.

 

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