|1st||+2||Channel Divinity, Divine Domain||-||-||-||-|
|2nd||+2||Cleric Spellcasting, Divine Health||2||-||-||-|
|3rd||+2||Divine Domain Feature||3||-||-||-|
|4th||+2||Ability Score Improvement||4||2||-||-|
|6th||+3||Divine Domain Feature||4||4||2||-|
|7th||+3||Deluge of Radiance||4||4||3||-|
|8th||+3||Ability Score Improvement||4||4||4||2|
|9th||+4||Aura of Courage||4||4||4||3|
|10th||+4||Divine Domain Feature||4||4||4||4|
As a cleric, you gain the following class features
- Hit Dice: 1d8 per cleric level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 8 (or 5) + your Constitution modifier per cleric level after 1st
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Full proficiency in Wisdom and Charisma saves. Half proficiency in Constitution and Intelligence saves.
- Skills: Choose two from History, Insight, Intimidation, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a melee weapon you're proficient with
- (a) a ranged weapon you're proficient with
- (a) leather armor, (b) scale mail (if proficient), or (c) chain mail (if proficient)
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
In your study and devotion to your deity, you have unearthed fragments of divine blessings that imbue you with an abiding magical ability. Some deities may restrict which options you wish to gain.
At 1st level, you know the Sacred Flame and Thaumatagury cantrips, plus one additional cantrip of your choice from the cleric spell list. Your choice of Divine Domain may change your spell list.
Additionally, at 1st level, you gain two channel divinities of your choice from the channel divinity list. You gain additional channel divinities at 5th and 9th level. When you gain a level in this class, you can choose one of the channel divinities that you know and replace it with another that you could learn at that level. Any channel divinities that grant you acess to spells can't be changed out for new spells.
Choose one domain related to your beliefs or deity. Each domain is detailed at the end of the class description. Your choice grants you domain spells and proficiencies when you choose it at 1st level. It also grants you additional abilities when you gain that feature at 3rd, 6th, and 10th levels.
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.
DRAFT 1 | SpawnOfMorbo
As a conduit for divine power, you can cast cleric spells.
Due to your studies, you may replace any cantrip you know with another one from your list during a long rest. However, you may not replace Sacred Flame or Thaumaturgy.
You learn additional cleric cantrips of your choice at 5th and 10th level.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells. To cast one of your cleric spells of 1st level or higher, 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, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level cleric, you have four 1st-level and three 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four 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 a 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.
Wisdom is your spellcasting ability for your cleric spells, since their power derives from the deep understanding of one's beliefs. You use your Wisdom whenever a 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
You may choose to replace Wisdom with Charisma as your spellcasting ability score. If you make this decision, it can't be changed.
By 2nd level, the divine magic flowing through you makes you immune to disease.
You understand abyssal, celestial, and infernal if you don't already. If you already know one or more of these languages, choose a language to learn in place any you already know.
Once per short or long rest, as a bonus action, you may impart the knowledge of these languages to a number of creatures within 30' of you equal to your Wisdom modifier. This knowledge lasts for 1 hour and you may end it early with just a thought.
Deluge of Radiance
Begining at 7th level when deal damage with the sacred flame cantrip, you deal additional damage equal to your Wisdom modifier. This extra damage is radiant damage.
During a long rest you may pray to your deity to bless your weapon attacks. Instead of adding damage to your sacred flame cantrip, your weapon attacks deal an additional 1d8 radiant damage.
Aura of Courage
Starting at 9th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
Channel Divinity List
Prerequisite: sacred flame cantrip
Your Sacred Flame cantrip deals 1d10 base damage.
Ascend to the Heavens
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Augment Domain Spells
Prerequisite: 5th level, must have domain spells
Choose a domain other than your own. You may switch out one spell of each cleric level that you gain domain spells for (3, 5, 7, and 9) with one of each level of the new domain. If you ever remove this channel divinity, your domain spells revert back to normal.
You can cast speak with animals at will, without expending a spell slot.
You gain proficiency in the Deception and Persuasion skills.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You gain proficiency with medicine and survival. Using a Healer's Kit is a bonus action for you.
You gain proficiency in investigation or perception and with thieves tools.
Prerequisite: 8th level
You know the spell confusion. You may cast this spell without somatic, or material components.
Eyes of the Rune Keeper
You can read all writing.
You know shield of faith. You may cast this spell without verbal, somatic, or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Mask of Many Faces
You know the spell disguise self, you may cast it without verbal or somatic components.
Mire the Mind
Prerequisite: 6th level
You know the spell slow, you may cast it without verbal, somatic, and material components.
You can cast silent image at will, without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
You know the Feather Fall and Jump spells, you may cast it without verbal, somatic, and material components.
Prerequisite: 3rd level
Once per short rest, as an action, you present your holy symbol and speak a prayer censuring a type of enemy. Each enemy of that type 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.
Starting at 5th level when a target of rebuke fails their save and is of a certain CR, they are instantly destroyed as shown on the chart below.
|Cleric Level||Enemy CR|
When you gain this Channel Divinity, choose from Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead.
You may change this type during a long rest with a DC 15 Religion check as you pray to your deity. If you fail this check, you must wait until your next long rest to attempt it again.
Prerequisite: sacred flame cantrip
When you hit a creature with sacred flame, you can push the creature up to 10 feet away from you in a straight line.
Prerequisite: sacred flame cantrip
When you cast sacred flame, its range is up to 300 feet.
Sculptor of Flesh
Prerequisite: 8th level
You always know the spell polymorph, you may cast it without verbal, somatic, or material components.
Prerequisite: Astra Domain or Domain of Devotion
Choose a cantrip from any spell list. This becomes a cleric cantrip for you.
Sight of the True Believer
You can cast detect magic at will, without expending a spell slot.
Vigor of the Faithful
You can cast false life on yourself as a bonus action, you may cast it without verbal, somatic, and material components.
Whispers of the Grave
Prerequisite: 8th level
You can cast speak with dead at will, without expending a spell slot.
"Old tales tell of six gods who have stood watch over the material plane since antiquity. It is said they now slumber, conserving their strength, waiting to awaken upon the coming of a plague known as the Starscourge." -The Six and the Oracle
Starting at 1st level when you take this domain, you gain proficiency with your pact weapon as described below.
You can use your bonus action to create a pact weapon in your empty hand, this pact weapon must be a melee or thrown weapon. You can choose the form that this weapon takes each time you create it. You are proficient with it while you wield it.
This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- Level 2: Jump
- Level 4: Blur
- Level 6: Blink
- Level 8: Faithful Hound
Starting at 3rd level, whenever you cast a spell of first level or higher that deals damage, you may change the damage type to Cold, Fire, or Lightning.
You may do this a number of times per long rest equal to your Wisdom modifier.
Starting at 6th level you may throw your Pact Weapon up to 30' instantly travel to it. If you hit a creature you end adjacent to it. If you miss the target the pact weapon travels as far as it can, up to 30', and you appear in that location. Either way you have the pact weapon in hand when you appear and don't take opportunity attacks for this movement.
You may perform a warp strike a number of times per long rest equal to your Wisdom modifier.
Divine Intervention: Oracle of the Hexatheon
Once you reach 10th level, you may cast Commune once per long rest to speak to one of the six.
The Oath of Devotion binds a cleric to the loftiest ideals of justice, virtue, and order. Sometimes called paladins, these clerics meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.
Starting at 1st level when you take this domain, you gain proficiency in heavy armor and all weapons.
- Level 2: Searing Smite, Thunderous Smite
- Level 4: Branding Smite, Wrathful Smite
- Level 6: Blinding Smite, Crusader's Mantle
- Level 8: Staggering Smite, Death Ward
Starting at 3rd level you may use an action or bonus action to imbue one weapon that you are holding with positive energy. For 1 minute, you add your Wisdom modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. You regain use of this after you take a short or long rest.
Aura of Devotion
Starting at 6th level, you and friendly creatures within 10 feet of you can’t be charmed or freightened while you are conscious.
Begining at 10th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 1st level you gain proficiency in the secret druidic language, all simple weapons, and medium armor. If you willingly wear armor or shields made of metal you lose your Druidic Domain features until your next short or long rest. Nature deities will understand if you fight in metal armor because an idiotic enemy thought this would be a way to take your powers from you.
Additionally, instead of your normal cantrips, you gain Druidcraft and Sacred Flame and gain additional cantrips from the druid spell list. When you learn spellls, you learn them from the druid spell list.
Starting at 1st level, choose a druid circle from the PHB, you gain those spells at the levels indicated on their tables. For example, if you took the Desert Circle, you would barkskin and spider climb at 3rd level, call lightning and plant growth at 5th level, divination and freedom of movement at 7th level, and finally commune and treestride at 9th level.
Starting at 3rd level, you can use your action or bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice, after which you may use a Channel Divinity Slot to wildshape again. You regain expended uses when you finish a short or long rest.
Your cleric level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1 or lower that doesn't have a flying or swimming speed.
|3rd||1||No Flying or Swimming||Wolf|
|4th||2||No Flying Speed||Crocodile|
You can stay in a beast shape for a number of hours equal to your cleric level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Resist Nature's Wrath
Starting at 6th level choose Acid, Cold, Fire, Lightning, Poison, or Thunder. You have resistance to this damage type. At the end of a short or long rest you may change this choice.
Divine Intervention: Conjure Elemental
Once you reach 10th level, you may cast Conjure Elemental once per long rest.
The Life domain focuses on the vibrant positive energy, one of the fundamental forces of the universe, that sustains all life.
Starting at 1st level when you take this domain, you gain proficiency in heavy armor. Additionally, you gain proficiency in the herbalism kit and you obtain one at first level.
- Level 3: Bless, Cure Wounds
- Level 5: Gentle Repose, Lesser Restoration
- Level 7: Beacon of Hope, Revivify
- Level 9: Death Ward, Guardian of Faith
Disciple of Life
Also 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.
Starting at 3rd level, you can 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.
You must finish a short or long rest before you can use this feature again.
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.
Divine Intervention: Greater Restoration
Once you reach 10th level, you may cast Greater Restoration once per long rest.
"Don't listen to that Life domain guy! He's trying to lead you down the "path of righteousness". I'm gonna lead you down the path that rocks!"
Starting at 1st level when you take this domain, you gain proficiency in heavy armor. Additionally, you gain proficiency in the poisoner's kit and you obtain one at first level.
- Level 3: Bane, Inflict Wounds
- Level 5: Gentle Repose, Ray of Enfeeblement
- Level 7: Animate Dead, Bestow Curse
- Level 9: Blight, Phantasmal Killer
Desicrator of Life
Starting at 1st level, you replace sacred flame with the chill touch. Any feature that enhances or changes sacred flame now applies to chill touch.
Any mention of radiant is considered necrotic for cleric class features.
Starting at 3rd level, whenever you cast a spell that deals necrotic damage, you may cast chill touch as a bonus action against the target of the spell that dealt necrotic damage.
Additionally, you ignore resistance to necrotic damage with your spells.
Snuff Out Life
You have resistance to necrotic and poison damage.
Additionally, as a reaction to a creature regaining hit points, you cause that creature to regain 1 HP.
Divine Intervention: Antilife Shell
Once you reach 10th level, you may cast Antilife Shell once per long rest.