Class: Cleric (5.5)

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Cleric


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.


You must have a Wisdom score of 15 or higher in order to multiclass in or out of this class.

Cleric Spell Slots per Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (x1), Divine Domain Feature 3 3
3rd +2 3 4 2
4th +2 Feat 4 4 3
5th +3 4 4 3 2
6th +3 Blessed Strikes, Divine Domain Feature 4 4 3 3
7th +3 Channel Divinity (x2) 4 4 3 3 1
8th +3 Feat 4 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Divine Domain Feature 5 4 3 3 3 2
11th +4 Divine Intervention 5 4 3 3 3 2 1
12th +4 Feat 5 4 3 3 3 2 1
13th +4 Holy Warding 5 4 3 3 3 2 1 1
14th +5 Divine Domain Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Feat 5 4 3 3 3 2 1 1 1
17th +5 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
19th +6 Feat 5 4 3 3 3 2 2 1 1 1
20th +6 Immortal Soul 5 4 3 3 3 2 2 2 1 1

Class Features

As a cleric, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per cleric level
  • 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, buckler shields, kite shields
  • Weapons: All simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted 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

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

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

Spell Slots

The Cleric table shows how many spell slots you have to cast your 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

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 10th, 14th, and 18th levels.

Domain Spells

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

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

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Blessed Food and Drinnk and another effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.


When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

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


Beginning at 7th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Blessed Food and Drinnk

As an action, you present your holy symbol and speak a prayer over up to 6 pieces of food or drink, which become purified and rendered free of poison and disease. Any creature that consumes that food or drink, which can be done as a bonus action, regains hit points equal to 1d6 + your Wisdom modifier.


The healing effects of this food or drink fade after 24 hours if not consumed.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

Blessed Strikes

At 6th level, your attacks now carry the divine energy you often call upon. When you deal damage with a weapon attack, the attack is considered magical for the purposes of overcoming resistances.

Divine Intervention

Beginning at 11th level, you can call on your deity to intervene on your behalf when your need is great. As an action, you call for your deity's aid, causing one of the following effects. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

  • Sunder the Heretical. All creatures within 60ft of you of your choice must make a Wisdom saving throw against your spell save DC, taking 8d10 Radiant damage on a failed save, or half as much on a success.
  • Opulent Revival. All allies within 60ft gain the benefits of a short rest, regaining their maximum hit points instead of rolling. If an ally within this area is dead, you can instead choose to resurrect them, as if by the Revivify spell.
  • Cleanse the Faithful. You end all negative conditions affecting allies within 60ft of you, such as Poisoned or Stunned. If a creature has Exhaustion, it is reduced by 2 stages.
  • Golden Generosity. 10 days worth of rations and 2 of each Potion of Healing (normal, greater, superior, supreme) appear in a nonmagical bag at your feet.
  • Eternal Devotion. You instantly regain all your expended uses of Channel Divinity.

Once you use this feature, you can't use it again for 10 days.

Holy Warding

By 13th level, your dedication to your deity has earned you divine protection against draining effects. Your ability scores and maximum hit points can't be reduced by spells or other magical effects.

Immortal Soul

By 20th level, your infallible service to your deity and the favor you have garnered has made you nearly unkillable. You do not age, and you can't be aged magically.

Additionally, once per day when you start your turn and are at 0 hit points or fewer, you return to life at a number of hit point equals to 20 + your Constitution modifier.

Domain: Arcana


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.

Arcana Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
1st Detect Magic, Magic Missile
3rd Magic Weapon, Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Secret Chest
9th Planar Binding, Teleportation Circle

Arcane Initiate

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

Channel Divinity: Arcane Recovery

At 2nd level, 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).

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

By 10th level, you have been taught to empower your most basic spells. When you deal damage with a cantrip, you deal an additional 1d8 damage of the cantrip's type.

Channel Divinity: Surge of Magical Might

At 14th level, you can summon magical quickness. By expending your Channel Divinity, you can choose to take an additional action instead of a bonus action on your turn. This action can only be used to take the Attack (one weapon attack only), Dash, or Disengage actions.

Divine Intervention: Sovereign Spells

By 18th level, your devotion to your deity has given you near divine control over spellcasting as a whole. When a creature within 60ft that you can see casts a spell of 5th level or lower, you can expend your Divine Intervention to wrestle control over the spell. When you do so, the creature's spell fails, and you immediately cast that spell as a reaction.

Domain: Grave


Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures.

Grave Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
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

When you choose this domain 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.

Additionally, 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.

Channel Divinity: Turn Undead

At 2nd level, you can use your Channel Divinity to abjure Undead. As an action, you present your holy symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

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

Sentinel at Death's Door

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


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses after a long rest.

Destroy Undead

Starting at 10th level, when an Undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating (CR) is at or below a number equal to half your Proficiency Bonus (rounded up).

Channel Divinity: Eyes of the Grave

Starting at 14th level, you can call upon the powers of the afterlife to draw a creature closer to death. As a bonus action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. While cursed, that creature has vulnerability one damage type of your choice. If it is immune to that damage type, it becomes resistant instead.

Keeper of Souls

At 18th level, you can seize a trace of vitality from a parting soul and use it to heal the living. Once per turn when a hostile creature you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s Constitution score + your Wisdom modifier. You can use this feature only if you aren't Incapacitated.

Domain: Knowledge


The gods of knowledge 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.

Knowledge Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you gain proficiency in all skills of one ability score (such as Dexterity). This effect lasts until you complete a long rest.

Channel Divinity: Divine Insight

At 6th level, you can use your Channel Divinity to see and manipulate lines of thought between creatures. As a bonus action, you can enter this state for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice).

Channel Divinity: Field Analysis

At 10th level, you can use your Channel Divinity as a bonus action during combat to gain divine inspiration about your approach. Until you next take damage or combat ends, you have advantage on all d20 rolls.

Divine Internetion: Visions of the Future

At 14th level, your near divine knowledge allows you to guide an individual to achieve their greatest possible success. As an action, you can expend your Divine Intervention to cast the Foresight spell without expending a spell slot. When you cast the spell in this way, the spell’s duration is 1 minute for that casting.

Scribe of the Gods

At 18th level, you are entrusted with a fragment of divine knowledge. You learn all Divination spells. These spells are always prepared, and don't count agaisnt the number of spells you know.


Additionally, when you cast a Divination spell, you can choose to cast it as either an action or bonus action.

Domain: Life


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, sun gods, gods of healing or endurance, and gods of home and community.

Life Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
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

Disciple of Life

When you choose this domain 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.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an Undead or a Construct.

Protection from Harm

At 6th level, the effects of your spells don't harm your allies. When you cast a damaging spell that affects your allies, your allies automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Synergetic Healing

At 10th level, healing others fills you with life. When you heal a creature with a spell or another magical effect, you regain hit points equal to your Constitution modifier + your Proficiency bonus (minimum of 2).

Channel Divinity: Mass Aid

At 14th level, as a bonus action, you can use your Channel Divinity to call upon your deity to infuse up to 6 creatures of your choice with pure life energy (including possibly yourself). Each target's hit point maximum and current hit points increase by an amount equal to 10 + your Wisdom modifier for the next 24 hours.

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.

Domain: Light


Gods of light 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 Spells

You gain domain spells at the cleric levels listed.

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

Bonus Cantrip

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

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be Blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing Radiant damage to your foes.

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

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Channel Divinity: Revealing Light

At 10th level, you can use your Channel Divintiy to call upon your deity to bathe your surroundings in a revealing light. All magical darkness within 30ft of you is dispelled, and any Invisible creatures within that range are revealed until the end of your next turn.

Blinding Light

At 14th level, when a creature fails a saving throw to take half damage from one of your spells that deals Radiant damage, it becomes Blinded 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. Any magical darkness within the bright light is dispelled. Your enemies in the bright light have disadvantage on saving throws against any spell that deals Fire or Radiant damage.

Domain: Nature


Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. 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 Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
1st Animal Friendship, Speak with Animals
3rd Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th Insect Plague, Tree Stride

Acolyte of Nature

At 1st level when you choose this domain, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

Starting at 6th level, when you or a creature you can see within 30 feet of you takes Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Channel Divinity: Flourishing Arcana

At 10th level, you can use your Channel Divinity to draw upon your tie to nature to cause your spells to flourish. When you use your action to cast a spell that affects a radius, or sphere, you can use your Channel Divinity to extend the radius by 30ft. If you cast a spell that affects a cube or line, its second distance increases by 30ft.

Master of Nature

At 14th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Divine Intervention: Wrath of Nature

At 18th level, as an action, you can use your Divine Intervention to call the spirits of nature against your enemies. As an action, choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated for the next minute.


Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.


Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.


Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become Restrained until the spell ends. A Restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.


Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Domain: Trickery


Gods of trickery 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 Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
1st Illusory Script, Disguise Self
3rd Mirror Image, Pass without Trace
5th Hypnotic Pattern, Counterspell
7th Dimension Door, Polymorph
9th Mislead, Modify Memory

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) or Charisma (Deception) checks. This blessing lasts until you complete a long rest or use this feature again.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all expended uses after a long rest.

Acolyte of Deception

Also at 1st level, you learn the Minor Illusion cantrip if you don't already know it. It counts as a cleric spell for you.


Additionally, you become proficient in either Thieves' Tools or Forgery Kits.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.


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


Your illusion has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. If your illusion is ever more than 120 feet from you at the end of your turn, it is destroyed.


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 15 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.

Trickster's Escape

At 6th level, you gain incredible control over your illusions, making it tougher for your enemies to tell you and your illusory duplicates apart. As a reaction to taking damage, you can instantly change places with an illusion created by your Invoke Duplicity, which takes the damage instead of you.

Prolonged Illusions

At 10th level, your Invoke Duplicity no longer requires your concentration as if concentrating upon a spell.


Additionally, your Invoke Duplicity lasts up to 10 minutes, instead of 1 minute.

Improved Duplicity

At 14th level, you can create up to three 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, provided they remain within 120 feet of you.

Master of Deception

At 18th level, you can create up to five duplicates of yourself when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, provided they remain within 120 feet of you.


Additionally, each of your duplicates has a number of maximum hit points equal to your level + your Wisdom modifier when you summon them.

Domain: Wrath


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 as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spell
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

War Priest

At 1st level when you choose this domain, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

Bonus Proficiency

Also at 1st level, you gain proficiency with martial weapons, heavy armor, and tower shields.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the intense power with unchecked ferocity. Choose one damage type. When you cast a spell that deals that damage type, you can use your Channel Divinity to deal maximum damage, instead of rolling.

You can replace your chosen damage type each time you complete a long rest.

Channel Divinity: Guided Strike

Starting at 6th level, you can use your Channel Divinity to strike with supernatural accuracy. When you or a creature you can see within 30 feet of you makes an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Wrathful Strikes

At 10th level, your strikes are filled with divine power. When you make a melee or ranged weapon attack, the attack deals an additional 1d8 damage of a type associated with your Destructive Wrath.

Divine Armor

At 14th level, while you are wearing heavy armor, you gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

Divine Intervention: Destruction Incarnate

At 18th level, you can call upon your deity to rain down destruction upon your enemies. You cast the Meteor Swarm spell, requiring no spell slot or material components. When you cast this spell in this way, it counts as a cleric spell for you.

 

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