Contents
Foreword
Introduction
In this conversion, Clerics represent the truly faithful, who have dedicated themselves to the ideal of a particular order or being. Some clerics are skilled at wielding weapons and armour, but in the end, they are driven by their faith alone, relying on spells for the majority of their power. A cleric's faith is often tested in the Lands Between, as secrets are unveiled and truth fades into falsehood.
Spellcasting Mechanics
You might have noticed that most incantations require a verbal component, whereas sorceries do not. This is because in the world of Elden Ring, incantations are quite literally incantations - their words are recorded in prayer books containing the holy liturgy required to perform them. Holy symbols are replaced by seals.
Domains vs Vessels
In the world of Elden Ring, it is implied that those faithful become vessels for the power of the beings they serve - the prime example being the frenzied flame. This means that a cleric might retain their power even if their faith wavers, and potentially change their domain.
Full Spell List Replacement
Some spells like sacred flame and others that do not have their niche fulfilled should be allowed. This is especially relevant to cantrips, as the incantation conversion only adds four cantrips which might not fit the flavour a player is going for. However, when possible, a DM should encourage that their player use a spell from this conversion rather than a default 5th edition spell - some, such as word of recall, teleport, or even hold person might break the continuity and balance of Elden Ring's world. In the end, it is the decision of the DM which 5th edition spells they wish to include.
Credit
All Elden Ring art, images and original concepts are created by and attributed to From Software.
Links
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Abundance Domain
Clerics of the Abundance domain primarily serve the Erdtree. While some might have doctrinal differences that result in sectarianism, they are generally united in their desire to recreate and spread the former abundance of the Erdtree, healing the weak and injured. The darker side of those that follow the Erdtree lies within the doctrines of the Golden Order, who decry all perceived 'impurities' that are associated with the crucible, discriminating against those who have such traits.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Heal, Urgent Heal |
3rd | Litany of Proper Death, Immutable Shield |
5th | Blessing's Boon, Golden Vow |
7th | - |
9th | Blessing of the Erdtree, Protection of the Erdtree, Wrath of Gold |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Greater Blessing
When you choose this domain at 1st level, the blessings of the erdtree enhance your healing. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains an extra 1d4 hit points.
Additionally, you can use your bonus action to designate a secondary vessel for the blessings that flow from your seal, choosing a creature within 30 feet of you. The amount of extra healing that creature receives is increased to 1d8. You can only designate one creature at a time.
Channel Divinity: Prayer of Salvation
Starting at 2nd level, you can use your Channel Divinity to draw in a tiny part of the Erdtree's essence, an act that was once considered impossible.
As an action, you present your seal, imbuing the essence into an amount of creatures equal to your proficiency bonus for one minute. Whenever an imbued creature has its hit points reduced to an amount below half of its maximum, it regains hit points equal to 1d8 + your Cleric level.
If you use this Channel Divinity on a creature that already has less than half of its maximum hit points, it is immediately healed, but the healing it receives is halved.
Amber Benediction
When you reach 6th level, you can access the power of the Erdtree's blessed sap, crystalising it into amber. When you complete a short or long rest, you can choose one of the following blessings by affixing the amber to your person. You can only benefit from one blessing at a time.
Crimson Amber. The amber pulses with the Erdtree's life-blood. When you gain this blessing, your maximum hit points increase by an amount equal to your character level, and you regain the same amount of hit points.
Cerulean Amber. The amber shines a brilliant shade of blue. You gain one extra spell slot of the highest level you have access to, which you can use to cast a cleric spell you have prepared.
Blessed Dew. The amber drips, still half formed. When you start your turn, you can choose to regain hit points equal to your proficiency bonus. You can do this ten times before the sap is depleted.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Age of Plenty
At 17th level, your faith in the Erdtree becomes such that you restore its ancient age of abundance solely in your presence. When you would normally roll one or more dice to restore hit points with a spell or cleric feature, you roll one additional die to determine the amount of healing.
If the amount of healing is determined by two different die sizes, the additional die matches the highest size. For example. if you heal a creature by 1d8 + 1d4 hit points, the amount is increased by 1d8.
Chaos Domain
While followers of the Frenzied Flame usually manifest their power unintentionally through woe and sacrifice, some are malevolent beings, whether they know it or not: they hide within the ranks of other clerics, using the trust of the golden faithful to their advantage. Whatever their origin, their power in truth derives from the Three Fingers, their path to redemption growing ever distant.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Maddening Glimpse |
3rd | The Flame of Frenzy |
5th | Frenzied Burst, Inescapable Frenzy |
7th | Frenzied Cry |
9th | Howl of Shabriri, Unendurable Frenzy |
False Domain
When you choose or change to this domain, determine your false domain. If you changed to this domain, your false domain is your previous one; otherwise, you may choose. You cannot change your false domain after choosing it.
Interloper
At 1st level, you have the ability to hide your power under the guise of another. You can use features from your false domain - if you do, you cannot use any other features from this domain that are gained at the same level, excluding this one, until your next short or long rest.
Woe
At 1st level, you gain the ability to use your action to gain a level of frenzied madness if you have none.
Channel Divinity: Your Eyes Will Burn
When you reach 2nd level, you can use your Channel Divinity to spread your madness to another if you have at least one level of frenzied madness. Using your action, you touch a humanoid within 5 feet of you. Your level of frenzied madness is reduced by one and the target gains one level.
Open Minds
At 6th level, the amount of frenzied madness levels you need to suffer any effects becomes four. Additionally, spells and features you use that cause frenzied madness can target any creature type. A creature that is immune to frenzied madness that fails a saving throw made to resist it instead takes 1d8 psychic damage.
Frenzied Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip, and you add your level of frenzied madness to any damage dealt by your domain spells.
May Chaos Take The World
When you reach 17th level, you lose the ability to mimic your false domain. Any creature other than you within 60 feet of you takes twice the amount of damage from frenzied madness and has disadvantage on saving throws made to resist frenzied madness.
Additionally, whenever you cast one of your domain spells, each other creature within 15 feet of you takes 10 fire damage.
Chaos: Expanded Spell List
Maddening Glimpse1st level evocation
Casting Time: 1 action |
For a brief moment, you see what should not be seen. For each level of frenzied madness you have, you heal 1d8 hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of healing you receive is increased by 1d8 for each slot level above 1st.
Frenzied Cry4th level enchantment
Casting Time: 1 action |
You cry out, unleashing all your pain and sorrow in one scream. Every creature that can hear you within range must make a Wisdom saving throw. A hostile creature that fails the saving throw has a 1d4 penalty to Wisdom saving throws for the duration, whereas an allied creature that fails the saving throw takes 1 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the penalty increases to 1d6.
Domain of the Dragon Cult
Those that follow the Dragon Cult are theologically aligned with the servants of the Golden Order, which, after a long war, accepted the Dragon Cult as part of itself. The Dragon Cultists follow a more militant strategy, wielding the lightning of their predecessors and prophets, the Ancient Dragons, to destroy their enemies.
A Dragon Cultist hungry for power might seek communion, following a darker path set by Placidusax himself in order to destroy the flesh-born drakes, who are the enemies of the Ancient Dragons.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Electrify Armament, Lightning Spear |
3rd | Dragonbolt Blessing |
5th | Ancient Dragons' Lightning Strike, Honed Bolt |
7th | Electrocharge, Lightning Strike |
9th | Ancient Dragons' Lightning Spear |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Gift from the Sky
When you choose this domain at 1st level, you become resistant to lightning damage. Additionally, whenever you deal lightning damage to a creature you can see that is further than 100 feet from you or within 10 feet of you, it takes an extra 1d6 lighting damage.
Channel Divinity: Branching Spear
When you reach 2nd level, you can use your Channel Divinity to control the lightning of your spells with but a thought.
As a reaction to dealing lightning damage to a creature, you can cause the lightning to branch out to any other creatures of your choice within 30 feet of the target. Each target must make a Dexterity saving throw or take lightning damage equal to 1d8 + your Cleric level.
Crimson Storm
At 6th level, you gain the ability to harness the rare red lightning, spoken of in ancient legend. As a bonus action, you can choose to imbue all of your spells with this power. For one minute, your spells ignore resistance to lightning damage.
You can choose to end this effect early using your action. When this effect ends, red lightning explodes in a 20-foot radius around you. Each creature of your choice must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d6 lightning damage, or half as much on a successful one. This damage cannot be resisted.
You can use this feature twice, regaining the ability to do so upon completing a short or long rest.
Draconic Strike
At 8th level, you gain the ability to infuse your weapon strikes with the lightning of the ancient dragons. 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fury of the Dragonlord
When you reach 17th level, you gain access to powerful incantations, lost to time and known to very few. You can cast one of the following spells at 9th level without expending a spell slot even if you don't have it prepared, regaining the ability to do so when you finish a long rest.
Spell Level | Spells |
---|---|
6th | Lansseax's Glaive |
7th | Death Lightning, Dragonbolt of Florissax, Fortissax's Lightning Spear |
Dragon Cult: Expanded Spell List
Electrocharge4th level transmutation
Casting Time: 1 action |
You infuse yourself with lightning, surrounding your body with an electric field. At the start of each of your turns for the duration, lighting strikes around you in a 10-foot radius. Each creature other than you in the area takes 2d4 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.
Godslayer Domain
The Godskin Apostles and their leader, the Gloam-Eyed Queen, were defeated long ago - yet their disciples still remain, sworn to bring Death to the gods and their ilk. Not only do clerics of the Godslayer domain serve the Gloam-Eyed Queen, they also revere Death, for without it, the gods would remain eternal, and the world gripped by their tyranny.
As bringers of Death, Godslayer clerics often seek the end of all things that many would consider part of the natural order - the eternal life of Marika's reign, the demigods, and even the Erdtree itself.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Searing Black Flame, Twisting Black Flame |
3rd | Black Flame, Black Flame Blade |
5th | Black Flame Bolt, Noble Presence |
7th | Black Flame's Protection, Scouring Black Flame |
11th | Black Flame Ritual |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Mortal Echo
When you choose this domain at 1st level, the sealed power of Destined Death inspires you. Whenever you deal damage on your turn with one of your domain spells, you deal an extra 1d4 necrotic damage.
Channel Divinity: Divine Hunt
When you reach 2nd level, you can use your Channel Divinity to perform an ancient liturgy, promising Death to your enemies with the godslaying black flame.
Using your bonus action, you can gain the following benefits for one minute:
- Your melee weapon attacks deal an extra 1d6 necrotic damage.
- Whenever you deal damage to a celestial, an Empyrean, or a god, it takes extra damage equal to your Wisdom modifier.
If you are knocked unconscious, the effect fades and you lose these benefits.
Apostolic Potency
At 6th level, whenever you deal damage with black flame, it ignores resistance to fire damage.
Additionally, whenever you cast one of your domain spells with a spell slot of a level higher than the spell, you have a +1 bonus to any attack rolls made as part of the spell, and any targets of the spell have a -1 penalty to saving throws made to resist it.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the promise of Death. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Destined Death
When you reach 17th level, whenever a creature extinguishes the black flame from a spell you cast using its action, it takes fire damage equal to half of its level or CR (whichever is applicable).
Additionally, whenever you kill a creature whose level or CR is less than yours with black flame, it dies permanently, unable to be resurrected by any means short of the Elden Ring itself.
Godslayer: Expanded Spell List
Searing Black Flame1st level evocation
Casting Time: 1 action |
Make a melee spell attack against a creature within range. On a hit, it takes 2d6 fire damage, and the black flame leaves a searing wound, which lasts for the duration.
If the creature takes any fire damage while it suffers from the wound, it cannot restore hit points with spells of 3rd level or lower until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the maximum spell level from which healing is prevented increases by one level for each slot level above 1st.
Twisting Black Flame1st level evocation
Casting Time: 1 action |
You create a twisting arc of black flame, connecting each end to two creatures within range. Each creature must succeed a Dexterity saving throw or take fire damage equal to half of its level or CR (whichever is applicable).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of targets increases by one for every two slot levels above 1st.
Black Flame Bolt3rd level evocation
Casting Time: 1 action |
You unleash a thin line of black flame from your seal, piercing creatures in a line 5 feet wide and 30 feet long. Each creature in the area must make a Dexterity saving throw. A creature that fails the save takes 2d8 fire damage and is set alight with blackflame for the duration. On a successful save, it takes half damage and is not set alight.
While alight, a creature takes fire damage equal to half of its level or CR (whichever is applicable) at the start of each of its turns. The target or another creature can use its action to put out the fire.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd, and the duration increases to 1 minute.
Guidance Domain
The Two Fingers have long guided Empyreans and now the tarnished in their journey. Clerics of this faith indirectly serve the Greater Will, the mysterious force behind the Erdtree and the Two Fingers, by interpreting the movements of the Fingers and turning them into incantations that channel holy power. Most often tarnished, their principles are to guide others on the right path, protecting and nurturing them throughout their journey.
Despite their feverish worship of the Two Fingers, such clerics may never even meet the Two Fingers themselves, instead devoting themselves to previously recorded writings and incantations.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Heal, Lord's Aid |
3rd | Divine Fortification, Flame Fortification, Lightning Fortification, Magic Fortification |
5th | Blessing's Boon, Great Heal |
7th | Law of Causality |
9th | Lord's Divine Fortification, Lord's Heal |
Fortification
To make up for the lack of 2nd spells the cleric of the Two Fingers receives at 3rd level, they get four 1st level spells, the fortification spells, at 3rd level.
Fingertip
When you choose this domain at 1st level, you gain proficiency in the Stealth, Perception, or Persuasion skill (your choice).
Language of Light
At 1st level when you choose this domain, you gain the ability to write in a holy cipher, the language of the two fingers. You can leave spectral messages in the air or on any surface in this cipher or any other language, guiding those who may see it.
Boon of Fate
When you choose this domain at 1st level, the words of the fingers guide your fate.
You gain two fate die, which are d6s. You can expend one or two fate die instead of rolling a d20 for a skill check or attack roll. If one of the die lands on a number equal to or less than your proficiency bonus, you can turn the attack or skill check into a success.
You regain both of your fate die whenever you roll a 1 or 20 on the d20 when making a skill check, saving throw or attack roll. You cannot use fate die to succeed on a skill check or attack roll if you had no chance at succeeding it without them.
Channel Divinity: Finger Reading
Starting at 2nd level, you can use your Channel Divinity to read divine truths in the lines of other people's fingers. This process takes one minute. When you read a creature's fingers, you gain a vague understanding of its fate. Once until your next short or long rest, you can use your reaction whenever the creature fails an attack roll, ability check, or saving throw to allow it to reroll and take the higher result.
When you use this Channel Divinity, the DM can grant you a brief yet obtusely cryptic prediction of what will happen to the target in the next day. This prediction may or may not come to pass.
Lasting Fortification
At 6th level, you can choose between divine, flame, lightning or magic fortification. As an action, you can grant a creature the effects of this spell indefinitely without having to cast it. Only one creature can benefit from this effect.
When you reach 14th level, the number of creatures increases to four.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Unfettered Grace
At 17th level, you may create your own guidance, pushing yourself toward the fingers' desired path. As an action, you can select a creature or object that you have seen before. Golden light that only you can see constantly guides you to your target, unimpeded by the already existing guidance of grace.
Additionally, you gain a +5 bonus to all of your saving throws. Once you have succeeded three saving throws, this bonus disappears, returning after you finish a long rest.
Ruin Domain
The flame of ruin, also known as the Giants' flame, is an ancient force that burns within the forge atop the Mountaintops of the Giants. Its most ardent protectors and followers have long been extinguished by the forces of the Erdtree, who saw the doctrine and concept of the flame as anathema to all that the Golden Order stood for. Any cleric that still follows this forgotten faith faces persecution and attack, making enemies of half the world they live in.
To worship the flame of ruin is to worship destruction, but not total annihilation. For new things to be born, the old must burn, and ruin must be brought to purge rot and decay. A cleric of the Ruin domain would also be accomodating to other heresies and peoples that were cast out or slain by the Erdtree's forces.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Flame Sling, Surge, O Flame |
3rd | O, Flame!, Whirl, O Flame! |
5th | Burn, O Flame!, Flame, Protect Me |
7th | Flame, Fall Upon Them, Giantsflame Take Thee |
11th | Flame of the Fell God |
Ignite, O Flame
When you choose this domain at 1st level, you can use your action to light fires with your holy seal. If you target a creature, it must make a Dexterity saving throw against your spell save DC. On a failed save, it is set alight, taking 1d8 fire damage at the start of each of its turns. Any creature can use its action to put out the fire.
Additionally, any fire damage you cause deals twice as much damage to structures.
Keeper of the Flame
At 1st level, you can take one minute to create or relight a burning torch. While the torch is aflame and in your hand, you can siphon the flame from the torch to add damage equal to your Cleric level to any fire damage that you deal. Doing so extinguishes the flame.
When you reach 11th level, the flame of the torch can no longer be extinguished by non-magical means, burning even underwater or when smothered.
Channel Divinity: Stoke the Flame
At 2nd level, you can use your Channel Divinity to indiscriminately intensify all heat around you.
As an action, you cause the air to burn for one minute. Each creature within 30 feet of you takes additional fire damage equal to your spellcasting modifier whenever it takes fire damage.
Flame, Overwhelm Thee
At 6th level, you become resistant to fire damage, and you can use your reaction when you deal damage with a spell to change the damage type to fire damage.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Smoke and Ruin
When you reach 17th level, your spells produce a blinding smoke. Any creature that takes fire damage from your spells of 6th level or higher must succeed a Constitution saving throw against your spell save DC or be blinded until the end of their next turn.