Cleric

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

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

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

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

Healers and Warriors

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

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

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

Divine Agents

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

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

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




















































This cleric class is 100% official D&D 5e Content. Every word in here should be Adventurer's League official, taken from official handbooks such as Player's Handbook, Dungeon Master's Guide, Xanathar's Guide to Everything, Sword Coast Adventurer's Guide, and Tasha's Cauldron of Everything.

PLAYER CLASSES | CLERIC





The Cleric
Level Proficiency
Bonus
Features Cantrips
Known
1st
2nd
Spell
3rd
Slots
4th
Per
5th
Spell
6th
Level
7th

8th
9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity(1/rest), Divine Domain Feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity(2/rest), Divine Domain Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1),
Divine Domain Feature
4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity(3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1


Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Quick Build

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

PLAYER CLASSES | CLERIC

































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
  • 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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

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

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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


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


Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

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

PLAYER CLASSES | CLERIC

Divine Domain

Choose one domain related to your deity. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it.

Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th 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: 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 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 6th 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: 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 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.

Channel Divinity: 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 of which can be no higher than half your proficiency bonus (rounded up).

The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

For example, once you reach 6th level, you can expend two uses of your Channel Divinity to regain a 3rd level spell slot.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead

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

Destroy Undead
Cleric Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

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

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again
for 7 days. Otherwise, you can use it again after you finish
a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Domains

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

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain.

PLAYER CLASSES | CLERIC

























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).

Bonus Life Domain Spells
Cleric Level Learned Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency

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

Disciple of Life

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

Channel Divinity: Preserve Life

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

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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. 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.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Supreme Healing

At 17th 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.

PLAYER CLASSES | LIFE CLERIC

Knowledge Domain

The gods of knowledge—including Oghma, Boccob, Gilean, Aureoo, 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 Goibhnlu.

Bonus Knowledge Domain Spells
Cleric Level Learned Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Blessings of Knowledge

When you choose this domain 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 Ages

At 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you present your holy symbol and choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

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

As an action, you present your holy symbol and 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.



lf 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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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

Visions of the Past

At 17th 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 medjtation and prayer, then receive dreamlike. shadowy glimpses of recent events.

You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time as if you were casting a spell.

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


  • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event jnvolving the object and that owner. If the object was owned by another creatu re 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.

PLAYER CLASSES | KNOWLEDGE CLERIC






















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.

Bonus Light Domain Spells
Cleric Level Learned 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 learn 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

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 c1eric 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

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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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

Corona of Light

At 17th 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.

PLAYER CLASSES | LIGHT CLERIC

Nature Domain

Gods of nature are as varied as the natural world itself, from illscrutable gods of the deep forests (such as Silva nus, 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 c1erics as well, champions who take a more active role in advancing the interests of a particular nature god. These c1erics 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.

Bonus Nature Domain Spells
Cleric Level Learned Spells
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

When you choose this domain at 1st level, you learn one druid cantrip of your choice. 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

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

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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


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

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Master of Nature

At 17th 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.

PLAYER CLASSES | NATURE CLERIC

Tempest Domain

Gods whose portfolios include the Tempest domain—such as Talos, Umberlee. Kord, Zeboim, the Devourer, Zeus, and Thor—govern storm, 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 peoples, 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 folks on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

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

Bonus Proficiencies

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

Wrath of the Storm

Also at 1st level, you can thundrously 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 a much damage on a successful one.

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

Channel Divinity: Destructive Wrath

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 present your holy symbol and deal maximum damage instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 thunder damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Storm Born

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

PLAYER CLASSES | TEMPEST CLERIC
























Trickery Domain

Gods of trickery—such a Tymora, Beshaba. Olidammara, the Traveler, Gari 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 patron of thieves, coundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and Routing hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Bonus Trickery Domain Spells
Cleric Level Learned Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Blessing of the Trickster

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 l hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

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

As an action, you present your holy symbol and 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.



























These illusions are immune to damage, with weapons passing right through them. They are also immune to saving throws, with mental saving throws failing immediately and damage from physical saving throws passing through them. Conversely, they cannot deal physical damage of their own.

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.

Channel Divinity: Cloak of Shadows

At 6th level, you can use your Channel Divinity to vanish.

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

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 poison damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Improved Duplicity

At 17th 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.

PLAYER CLASSES | TRICKERY CLERIC

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 Lhem 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 KiriJolith) as well as gods of destruction and pillage (such as Brylhnul, 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.

Bonus War Domain Spells
Cleric Level Learned Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Bonus Proficiencies

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

War Priest

Also at 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.



Channel Divinity: Guided Strike

At 2nd level, you can use your Channel Divinity to strike with supernatural accuracy.

When you make an attack roll, you can present your holy symbol 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.

Channel Divinity: 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 roH, but before the DM says whether the attack hits or misses.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

PLAYER CLASSES | WAR CLERIC

Forge Domain

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

Bonus Forge Domain Spells
Cleric Level Learned 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 heavy armor and smith's tools.

Blessing of the Forge

Also 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.

Channel Divinity: Artisan’s Blessing

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

You present your holy symbol andconduct 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. 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

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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 fire damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Saint of Forge and Fire

At 17th 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.

PLAYER CLASSES | FORGE CLERIC

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’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris.

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. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.

Bonus Grave Domain Spells
Cleric Level Learned Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

When you choose this domain at 1st level, you can 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

Also 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.

Channel Divinity: Path to the Grave

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

As an action, you present your holy symbol and 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 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). You regain all expended uses when you finish a long rest.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 necrotic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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

Keeper of Souls

At 17th 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 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 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.

PLAYER CLASSES | GRAVE CLERIC





























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 WeeJas 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).

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

Bonus Proficiency

When you choose this domain at 1st level, you gain prof-iciency with martial weapons.

Reaper

Also 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.































Channel Divinity: Touch of Death

At 2nd level, you can use Channel Divinity to destroy another creature's life force by touch.

When you hit a creature with a melee attack, you can present your holy symbol to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

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

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. 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.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 necrotic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Improved Reaper

At 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

PLAYER CLASSES | DEATH CLERIC

Arcana Domain

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

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

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

Arcane Initiate

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

Channel Divinity: Arcane Abjuration

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

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

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

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



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

Spell Breaker

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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 force damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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

Arcane Mastery

At 17th 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.

PLAYER CLASSES | ARCANA CLERIC

Order Domain

The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.

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

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

Bonus Proficiencies

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

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

Voice of Authority

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

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



Channel Divinity: Order's Demand

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 the Law

At 6th level, 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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 psychic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Order's Wrath

At 17th level, 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.

PLAYER CLASSES | ORDER CLERIC




















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.

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.

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

Implement of Peace

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

Emboldened 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 a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.























Channel Divinity: Balm of Peace

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

At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 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.

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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

Expansive Bond

At 17th 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.

PLAYER CLASSES | PEACE CLERIC

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.

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

Bonus Proficiencies

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

Eyes of Night

At 1st level, y ou can see through the deepest gloom. You have darkvision out to a range of 300 fect. 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

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



Channel Divinity: Twilight Sanctuary

At 2nd level, 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 grant that creature one of these benefits:

• You grant it temporary hit points equal to ld6 plus your cleric level.

• You end one effect on it causing it to be charmed or frightened.

Steps of Night

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

Sacred Combatant

At 8th level, you gain one of the following features of your choice.


  • Divine Strike. 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.

  • Blessed Strikes. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Twilight Shroud

At 17th level, 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.

PLAYER CLASSES | TWILIGHT CLERIC

Cleric Spell List

The following is a list of official spells available to a cleric.
These spells are listed by level then alphabetical order.


Cantrip (0-Level)
  • guidance
  • light
  • mending
  • resistance
  • sacred flame
  • spare the dying
  • thaumaturgy
  • toll the dead
  • word of radiance
1st Level
  • bane
  • bless
  • command
  • create or destroy water
  • cure wounds
  • detect evil and good
  • detect magic
  • detect poison and disease
  • guiding bolt
  • healing word
  • inflict wounds
  • protection from evil and good
  • purify food and drink
  • sanctuary
  • shield of faith

















2nd Level
  • aid
  • augury
  • blindness/deafness
  • borrowed knowledge
  • calm emotions
  • continual flame
  • enhance ability
  • find traps
  • gentle repose
  • hold person
  • lesser restoration
  • locate object
  • prayer of healing
  • protection from poison
  • silence
  • spiritual weapon
  • warding bond
  • zone of truth
3rd Level
  • animate dead
  • aura of vitality
  • beacon of hope
  • bestow curse
  • clairvoyance
  • create food and water
  • daylight
  • dispel magic
  • feign death
  • glyph of warding
  • life transference
  • magic circle
  • mass healing word
  • meld into stone
  • protection from energy
  • remove curse
  • revivify
  • sending
  • speak with dead
  • spirit guardians
  • spirit shroud
  • tongues
  • water walk

4th Level
  • aura of life
  • aura of purity
  • banishment
  • control water
  • death ward
  • divination
  • freedom of movement
  • guardian of faith
  • locate creature
  • stone shape
5th Level
  • commune
  • contagion
  • dawn
  • dispel evil and good
  • flame strike
  • geas
  • greater restoration
  • hallow
  • holy weapon
  • insect plague
  • legend lore
  • mass cure wounds
  • planar binding
  • raise dead
  • scrying
  • summon celestial









6th Level
  • blade barrier
  • create undead
  • find the path
  • forbiddance
  • harm
  • heal
  • heroes' feast
  • planar ally
  • sunbeam
  • true seeing
  • word of recall
7th Level
  • conjure celestial
  • divine word
  • etherealness
  • fire storm
  • plane shift
  • regenerate
  • resurrection
  • symbol
  • temple of the gods
8th Level
  • antimagic field
  • control weather
  • earthquake
  • holy aura
  • sunburst
9th Level
  • astral projection
  • gate
  • mass heal
  • power word heal
  • true resurrection

PLAYER CLASSES | CLERIC SPELL LIST

Multiclassing

If you want to multiclass into cleric, or to take a level in another class if you are already a cleric, you must meet certain ability score requirements first. After you do and take a level in cleric, you may gain bonus proficiencies.


Ability Score Minimum for Cleric:

Wisdom 13


Multiclass Bonus Proficiencies Gained:

Light and Medium Armor, Shields

Cleric Domain Sourcebooks

All subclasses in this document are from official source-books. The following is a list of where each one came from.

Cleric Domain Sourcebook
Life Domain Player's Handbook
Knowledge Domain Player's Handbook
Light Domain Player's Handbook
Nature Domain Player's Handbook
Tempest Domain Player's Handbook
Trickery Domain Player's Handbook
War Domain Player's Handbook
Forge Domain Xanathar's Guide to Everything
Grave Domain Xanathar's Guide to Everything
Death Domain Dungeon Master's Guide
Arcana Domain Sword Coast Adventure Guide
Order Domain Guildmaster's Guide to Ravnica
Peace Domain Tasha's Cauldron of Everything
Twilight Domain Tasha's Cauldron of Everything

This Document's Credit

This document was compiled, formatted, adjusted, copy edited, and (semi)-balanced by LtKodiak.
homebrewery.naturalcrit.com/user/ltkodiak
Google Drive folder with downloadable PDFs
BigBeard.Design/LtKodiak

Most of the words in this document are copyright of Wizards of the Coast, either directly or indirectly. Words were written using the phrasing present in Wizards' official documents.

LtKodiak's goal is to have 100% of the images be usable under Wizards' Fan Content Policy. The vast majority of images in these documents are from Magic: The Gathering, some from official D&D documents, and the rest from various places on the internet (mtgpics, artstation, deviantart, etc.). All artists and sources are listed in the section below. Some have been modified to better fit the formatting of this document, including color changes, mirroring, and/or alterations. As such, anyone who has access to this document CANNOT SELL IT. That'd be illegal (and against the aforementioned Wizards' Fan Content Policy). It's just for fun, giving D&D players an easier to read document for their favorite races and classes.

Credit for the formatting of this document goes to The Homebrewery, for making an awesome, easy-to-use website utilizing the powers of HTML and CSS.

If you see anything in this document that needs to be ammended, have any suggestions for edits or additions, or have any legal concerns, please reach out!

Image Credits

Banisher Priest by Willian Murai, © WotC
Plains (Theros Beyond Death) by Sam Burley, © WotC
Godless Shrine by Cliff Childs, © WotC
Dragonborn by Fabian Saravia
Cleric from the PHB by Chris Seaman, © WotC
Anointer of Champions by Anna Steinbauer, © WotC
Reviving Vapors by Bastien Lecouffe Deharme, © WotC
War Oracle by Steve Prescott, © WotC
Galea, Kindler of Hope by Snakebearer
Shadowstorm Vizier by Yongjae Choi, © WotC
Disciple of Deceit by Daarken, © WotC
War Priest of Thune by Izzy, © WotC
Cleric of the Forge from XGE by Chris Seaman, © WotC
Dauntless Cathar by Zack Stella, © WotC
Egon, God of Death by Jason A. Engle, © WotC
Dwarf Cleric by Magnus Norén
Lavinia of the Tenth by Willian Murai, © WotC
Centaur Peacemaker by Raoul Vitale, © WotC
Setessan Starbreaker by Chase Stone, © WotC
Vizier of the True by Ryan Alexander Lee, © WotC

PLAYER CLASSES | CLERIC