## Alternate Cleric

*This PDF copy is from the original text available at http://homebrewery.naturalcrit.com/share/HJBtojSEz*

*This copy <mark>highlights</mark> changed sections from the original Player's Handbook version of the Cleric. Omissions are in [brackets]. A reminder, this is not a domain,  but a class.*


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 som e
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 dem ands it. Pursuing the goals
of the gods often involves braving dangers beyond the
walls of civilization, smiting evil or seeking 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.

```
```
### 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. 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 follow ing these
suggestions. First, Wisdom should be your highest
ability score, followed by <mark>Dexterity</mark> or Constitution.
Second, choose the acolyte background.

## Class Features
As a Cleric you gain the following features.

#### Hit Points

**Hit Dice:** 1d8 per cleric level.

**Hit Points at 1st level:** 8 + Constitution modifier.

**Hit Points at Higher levels** = 1d8 (or 5) + your Constitution modifier.

#### Proficiencies

**Armor:** Light armor.

**Weapons:** All simple weapons.

**Tools:** None.

**Saving Throws:** Wisdom, Charisma.

**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion.

#### Equipment:

You start with the following equipment, in addition to
the equipment granted by your background:

* (a) a mace, or <mark>(b) a quarterstaff</mark>
* (a) scale mail, or (b) leather armor, or <mark>(c) a set of fine clothes</mark>
* (a) a light crossbow and 20 bolts, or (b) any simple weapon
* (a) priest's pack, or (b) an explorer's pack
* a holy symbol <mark>[no shield]</mark>


\page

<div class='classTable wide'>
##### The Cleric
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Spell Casting, Divine Domains | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Channel Divinity (1/rest), Divine Domain features | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Advanced Channel Divinity (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Channel Divinity (2/rest), Divine Domain features | 4 | 3 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement, Advanced Channel Divinity (CR 1), Divine Domain features | 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 | Advanced Channel Divinity (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 | Advanced Channel Divinity (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 | Advanced Channel Divinity (CR 4), Divine Domain features | 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 |
</div>

### Spellcasting
You cast Cleric spells. Wisdom is your spellcasting ability for cleric spells, for setting the saving throw DC for a cleric spell you cast and for attacking with a cleric spell. The power of your spells comes from your devotion to your deity.
#### 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 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 + <mark>one fourth of your cleric level (rounded up, minimum of one spell)</mark>. The Spells must be of a level for which you have Spell Slots.

<mark>For example, if you are a 5th-level cleric, you have four 1st-level, three 2nd-level Spell Slots, and two 3rd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include five Spells of 1st, 2nd level, or 3rd level, in any combination.</mark> If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level, 2nd-level, or 3rd-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

\page

#### 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 "Equipment") as a spellcasting focus for your cleric Spells.

### Divine Domains
Choose <mark>two</mark> domains related to your deity: Ambition, Arcana, City, Death, Forge, Grave, Knowledge, Life, Light, Nature, Protection, Solidarity, Strength, Tempest, Trickery, War, or Zeal. The domains are detailed at the end of the class description, and provide 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.

<mark>You ignore any proficiencies in armor or weapons offered by Bonus Proficiencies from a domain.</mark>

#### 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 three such effects: Your choice from Turn Undead, <mark>Rebuke Undead, and Bolster Undead</mark>, as well as any effects determined by your domains. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

<mark>Your choice from among Turn Undead, Rebuke Undead, or Bolster Undead is permanent throughout your progression.</mark>

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.

#### <mark> Channel Divinity: Rebuke Undead
<mark> As an action, you present your holy Symbol and speak a prayer rebuking 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 charmed for 10 minutes or until it takes any damage. This effect otherwise is identical to Turn Undead, including the capabilities of enemies through abilities such as Turn Resistance.

#### <mark> Channel Divinity: Bolster Undead
<mark> As an action, you present your holy Symbol and speak a prayer bolstering the Undead. Each Undead that can see or hear you within 30 feet of you have their Armor Class increase by a value equivalent to your Wisdom modifier (minimum of +1) and gain a number of temporary hit points equivalent to half your cleric level (rounded up). When using Bolster Undead, you may choose any number of undead to be unaffected by your Channel Divinity.

### 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, or you can choose to take a Feat instead of increasing your ability scores. As normal, you can’t increase an ability score above 20 using this feature.

### Advanced Channel Divinity
When you reach 5th level, your Channel Divinity feature is advanced.

#### Destroy Undead
Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.

##### 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 |

\page


#### <mark> Dominate Undead
<mark> Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against your Rebuke Undead feature, the creature is put under your control as if you had created it. The CR of undead increases as you gain levels.

##### <mark> Dominate Undead
| Cleric Level | Dominates Undead of CR... |
|:----:|:-------------|
| 5th  | 1/2 or lower |
| 8th  | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
<mark> You may choose any undead that failed its saving throw against your Rebuke Undead feature to not be dominated.

#### <mark> Marshall Undead
<mark> Starting at 5th level, when an Undead of CR 1/2 or lower is affected Bolster Undead feature, the creature gains advantage on saving throws against features that turn undead. The CR of undead increases as you gain levels.
##### <mark> Marshall Undead
| Cleric Level | Marshalls Undead of CR... |
|:----:|:-------------|
| 5th  | 1/2 or lower |
| 8th  | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |

<mark> Additionally, you can communicate with any creatures affected by your Marshall Undead feature telepathically, even if you do not share a language. 

### 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. 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 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 two aspects of your deity's portfolio to emphasize, and you are granted powers related to those domains. 

Your choices might correspond to particular sects 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. Alternatively, your <mark>choices</mark> of domain could simply be a matter of personal preference, the aspects of the deity that appeals to you most. 

Each domain's description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

## Credits
This Homebrew alternate class choice is the creation of Reddit user kittyabbygirl, and draws heavily from the Player's Handbook produced by Wizards of the Coast. While this class is for public access, I personally request that this is not plagiarized or otherwise copied without being included in the credits. 

I sincerely thank Wizards of the Coast for the creation of Dungeons & Dragons 5e, and in the production of this alternate class choice do not wish to in anyway degrade the name or products made by Wizards of the Coast. This homebrew option is not a sufficient replacement for Wizards of the Coast products such as the Player's Handbook or other supplementary texts.

I would also like to thank The Homebrewery for providing wonderful software for creating Dungeons & Dragons homebrew.

A final thank you to both Wizards of the Coast and The Hombrewery for their contributions to the world's greatest role playing game.

Once again, the original, unhighlighted copy of this PDF is accessible at http://homebrewery.naturalcrit.com/share/HJBtojSEz and is better suited for legitimate usage and play.