Cleric

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

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

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

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

light cleric

Healers and Warriors

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

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

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

Divine Agent

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

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

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

 

 

The Cleric
Level Proficiency Bonus Features Channel Divinity Cantrips Prepared — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Domain, Spellcasting 3 2
2nd +2 Channel Divinity 2 3 3
3rd +2 Sacred Role 2 3 3 2
4th +2 Ability Score Improvement 2 4 4 3
5th +3 Destroy Undead, Sacred Role Improvement 2 4 4 3 2
6th +3 Divine Domain Feature 3 4 4 3 3
7th +3 Blessed Strikes 3 4 4 3 3 1
8th +3 Ability Score Improvement 3 4 4 3 3 2
9th +4 3 4 4 3 3 3 1
10th +4 Divine Intervention 3 4 4 3 3 3 2
11th +4 3 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 5 4 3 3 3 2 1
13th +5 3 5 4 3 3 3 2 1 1
14th +5 Divine Domain Feature 3 5 4 3 3 3 2 1 1
15th +5 Improved Blessed Strike 3 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 5 4 3 3 3 2 1 1 1
17th +6 3 5 4 3 3 3 2 1 1 1 1
18th +6 4 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 5 4 3 3 3 3 2 1 1 1
20th +6 Greater Divine Intervention 4 5 4 3 3 3 3 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, shields
Weapons:
Simple weapons, morningstar
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
  • (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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

At 1st level, you can prepare three cantrips of your choice from the cleric spell list. You can prepare additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. You can change your prepared cantrips each time you finish a long rest.

Preparing and Casting Spells

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

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

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it—

 

 

using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

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

Spellcasting Ability

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

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

Ritual Casting

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

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your deity from the options listed below. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use your Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, and 14th level.

Domain Spells

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

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

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an 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 can use your Channel Divinity 2 times. You regain one use of it when you finish a short rest and you regain all expended uses when you finish a long rest. You gain additional uses as shown in the Channel Divinity column of the Cleric table.

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

Turn 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 actions or reactions. If there’s nowhere to move, the creature can use the Dodge action.

Harness Divine Power

You can expend a use of 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 which can be no higher than half your proficiency bonus (rounded up). You can use your Channel Divinity in this way a number of times equal to half your proficiency bonus (rounded down).

Sacred Role

When you reach 3rd level, you choose to dedicate yourself to one of the following sacred roles, either on your own or as part of a religious order. Choose one of the following options:

Protector

You are trained for frontline combat. You gain proficiency with Martial Weapons and Heavy Armor.

Thaumaturge

Studying and teaching about lore of the gods and the multiverse, you gain Proficiency in either the Persuasion or Religion skill. You can use your Wisdom modifier for any ability check you make with your chosen skill. You also gain one additional cleric cantrip of your choice.

Ability Score Improvement

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

 

 

Destroy Undead

Starting at 5th level, when an undead fails its saving throw aginast your Turn Undead feature, you can call up your deity to smite them with divine power. Roll a number of d8s equal to your wisdom modifier. Each undead that fails its Saving Throw against that use of Turn undead takes Radiant damage equal to the roll’s total. This damage does not end the turn effect.

Sacred Role Improvement

Also at 5th level you have expanded the training you gained from your Sacred Role. You gain one of the following improvements depending on the Role you chose.

Protector

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Thaumaturge

You gain proficiency in the skill you did not choose when you first gained this feature, granting it the same benefit. You gain expertise in a skill of your choice with which you are proficient.

Blessed Strike

Once you reach 7th level, divine power infuses each blow to your enemies.You gain one of the following options of your choice:

Divine Strike: Once on each of your turns when you hit a creature with an attack with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage.

Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any divine Cantrip.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. You can request your deity to intervene in two ways: by casting a cleric spell of 5th level or lower that does not require a reaction to be cast, or by describing the kind of assistance you need. If you choose for deity to cast a spell, it is cast as part of the action used for your Divine Intervention, and uses your Cleric Spell Save DC. If you call for any other kind of assistance, roll a percentile die. If you roll a number equal to or lower than your cleric level, your deity intervenes in a manner dictated by your DM.

If you use this feature to request a spell, you can use this feature again when you finish a long rest. If your deity intervenes in some other manner, you can’t use this feature again for 7 days.

At 20th level, you can call upon even greater divine power. When you use the Divine Intervention feature, you can choose the Wish spell as the means of your Deity’s intervention. If you do so, you can’t use your Divine Intervention again for 2d4 long rests.

When you cast Wish with this feature, you are immune to the stress caused by using Wish to do something other than cast a spell.

Improved Blessed Strike

At 15th level, the option you chose for Blessed Strike grows more powerful:

Divine Strike. The damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of temporary hit points equal to twice your Wisdom modifier.

Divine Domains

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

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.

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).

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.

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.

Hearth Domain

The Gods of the Hearth are those dedicated to the travellers and the caretakers of safe havens that cover the land. Those that worship the gods of the Hearth are givers of comfort and aid to the weary and the lost. When all is darkest, the light of the hearth is a comfort to all that see it.

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.

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).

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.

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.

Order Domain

The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

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.

 

 

Plague Domain

Some clerics find themselves in service to the Gods of Light, Life, Magic, or Nature. Other clerics have less noble ambition and align their praise and power to Gods of pestilence, plague, and rot. These such clerics are bestowed with the power to sew death and destruction wherever they roam.

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.

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.

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.

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.

Ur Domain

Clerics of the Ur Domain, otherwise known as Ur-Priests are the archetypal anti-cleric in much the same way that a Blackguard or Oathbreaker would be an anti-paladin. These dark priests steal divine power, siphoning it subtly from deities to wield as their own with no allegiance to a greater power. Oftentimes these priests despise the divine, and steal their power out of spite as much as for self interest.

 

 

Arcana Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Arcana Domain Spells
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul’s Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Lemonund’s Secret Chest
9th Planar Binding, Teleportation Circle

Arcane Initiate

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

Blessed Arcana

As an action you can touch a creature, granting it special insight into the magic around them. For 1 hour or until you grant this blessing again, the creature has advantage on Intelligence (Arcana) or Wisdom (Perception) checks to identify magical effects or detect illusions.

Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and a number of celestials, elementals, fey, or fiends equal to your proficiency bonus of your choice that are 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 actions or reactions. If there’s nowhere to move, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, roll a number of d8 equal to your Cleric level. The total is how many hit points of creatures this spell can affect. Creatures are affected in ascending order of their current hit points.

Starting with the creature that has the lowest current hit points, each creature affected is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

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.

Arcane Mastery

At 14th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

 

 

Death Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Death Domain Spells
Cleric Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight. Death Ward
9th Antilife Shell, Cloudkill

Stolen Vitality

As an action you can bestow a lifestealing power on a creature you touch. This blessing lasts for 8 hours or until you grant it to another creature. Before the blessing ends, if the creature kills another creature it gains temporary hit points equal to half your cleric level (rounded down).

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

When you reach 10th level, the two creatures can instead be up to 10 feet apart.

Touch of Death

Starting at 2nd level, you can use your Channel Divinity to destroy another creature’s life force by touch.

When you hit a creature with a melee attack, you can cause your Holy Symbol to flare a deathly energy. The creature you hit takes necrotic damage equal to 5 x your cleric level. A creature killed by this damage is raised as a zombie under your control for one minute. (See page 282 in the DMG for making a creature a zombie).

Inescapable Destruction

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

Improved Reaper

At 14th leve, when you cast a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can isntead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

 

 

Forge Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Forge Domain Spells
Cleric Level Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation

Bonus Proficiency

When you choose this domain at 1st level you gain proficiency with smith’s tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

Artisan’s Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” 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.

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

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC.

Saint of Forge and Fire

At 14th level, your blessed affinity with fire and metal becomes more powerful:

You gain immunity to fire damage While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

 

 

Grave Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Grave Domain Spells
Cleric Level Spells
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Raise Dead

Ward against Death

At 1st level, your deity grants you a blessing to bestow upon your allies to protect them from an early grave. As an action you can grant a creature advantage on Death Saving throws for 1 hour. You can only have one creature blessed at a time. Giving this blessing to another creature before 1 hour has passed causes the original target to lose its blessing.

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

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

Eyes of the Grave

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

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

Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Sentinel at Death’s Door

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

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

Keeper of Souls

Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

 

 

Hearth Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Hearth Domain Spells
Cleric Level Spells
1st Alarm, Goodberry
3rd Flaming Sphere, Healing Spirit
5th Create Food and Water, Leomund’s Tiny Hut
7th Private Sanctum, Wall of Fire
9th Flame Strike, Hallow

Traveller’s Campfire

When you choose this domain at 1st level, you gain the Create Bonfire cantrip.

Additionally, if you cast Create Bonfire as part of a short rest, you can extend the duration to the length of the short rest without requiring concentration. Any creature that regains hit points during the short rest while near the bonfire regains additional hit points equal to half your cleric level (rounded up). Once you have used this feature, you can’t do so again until you finish a long rest.

Blessing of Restfulness

Also at 1st level, you may bestow a gift of rest and rejuvenation from your deity to an ally. At the end of a long rest, you may choose a creature to bless. If that creature has at least one level of exhaustion, it is reduced by one level. Additionally, until the next long rest, if that creature rolls hit dice to regain health during a short rest, the dice are treated as having rolled their maximum value.

Protector of the Flame

Starting at 2nd level, you can use your Channel Divinity to protect those who travel.

As a reaction when a creature within 60 feet of you takes damage from an opportunity attack, you can use your reaction to grant that creature resistance to all damage from the triggering attack as a spectral flame surrounds and protects it until the start of its next turn. Each time it takes damage while the flame persists, the attacker takes damage equal to your wisdom modifier (minimum of 1).

Balming Blessing

At 6th level, the blessing you bestow protects the blessed from the harshness of the wildnerness. When you bless a creature with your Blessing of Restfulness, that creature also gains resistance to your choice of Cold or Fire damage.

Hearthkeeper

Your devotion to the care and keeping of the Light fills you with your gods warmth and power. At 14th level, you gain resistance to cold and fire damage. Whenever you deal fire damage to a creature, you can cause another creature within 15 of the damaged target to gain temporary hit points equal to your wisdom modifier (minimum of 1).

 

 

Knowledge Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

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

Bestowed Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion.

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

Artisan’s Touch

As an action you can bestow a gift of knowledge to a creature you touch. That creature gains advantage on checks with a tool of your choice for 1 hour.

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 choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

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

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

Visions of the Past

Starting at 14th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

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

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

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

Disciple of Life

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

Flourishing Health

Also at 1st level you can use an action to grant a creature a measure of your gods divine healing. This blessing lasts for 8 hours or until you grant it to another creature. While a creature is blessed, it can reroll the dice from any healing it receives.

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.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Supreme Healing

Starting at 14th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

 

Light Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

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

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.

Blessing of the Dawn

As an action you can bestow a protection from the shadows onto a creature you touch. This blessing lasts for 1 hour or until you grant it to another creature. For the duration, attacks against the blessed creature can’t have advantage as a result of being unseen.

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.

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 a number of d8s equal to half your cleric level in radiant damage 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.

At 10th level, a creature that fails its save against this ability is also blinded until the start of its next turn.

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.

Corona of Light

Starting at 14th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

 

 

Nature Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Nature Domain Spells
Cleric Level Spells
1st Entangle. Speak with Animals
3rd Spike Growth, Wither and Bloom
5th Conjure Animals, Plant Growth
7th Conjure Woodland Beings, Grasping Vine
9th Tree Stride, Wrath of Nature

Blessing of Nature

As an action you can place a blessing of peace on a creature you touch that lasts for 1 hour or until you grant this blessing again. While blessed, nonmagical beasts will not become hostile to the target unless provoked.

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. This cantrip 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 or Survival.

Surge of Nature

Starting at 2nd level, you can use your Channel Divinity to conjure thrashing vines and piercing thorns.

As an action, you can present your holy symbol causing either real or spectral flora to burst from the ground in a 20 ft. cube within 30 feet of you, which persist for 1 minute. While the growth persist, it is considered difficult terrain.

Each creature within the cube when it appears or that starts its turn inside it must succeed on a strength saving throw or be grappled by grasping vines. A creature that starts its turn grappled takes 2d6 + half your cleric level (rounded down) piercing damage. To escape, a creature must use its action to make a strength check, breaking free on a success.

Dampen Elements

Starting at 6th level, when you or a creature 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.

Primeval Ward

At 14th level, your deity grants you a shielding aura of primeval energy that shields you and your allies from nature. You and any creature of your choice within 15 feet of you are unaffected by difficult terrain. Additionally, when you use your Dampen Elements on a creature within your ward, it gains immunity to the damage instead of resistance.

 

 

Order Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

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

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in your choice of the Intimidation or Persuasion.

Voice of Authority

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

If the spell targets more than one ally, you choose the ally who can make the attack.

Order’s Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

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

Embodiment of Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

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

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

Order’s Wrath

Starting at 14th level, 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. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

 

 

Peace Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Peace Domain Spells
Cleric Level Spells
1st Heroism, Sanctuary
3rd Aid, Wardning Bond
5th Beacon of Hope, Sending
7th Aura of Purity, Otiluke’s Resilient Sphere
9th Greater Restoration, Rary’s Telepathic Bond

Implement of peace

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

Emboldening Bond

Also at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 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. Each creature can add the d4 no more than once per turn.

You can use this feature one, and regain the ability to do so when you finish a short or long rest. You gain an additional use between rests when you reach 10th level.

Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm.

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

Protective Bond

The bond you forge between people helps them protect each other. Starting at 6th level, 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 all the damage instead.

Expansive Bond

When you reach 14th level, 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 has resistance to that damage.

 

 

Plague Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Plague Domain Spells
Cleric Level Spells
1st Cause Fear, Ray of Sickness
3rd Melf’s Acid Arrow, Ray of Enfeeblement
5th Gaseous Form, Stinking Cloud
7th Blight, Sickening Radiance
9th Cloudkill, Contagion

Plague Carrier

When you gain this domain at 1st level, you learn the Poison Spray cantrip. It counts as a cleric cantrip for you. Its range is increased to 60 feet. Additionally, when you damage a creature with poison spray you can use your reaction to poison it further. The creature becomes poisoned until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus. You regain all uses on a long rest.

Innoculating Blessing

Also at 1st level, you can bless creatures with a cleansing balm. A creature of your choice that you touch gains advantage on saving throws against poison and disease until your next long rest, or until you grant this blessing to another creature.

Channel Divinity: Invoke Pestilence

When you reach 2nd level, as an action, you present your Holy Symbol and call upon the power of your deity to bring plague down upon your enemies. You summon a swarm of insects that fill a ten foot radius sphere. The swarm lasts until the start of your next turn. Any creature that starts or ends its turn within the swarm must make a constitution saving throw against your spell save DC. On a failed save the creature takes poison damage equal to 1d8 + your cleric level and is poisoned for one minute. This Channel Divinity bypasses resistance and immunity to poison damage but not the poisoned condition.

Unstoppable Spread

Starting at 6th level, your infectious plague spreads like wildfire across the battlefield. Whenever a creature other than yourself ends its turn within 10 feet of a creature poisoned by your Channel Divinity or a Cleric spell you cast must make a constitution saving throw against your spell save DC or become poisoned for until the end of its next turn. A creature can only become poisoned in this way once per long rest.

Horseman of Pestilence

When you reach 14th level, you become a living embodiment of your gods domain.

As an action you can summon a great mount as though you had cast Find Steed or Find Greater Steed spell, but the duration is reduced to 10 minutes.

While this mount persists, you cannot be unmounted from it against your will. Additionally, you radiate an aura of death and disease up to 15 feet. You can choose any number of creatures to be immune to this aura. A creature that starts its turn in this aura must succeed on a constitution saving throw. On a failed save, that creature becomes vulnerable to poison damage until the start of its next turn, at which point it becomes immune to this ability for 24 hours.

Once you have used this feature, you can’t do so again until you finish a long rest, or by expending a spell slot of 6th level or higher.

 

 

Tempest Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Tempest Domain Spells
Cleric Level Spells
1st Fog Cloud, Thunder Wave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Storm Sphere
9th Destructive Wave, Cone of Cold

Storm Lords Blessing

When you gain this domain at 1st level, you can bless a creature with resistance against the storms fiercest winds. A creature you touch gains advantage on saving throws and ability checks made to resist being moved against their will for one hour, or until you grant this blessing again.

Wrath of the Storm

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

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

Destructive Wrath

Starting at 2nd level, 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

At 6th level, 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.

Stormborn

At 14th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

 

 

Trickery Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Trickery Domain Spells
Cleric Level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass Without Trace
5th Blink, Dispel Magic
7th Dimension Door, Greater Invisibility
9th Dominate Person, 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) checks. This blessing lasts for 1 hour or until you use this feature again.

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, but it must remain within 120 feet of you.

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

Cloak of Shadows

Starting at 6th level, you can vanish in an instant. As a bonus action you can become invisible until the end of your next turn or until you attack or cast a spell.

Alternatively, you can use your action to become invisible for a minute, or until you attack, cast a spell, or your concentration is broken as though you were concentrating on a spell.

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

Improved Duplicity

At 14th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

 

 

Twilight Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

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

Eyes of Night

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

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.

Twilight Sanctuary

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

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

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Steps of Night

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

Twilight Shroud

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

 

 

War Domain

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

War Domain Spells
Cleric Level Spells
1st Divine Favor, Shield of Faith
3rd Branding Smite, Spiritual Weapon
5th Crusader’s Mantle, Spirit Guardians
7th Fire Shield, Staggering Smite
9th Hold Monster, Holy Weapon

War Priest

From 1st level, 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. 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.

Blessing of Battle

You are accustomed to leading others into battle and inspiring them before the fighting begins. As an action you can touch a creature and grant it a blessing of sure-handedness. This blessing lasts for 1 hour or until you grant it to another creature. The next time the creature rolls initiate, it has advantage on the first attack roll it makes during the first round of combat.

Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make 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.

Alternatively, you can use this ability to deal additional damage equal to 5 x your cleric level.

War God’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Avatar of Battle

At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

 

 

Ur Domain

Stolen Domain

At 1st level, when you begin the path of the Ur priest, you may choose the Domain spells of another domain. You gain access to these spells as if you were a member of that Domain, adding them to your list of prepared spells. You can change the chosen domain by spending at least an hour in meditation during the course of a long rest.