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. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Animal Domain
Gods of the hunt can be as fickle as the beasts they tame. Though not only beholden to the beast domain, these gods celebrate hte wild side of nature, and bless their servants with a bountiful hunt. They include nature gods and gods of trickery, gods of physical strength and tactical cunning. In most pantheons, gods of this domain are well liked for hteir great bounties, and their shameless revelry. Clerics who follow the Beast Domain are forever in search of the perfect hunt, and pledge to keep the balance of peace and chaos. The encourage common folk to offer grand sacrifices to their gods to ensure safe and plentiful bounties and to ward off the divine wrath of the wilds.
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Animal Domain Spells
| Cleric Level | Spells |
| 1st |
Animal Friendship, Speak With Animals |
| 3rd |
Animal Messenger, Locate Animals or Plants (animals only) |
| 5th |
Beast Sense, Conjure Animals |
| 7th |
Dominate Beast, Locate Creature |
| 9th |
Awaken (animals only), Hold Monster |
Animal Friend
At 1st level, you have Advantage on any relevant checks made when you are riding an animal or trying to calm it down.
Acolyte of the Beast
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Channel Divinity: Charm Animals
Starting at 2nd level, you can use your Channel Divinity to charm animals.
As an action, you present your holy symbol and invoke the name of your deity. Each beast 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.
Companion Bond
Starting at 6th level, you learn to use your magic to create a powerful bond with a creature of the natural world, you gain an Animal Companion, as if you were a Beast Master Ranger three levels lower than your Cleric level. Your animal companion does not gain the Beast’s Defense, Storm of Claw and Fangs, or Superior Beast’s Defense features, but otherwise progresses as normal for an animal companion.
Scent
At 6th level, you can use your heightened sense of smell on Perception and Survival skill checks. When you do so you gain advantage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Natural Weapons
At 8th level, You can either gain a bite or claw attack. If you choose bite you have retractable sharp teeth that come out when you need them. If you choose claws they are also retractable. These natural weapons deal 1d10 piercing or slashing damage. At 14th level they deal 2d8 damage instead.
Beast Am I
At 17th level, you add the polymorph spell to your spells known, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 3 or lower.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
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.
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Arcana Domain Spells
| Cleric Level | Spells |
| 1st |
Detect Magic, Magic Missile |
| 3rd |
Magic Aura, Magic Weapon |
| 5th |
Dispel Magic, Magic Circle |
| 7th |
Arcane Eye, 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 cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and 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 certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
| Cleric Level | Vanishes Creature sof CR … |
| 5th |
½ or lower |
| 8th |
1 or lower |
| 11th |
2 or lower |
| 14th |
3 or lower |
| 17th |
4 or lower |
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Force damage.
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.
Balance Domain
To every action there is an opposite and equal reaction, to light there is dark, to hot there is cold, these are the natural forces that hold the world in balance. This balance is the source of your faith and belief
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Balance Domain Spells
| Cleric Level | Spells |
| 1st |
Bane, Bless |
| 3rd |
Earthbind, Gust of Wind |
| 5th |
Fireball, Sleet Storm |
| 7th |
Control Water, Wall of Fire |
| 9th |
Negative Energy Flood, Mass Cure Wounds |
Balanced Scales
At 1st level, you are immune to the effects of disadvantage and advantage
Median Surge
At 1st level, whenever you would roll an 11 on an attack roll or saving throw. You gain a +1 to that specific check the next time you roll it and you increase the bonus you receive the next time this effect is triggered by 1. This bonus also applies to AC. This effect stacks up to a total amount of times equal to your wisdom modifier, 1 round after meeting the maximum, these bonuses reset. These bonuses additionally reset whenever you would complete a Long Rest, whichever comes first.
Channel Divinity: Wrath
At 2nd level you may use your divinity class feature to unleash the wrath of natural forces against those that would seek to control them. The cleric unleashes a wave of all energy damage types, that all creatures are affected by within 30ft. These creatures lose any advantage or disadvantage they are being affected by or would be affected by due to a class feature or spell. All enemies in this area are dealt 1d6 damage plus 2d6 for each creature that lost disadvantage or advantage in the area of effect. A successful wisdom saving throw reduces this damage to half.
Balance Restored
At 6th level, whenever a creature within 30 feet of you would fail an attack or saving throw roll with advantage or succeed on such checks with disadvantage, you are healed for a number of d10s in Hit Points equal to half of your Proficiency bonus, rounding down. This can only occur while in combat.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Balance in all Things
At 17th level, you cannot critically hit, nor can you be subject to critical hits. Instead, whenever you would roll a 20 on an attack roll or saving throw, you activate your Median Surge twice.
Celebration Domain
What good is life without time to celebrate it? The gods are good and have provided us bountiful gifts. It is our job to spread this joy to others, with our god's blessing guiding our voice and our song. The deities of this domain teach that revelry and kindness are to be your highest ideals, and spreading them to everyone is to be your calling. Live life to the fullest!
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Celebration Domain Spells
| Cleric Level | Spells |
| 1st |
Bless, Hideous Laughter |
| 3rd |
Aid, Enthrall |
| 5th |
Haste, Wall of Water |
| 7th |
Aura of Life, Freedom of Movement |
| 9th |
Awaken, Modify Memory |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Performance skill. When making a Performance check, you make your check using your Wisdom modifier instead of Charisma.
You also gain proficiency with one musical instrument. You can use this instrument as a spellcasting focus.
Song of Joy
Also at 1st level, the mirth of your song bolsters your performance. As a reaction, whenever you would make a Constitution saving throw to continue concentration on a spell, you can make a Wisdom (Performance) check instead.
On a success, you maintain concentration. You may continue to make Performance checks in places of Constitution saves to maintain concentration until the start of your next turn. On a failure, your concentration ends. You ca use this feature a number of times equal to 1 + your Wisdom modifier, regaining all expended uses after you complete a Long Rest.
Channel Divinity: Endless Bounty
Starting at 2nd level, your allies begin to feel the piety of your songs. When you cast a spell that targets one of your allies, you can use your Channel Divinity to target an additional number of allies equal to your Wisdom modifier divided by 2, rounded down. No two allies can be further than 30 feet apart when blessed in this way, and only the first target receives any additional features or effects that improve the spell, such as Empowered Healing or Potent Healer.
Spread Bravado
Starting at 6th level, your allies feel emboldened by the music in your heart. When you target an ally with a spell, that ally also gets advantage on the next saving throw or attack roll that they make.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessings Overflowing
Starting at 17th level, your merriment knows no limits, bursting forth to hearten your allies. Once per short rest you can use your action to activate a 30 foot aura that lasts for 1 minute or until you dismiss it as an action. While this aura is active all allies within it gain the benefits of the bless spell and heroism spell.
Chaos Domain
The swirling random events may seem happenstance to some, luck to others, but you know the truth, it is a force, a deadly, invigorating force behind these occurrences. The power of Chaos does not reveal itself to many, but those with the will to see it, can harness it’s great power.
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Chaos Domain Spells
| Cleric Level | Spells |
| 1st |
Chaos Bolt, Hideous Laughter |
| 3rd |
Crown of Madness, Phantasmal Force |
| 5th |
Enemies Abound, Summon Lesser Demons |
| 7th |
Compulsion, Confusion |
| 9th |
Insect Plague, Synaptic Static |
All or Nothing
At 1st level, you can bet your luck against the wheel of fate and profit from it. When a creature you can see within 30 feet of you makes a Saving Throw, Attack roll, or an Ability check while in combat, you can use your Reaction to hedge a bet against chance. Choose to bet whether the creature will pass or fail.
If the outcome is as you predicted, and not altered by features or actions that guarantee a result, such as Predict Success or Legendary Resistance, you regain an expended spell slot of a level equal to or lower than half of your Cleric level (minimum 1st level).
If your prediction is incorrect, you suffer 1d4 points of Psychic damage that cannot be mitigated in any way.
You can use this ability a number of times equal to your Proficiency bonus, regaining all expended uses upon completing a Long Rest.
Wild Magic Surge
Starting at 1st level, you can manipulate the forces of chance and chaos to gain Advantage on one Attack roll, Ability check, or Saving Throw. Once you do so, you must finish a Long Rest before you can use this feature again.
Any time before you regain the use of this feature, the GM can have you roll on the Wild Magic Surge table under the Sorcerer Wild Magic subclass immediately after you cast a cleric spell of 1st level or higher. You then regain the use of this feature.
Channel Divinity: Bedlam Surge
At 2nd level, your influence over randomness can display itself in powerful bursts. When a creature that you can see within 30 feet of you makes an Ability check with Advantage or Disadvantage, you can use your Channel Divinity feature to make that creature roll three d20s instead of two.
Channel Divinity: Chaos Pulse
At 2nd level, you can use your Channel Divinity class feature to blast a wave of chaotic energy at an enemy that attacks you within 10ft. This wave causes the enemy to suffer Disadvantage on all attack rolls it makes for 1 round if they fail a Charisma saving throw. In addition, the next Chaos Bolt you cast this encounter automatically triggers it’s leaping effect.
Chaotic Soul
At 6th level, your unpredictable nature makes you difficult to detect. You cannot be sensed or tracked by magical means unless you allow it to occur.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Chaos Control
At 17th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Charm Domain
Gods of the Charm domain manifest from the qualities of attractiveness to the profound beauty of the natural world, to the raw overpowering feeling of desire or even darker delights. Some deities of this domain are known as Gods of lust or beauty, while others of wine and hedonism, yet still there are those who hold as divine avatars of fertility. These gods are patrons of bards, musicians, artists, and all who dedicate themselves to instill beauty, love, or desire in the hearts of others.
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Charm Domain Spells
| Cleric Level | Spells |
| 1st |
Charm Person, Disguise Self |
| 3rd |
Alter Self, Enthrall |
| 5th |
Aura of Vitality, Hypnotic Pattern |
| 7th |
Aura of Purity, Compulsion |
| 9th |
Dominate Person, Seeming |
Honeyed Words
At 1st level, you learn the Friends and Vicious Mockery cantrips, which don't count against the number of Cleric cantrips that you know.
Additionally, you gain Proficiency in one of the following skills as well as the Disguise Kit and two instruments of your choice: Deception, Performance, or Persuasion.
Graceful
At 1st level, your inner and outer beauty makes you harder to hit. While you are wearing no armor, your AC equals 13 + your Charisma modifier. You can still use a shield and gain this benefit.
Channel Divinity: Beguiling Charm
At 2nd level, you can use your Channel Divinity to magically seduce another creature. As an Action, you invoke your holy symbol and choose one Humanoid that you can see within 30 feet of you. The target must make a Charisma saving throw or be magically Charmed by you for 10 minutes. The charmed target does its best to obey your verbal commands. It also idolizes you and speaks glowingly of you to anyone who talks to it.
If the target suffers any harm or receives a suicidal command, the effect ends. If the target successfully saves against this effect, or if the effect on it ends, the target is immune to your Beguiling harm for the next 24 hours. You can only have one target Charmed in this way at a time. If you charm another, the effect on the previous target ends.
Channel Divinity: Disarming Appeal
At 2nd level, you can use your Channel Divinity ability to hamper your enemies with charming appeal. When a creature within 15 of you, that you can see, targets you or a creature within 30 feet of you with an attack, but before the results are revealed, you can use your Reaction to attempt to beguile that creature.
Your target must make a Charisma saving throw. On a failed save, the triggering attack misses, and the triggering creature cannot attack their target until the end of your next turn. A creature immune to being Charmed is immune to this ability.
Inner Beauty
At 6th level, you can cause the inner beauty of a creature to spring forth, making it more persuasive and confident. When a creature within 30 feet that you can see makes a Charisma ability check or saving throw, you can use your Reaction to add a +5 Insight bonus to the roll. You can do so after the creature rolls, but before the results are revealed.
You can use this feature a number of times equal to your Wisdom modifier (minimum one use), and you regain all expended uses of this feature when you complete a Long Rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Kiss of Death
At 17th level, you gain the ability to infuse a kiss with incredible energy, delivering a pleasure experience that surges beyond the normal bounds of what a creature might know.
When you use an Action to kiss a willing Humanoid or a creature Charmed by you, you can choose to inflict this effect. The target must make a Constitution saving throw, taking 15d10 + your Wisdom modifier points of Psychic damage on a failed save, or half as much damage on a successful one. The target's Hit Point maximum is reduced by an amount equal to the damage taken. This reduction lasts until teh target completes a Long Rest.
If this effect reduces the target's Hit Point maximum to 0, the target dies instantly, and you gain Temporary Hit Points equal to your Cleric level. These Temporary Hit Points remain until they are expended, or you complete a Long Rest.
Darkness Domain
Gods of darkness and secrets promote the ideals of hiding, secrecy, lies, betrayal, and often the use of black shadows in their symbol. They are the keepers of secrets, the crawlers in the dark, patrons of assassins and spies, and seek to shroud knowledge and hide power.
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Darkness Domain Spells
| Cleric Level | Spells |
| 1st |
Arms of Hadar, Disguise Self |
| 3rd |
Darkness, Invisibility |
| 5th |
Hunger of Hadar, Nondetection |
| 7th |
Black Tentacles, Greater Invisibility |
| 9th |
Modify Memory, Seeming |
Accustomed To Darkness
At 1st level, you gain the ability see in darkness, magical or otherwise, up to a range of 120 feet.
Bonus Proficiency
At 1st level, you take up the mantle and basic tenets of darkness and whispers. You gain Proficiency in the Deception and Stealth skills.
Channel Divinity: Shadow of the Nightmare
At 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing Psychic damage to your foes. As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your Cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has Total Cover from you is unaffected.
Shadow Step
At 6th level, you gain the ability to shift into and out of shadows. While in an area of dim light or darkness, you can use your Bonus Action to teleport to an unoccupied space of dim light or darkness up to 60 feet away. After teleporting in this way, you have Advantage on your next attack roll that you make before the end of your next turn. You can use this ability a number of times equal to half of your Proficiency bonus, regaining spent uses after completing a Long Rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Light Well
At 17th level, your dark arts become so powerful that you can generate your own darkness.
You gain Resistance to Radiant damage, and as an Action, you can suck the light out of the area around you. For 1 minute, you produce an aura of anti-light that reduces the light level within 30 feet of you to darkness, and a further 30 feet around you to dim light. This darkness is considered magical darkness. Additionally, you can designate up to ten creatures within 60 feet of you that you cn see, these creatures are able to see through your darkness and gain Resistance to Radiant damage while within 60 feet of you.
Only a light spell of 6th level or higher or direct sunlight can penetrate this darkness. Once you use this feature, you cannot use it again until you complete a Long Rest.
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. Gods of the Death domain also embody murder, pain, disease or poison, and the underworld.
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Death Domain Spells
| Cleric Level | Spells |
| 1st |
False Life, Ray of Sickness |
| 3rd |
Blindness/Deafness, Ray of Enfeeblement |
| 5th |
Animate Dead, Vampiric Touch |
| 7th |
Blight, Death Ward |
| 9th |
Antilife Shell, Cloudkill |
Bonus Proficiency
At 1st level, you gain Proficiency with all Martial weapons as well as Medium armor.
Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts 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
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Inescapable Destruction
Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, whenever you cast a leveled spell that deals Necrotic damage to a creature, that spell increases its damage dice by one die size, or by +2 if already at a d12.
Improved Reaper
Starting at 17th level, when the cleric casts 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, the cleric must provide them for each target.
Destruction Domain
Paths of destruction are often trod by Clerics who lost everything and wish only for revenge and annihilation of their foes. The gods of destruction welcome those who seek such a path, giving them raw, overwhelming power in exchange for their servitude.
As an avatar of destruction, you gain control over thunder itself, capable of wreaking havoc in the name of your divinity, while channeling its power, and as in true nature of lightning, your body and mind become quicker and unpredictable, granting you advantage over your enemies in more than one way.
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Destruction Domain Spells
| Cleric Level | Spells |
| 1st |
Thunderwave, Wrathful Smite |
| 3rd |
Scorching Ray, Shatter |
| 5th |
Call Lightning, Fireball |
| 7th |
Ice Storm, Staggering Smite |
| 9th |
Cloud Kill, Destructive Wave |
Armed For Destruction
At 1st level, you gain Proficiency in all Martial weapons, all armor, as well as with one skill of your choice.
Destructive Fury
At 1st level, you can channel divine energy to enter a destructive frenzy. As a Bonus Action, you gain 5 Temporary Hit Points per Proficiency bonus and a Morale bonus on all weapon damage rolls that you make equal to your Proficiency bonus. This benefit lasts for 1 minute, or until expended. Once you use this ability, you cannot use it again until you complete a Short or Long Rest.
When you activate this ability, you can expend a spell slot to augment its effects. You gain additional Temporary Hit Points equal to three times the level of spell slot expended, and a Morale bonus to attack rolls that you make equal to a third of the sacrificed spell slots level, rounding down.
Channel Divinity: Sundering Invocation
At 2nd level, you can use your Channel Divinity to channel destructive energy. As an action, you can touch a creature or an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your Cleric level Thunder damage on a failed save or half as much on a successful save. An unattended object takes 5 times your Cleric level Thunder damage.
Once you reach 10th level, the effect causes creatures that fail their save to additionally suffer from the Aflamed (2d10 Thunder), Deafened, and Sickened conditions for 1 minute, while objects targeted now suffer 10 times your Cleric level in Thunder damage.
Appetite For Destruction
At 6th level, your destructive acts fuel further expressions of devastation. If you a kill a creature or destroy an object with an attack, you can use your Reaction to immediately make one additional martial attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses upon completing a Long Rest.
Gift of Ruin
At 6th level, you learn to augment the destructive capabilities of spells cast by you or your allies. You gain a pool of Destructive Energy represented by a number of d12s equal to 1 + half of your Cleric level.
Once per turn, when you or one of your allies within 100 feet of you that you can see rolls damage for a spell, you can expend a number of Destructive Energy dice equal to half of your Proficiency bonus or lower to roll the spent dice and add them to the spell's damage as additional damage of the spell's damage type.
You regain all expended Destructive Energy dice upon completing a Long Rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Force damage.
Hand of Devastation
At 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice, and choose the damage set that your spell will take to determine the spell's damage.
Dream Domain
The realm just beyond the veil is a mystery to most, the realm of spirits and dreams just beyond the waking eye. You know this land; you have walked it's smoking ever-changing depths. You have seen into the dreams of your fellow kin; you have seen their true selves and it has taught you of the nature of the world.
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Dream Domain Spells
| Cleric Level | Spells |
| 1st |
Silent Image, Sleep |
| 3rd |
Detect Thoughts, Misty Step |
| 5th |
Catnap, Hypnotic Pattern |
| 7th |
Hallucinatory Terrain, Phantasmal Killer |
| 9th |
Dream, Modify Memory |
Deep Sleep
At 1st level, whenever you cast the Sleep spell, you can choose to target a single creature within range rather than its normal area of effect. If you do, and the target falls asleep, it falls asleep for 1 hour and can only be woken up by damage or by the spell ending. In addition, you add your Cleric level and Wisdom modifier to the number of Hit Points that your Sleep spell can affect.
Restful Spells
At 1st level, whenever you would cast a spell that would target your allies, you heal them for a number of Hit Points equal to the spell's level.
Channel Divinity: Day Dream
At 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: Sleep Walk
At 2nd level, you can use your Channel Divinity to induce a state similar to that of sleep walking. As an Action, you present your holy symbol and one creature of your choice within 60 feet of you must make a Wisdom saving throw, on failure, the target falls asleep for 1 hour or until it takes any damage.
While asleep in this way, it continues whatever activity they were engaged in, such as patrol, cooking, or standing guard, but the creature does not respond to noise, and will move around obstacles to resume its task if interrupted. You can use an Action to change the creatures course of action, so long as it does not require the target to speak.
Dream Interpreter
At 6th level, you are able to walk through your dreams in order to receive glimpses of the future, allowing you to adjust your actions to try and match that future.
You have a pool of energy represented by a number of d6s equal to your Proficiency bonus. Once on your turn, you can expend one of these d6s and add the amount rolled as an Insight bonus to an Attack roll, Ability check, or Saving Throw. Additionally, when a creature within 15 feet of you makes an Attack roll, Ability check, or Saving Throw, you can use your Reaction to expend a d6 and add the amount rolled as a Insight bonus to the triggering roll. You regain all expended dice upon completing a Long Rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Walk Back Through
At 17th level, whenever you would suffer damage that would reduce you to 0 Hit Points, you can as a Reaction, instead treat the damage suffered as healing, this healing cannot heal you above half of your maximum Hit Points. Once used this ability, you cannot use it again until you complete a Long Rest.
Fate Domain
Deities of fate govern the destiny of mortals, and maybe even the other gods. Some simply stand guard over fate, defending it from those who might try to bend time and destiny to their will. Others might take an active hand in determining the course of the lives they watch over, weaving the events of mortal lives like a tapestry.
In some pantheons the deities of fate may bend the knee to a higher god, but in others Fate may reign supreme; able to write the destinies of even the mightiest of the other immortals. Whatever the case may be, the old saying is true: nobody should tempt fate, especially when fate might have a temper.
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Fate Domain Spells
| Cleric Level | Spells |
| 1st |
Bane, Bless |
| 3rd |
Enthrall, Fortune's Favor |
| 5th |
Haste, Slow |
| 7th |
Death Ward, Divination |
| 9th |
Dream, Temporal Shunt |
Bonus Proficiency and Cantrip
At 1st level, you gain Proficiency in the Insight skill and gain the Guidance cantrip as a bonus cantrip known.
Twist of Fate
At 1st level, you gain the ability to pluck and twist the strings of your own fate to subtly influence your actions. Whenever you fail an Ability check or Saving Throw, you can roll a d6 and add the results to your roll, potentially turning your failure into a success.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after you complete a Long Rest.
Channel Divinity: Tip the Scales
At 2nd level, you are given brief glimpses of the future when your allies are facing imminent disaster; allowing you to use Channel Divinity to tip the balance in their favor. When a friendly creature you can see is reduced to 0 hit points as a direct result of being hit by an attack or failing a saving throw, you can use your reaction to rewrite destiny and force the triggering event to be done again. If it was an attack roll, it is remade with disadvantage. If it was a saving throw, it is remade with advantage.
Channel Divinity: Vapors of Prophecy
At 2nd level, you can use your Channel Divinity feature to call forth prophetic vapors capable of inducing visions of the near future.
As an Action, you present your holy symbol and a sphere of golden mist roughly 40 feet in diameter surrounds you, lightly obscuring the area. The sphere is centered on you, moves with you, and lasts for 10 minutes or until you are Incapacitated or die. Ability checks and Saving Throws made by creatures within the sphere or Attack rolls made against targets within the sphere cannot be made with Advantage or Disadvantage.
Benefit of Hindsight
At 6th level, you can watch the outcome of an interaction in your mind before you speak. When you make a Charisma check you can use a bonus action to grant yourself Advantage on the check. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses after you complete a Long Rest.
Foreboding
At 6th level, you have encountered enough danger that you can now often see it coming in the tapestry. You can give yourself a bonus to your Initiative rolls and on Dexterity saving throws that you can see the source equal to your Wisdom modifier.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mend the Weave
At 17th level, you are able to make corrections when you hit a rough spot in the tapestry of fate. When you use your Action to cast a spell of 1st level or higher that targets one or more hostile creatures and fail to affect at least half of the targets found within the area, you can use your Reaction to force all targets that passed their saves to reroll their saves, they must take the new results, even if they are worse.
Fire Domain
Gods whose portfolios include the fire domain govern the fires of war and the infernos of nature, but also the warmth of the hearth and the heat of cooking fires. They include gods of fire and the sun, gods of radiance and purification, gods of creation or destruction, some lightning gods, and certain gods of violence, mystical power, and healing. In some pantheons, a god of this domain rules over other deities and is known for embodying fairness and justice. Fire gods send their clerics to inspire hope in the common folk, whether assisting in crafting a new tool to plow a field, or rallying soldiers against enemy forces.
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Fire Domain Spells
| Cleric Level | Spells |
| 1st |
Burning Hands, Hellish Rebuke |
| 3rd |
Flame Blade, Flaming Sphere |
| 5th |
Crusader's Mantle, Fireball |
| 7th |
Elemental Bane (Fire), Wall of Fire |
| 9th |
Conjure Elemental, Immolation |
Bonus Proficiency
At 1st level, you gain Proficiency with all armor and all martial weapons.
Flames of Perdition
At 1st level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause that creature to make a Dexterity saving throw. The creature takes 2d4 fire damage and suffers from the Aflamed (1d6 Fire) condition for 1 minute on a failed saving throw, and half as much damage, negating the Aflamed condition on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you complete a Long Rest.
Tongues of Fire
At 1st level, you gain one cantrip that deals fire damage. It counts as a cleric cantrip for you, and does not count against your number of cantrips known. In addition, you can speak, read, and write Ignan.
Channel Divinity: Inferno
At 2nd level, you can use your Channel Divinity to channel the Elemental Plane of Fire through your body. As an Action, you present your holy symbol, and fire surges out from you in a blistering inferno. Each creature you choose within 30 feet of you must make a Dexterity saving throw. A creature suffers Fire damage equal to 2d10 + your Cleric level on a failed saving throw, or half as much damage on a successful one. Creatures within 10 feet of you have Disadvantage on this saving throw. A creature that has total cover from you is not affected.
Channel Divinity: Searing Wrath
At 2nd level, you can use your Channel Divinity to invoke the inferno of your god's flame. Whenever you would roll Fire or Radiant damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Hearth's Light
At 6th level, if you spend at least 1 hour within 10 feet of an open fire such as a hearth, campfire, fireplace or stove, you gain a bonus to the next Ability check you make equal to your Wisdom modifier (minimum 1).
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Fires of Creation
Starting at 17th level, whenever you summon an elemental from the Elemental Plane of Fire, the elemental's stats are altered in the following ways:
- A summoned elemental can attack one additional time when they take the Attack action.
- A summoned elemental adds your proficiency bonus to their AC and damage rolls.
- A summoned elemental gains a bonus to their hit points equal to your cleric level + your Wisdom modifier.
Additionally, while you are concentrating on a spell that summons an elemental from the Elemental Plane of Fire, you gain Advantage on Concentration checks to maintain concentration.
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.
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Forge Domain Spells
| Cleric Level | Spells |
| 1st |
Identify, Searing Smite |
| 3rd |
Heat Metal, Magic Weapon |
| 5th |
Elemental Weapon, Protection from Energy |
| 7th |
Fabricate, Wall of Fire |
| 9th |
Animate Objects, Creation |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with all armor, martial weapons, and one Crafting Tool of your choice. You can use the crafting tool as a spellcasting focus for your cleric spells.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
This bonus increases to a +2 bonus at 7th level, and to a +3 bonus at 15th level. Once you use this feature, you can’t use it again until you finish a long rest.
Finally, you add the Mechanical Genius, Swift Invention, and the Tools of the Trade artificer discoveries as Blessings that you can take.
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain Resistance to Fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Fire damage.
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.
Freedom Domain
The gods of freedom and liberation value personal freedom, change, self-realization, and revolution. Clerics of freedom frequently act as agents of change in kingdoms and communities, bringing new ideas and promoting forward progress against the status quo. These clerics are those called upon to oppose tyranny and slavery and believe all peoples are born free and thus should remain so.
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Freedom Domain Spells
| Cleric Level | Spells |
| 1st |
Longstrider, Sanctuary |
| 3rd |
Shatter, Pass Without Trace |
| 5th |
Crusader's Mantle, Nondetection |
| 7th |
Aura of Purity, Freedom of Movement |
| 9th |
Dawn, Passwall |
Bonus Proficiency
At 1st level, you gain Proficiency with all Martial weapons, medium armor, and can speak, read, and write two languages of your choice.
Freedom's Grace
At 1st level, whenever you would move through an allies space or within 5 feet of an ally, that space does not cost any movement on your part, and you do not provoke Reactionary attacks while moving through these spaces. Additionally, whenever an ally within thirty feet of you would be hit by an attack, you can use your Reaction to move up to half of your Walking speed towards your ally. This movement does not provoke Reactionary attacks.
Channel Divinity: Liberate
At 2nd level, you can use your Channel Divinity to free the imprisoned. All allies within 30 feet of you gain Advantage against checks and saves made to resist being immobilized while allies that are currently under such effects immediately receive a save or check to break free at Advantage.
Slippery
At 6th level, hostile creatures have Disadvantage on attempts to Grapple you, and you gain Advantage n saves made to resist being Paralyzed, Stunned, Charmed, or otherwise have your movement speed reduced or forced in any way.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Out of Sight, Out of Mind
At 17th level, you cannot be targeted by Divination magic; in addition, you and any that you travel with cannot be perceived through magical scrying sensors as if under the effects of the Nondetection spell.
Frost Domain
Many clerics of the Frost domain believe in loyalty and strength within family, blood or found. They know of the harsh tundra, the freezing arctic winds, and understand that these forces cultivate strong ties with family and clansmen. The chill of arctic air is harsh, but it is not without beauty, and it brings people together forcing them to work together and lean on each other. Clerics of the Frost domain typically grew up in these harsh environments and can call upon their god to produce the same effects of the harsh winter, to protect their allies and freeze their foes. Many of these Clerics believe that the harsher the conditions, the more unforgiving the situation, the stronger an individual will rise from above. Although some Clerics may come off as cold, uncaring, and unforgiving, like the magic that they can channel, a Cleric of the Frost domain typically understands that ice still harbors the essence of life and is not just a tool of destruction.
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Frost Domain Spells
| Cleric Level | Spells |
| 1st |
Armor of Agathys, Ice Knife |
| 3rd |
Hold Person, Snowball Swarm |
| 5th |
Sleet Storm, Slow |
| 7th |
Control Water, Ice Storm |
| 9th |
Cone of Cold, Wall of Stone (appears as ice) |
Tundra Strider
At 1st level, you gain an attunement with especially cold environments. You are immune to the environmental effects of extremely cold climates, you have Resistance to Cold damage, and you learn the Frostbite, Permafrost, or Ray of Frost cantrip, which counts as a Cleric cantrip for you, but does not count against the number of Cleric cantrips that you know.
Freezing Touch
At 1st level, you can now make your chilling effects from spells and attacks much more potent. Whenever you deal Cold damage to a creature, you can have ice form around them, halving the creature's Speed until the end of their next turn. You may only use this feature once per turn.
You can use this feature an amount of times equal to your Wisdom modifier (minimum once) and you regain all expended uses after you complete a Long Rest.
Channel Divinity: Icy Grasp
At 2nd level, as an Action, you can extend your holy symbol out and speak a word of your god, causing icy hands to immediately grasp and hold your foes back. Each creature of your choice within 30 feet of you must succeed on a succeed on a Constitution saving throw or take a number of d10s equal to your Proficiency bonus in Cold damage + a flat amount of Cold damage equal to your Cleric level and have their speed reduced to 0 until the end of your next turn, taking half damage upon success and suffering no speed reduction.
Channel Divinity: Frozen Hauberk
At 6th level, as an Action, you can call upon the moisture in the air to coat you and your allies in a protective layer of frost. You and friendly creatures up to your Wisdom modifier (minimum one) within 30 feet of you gain Temporary Hit Points equal to 1d8 + your Wisdom modifier + your Cleric level in the form of spectral ice. These Temporary Hit Points last for 1 hour, before they melt away. When you reach 14th level, the Temporary Hit Points that are gained are increased by 1d8.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Cold damage.
Sub-Zero
At 17th level, your mastery of the cold has made you an expert in freezing your foes. You are now Immune to Cold damage, and whenever a creature has their movement speed reduced by you, they also have Disadvantage on all Attack rolls, Dexterity Saving Throws, and Strength Saving Throws for the duration of the slow.
Grave Domain
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
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Grave Domain Spells
| Cleric Level | Spells |
| 1st |
Bane, False Life |
| 3rd |
Gentle Repose, Ray of Enfeeblement |
| 5th |
Revivify, Vampiric Touch |
| 7th |
Blight, Death Ward |
| 9th |
Antilife Shell, Raise Dead |
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Sentinel at Death’s Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting 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 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Hope Domain
Hope exists as a sparking ember, ready to rise to a roaring fire to surge forth when all seems lost to bring the faithful to glory. The clerics of hope are some of the most devoted followers of their deity and work and fight to help those believe and trust in the will of the gods.
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Hope Domain Spells
| Cleric Level | Spells |
| 1st |
Bless, Heroism |
| 3rd |
Aid, Lesser Restoration |
| 5th |
Beacon of Hope, Remove Curse |
| 7th |
Aura of Purity, Death Ward |
| 9th |
Circle of Power, Greater Restoration |
Shielding Grace
At 1st level, you learn the Resistance cantrip, which doesn't count against the number of Cleric cantrips that you know. For you, it has a range of 30 feet and doesn't require Concentration.
Blessed Defense
At 1st level, your spells radiate divine energy that seeks to hinder damage against your alies. When you expend a spell slot to cast a Cleric spell of 1st level or higher, you can target a creature that you can see within 30 feet of you and give them a number of Temporary Hit Point equal to twice the spell's level.
Channel Divinity: The Final Guard
At 2nd level, you can use your Channel Divinity to bless a creature to withstand assaults against them. As an Action, you can choose one creature that you can see within 30 feet of you, blessing that creature until the end of your next turn. The next time that creature takes damage, it has Resistance to all of the damage taken, and the blessing then fades. If the creature doesn't take any damage before the blessing ends, it gains a number of Temporary Hit Points equal to twice your Cleric level.
Determination
At 6th level, whenever you or an ally within 30 feet of you must make Death Saving Throws, the roll is made at Advantage; in addition, you can use this ability whenever you or a creature within 30 feet of you would pass their third Death Saving Throw to instead return to consciousness as if they had rolled a 20 on the Death Save. You can use this feature once, regaining its use after completing a Long Rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Guardian Angel
At 17th level, you give others a second chance at life. When a creature within 30 feet of you would drop to 0 Hit Points, you can use your Reaction to heal that creature for a quarter of their maximum Hit Points. They have Resistance to all damage until the end of their next turn.
Hunt Domain
The gods of the hunt value skill above all else--whether it be skill as a tracker of cunning prey, a slayer of mighty beasts, or a marksman of unparalleled accuracy--it does not matter. While rangers are often the most common servants of these deities, most gods of the hunt employ clerics as well. The clerics of a hunting god often take a more active role in advancing their god's interests, compared to rangers. Followers of this domain might defend sacred groves and shrines to their god from the assault of evil monstrosities or hunt down the enemies of whatever deity they follow.
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Hunting Domain Spells
| Cleric Level | Spells |
| 1st |
Ensnaring Strike, Hunter's Mark |
| 3rd |
Locate Animals or Plants, Pass Without Trace |
| 5th |
Conjure Barrage, Haste |
| 7th |
Hallucinatory Terrain, Locate Creature |
| 9th |
Commune With Nature, Conjure Volley |
Bonus Proficiency
At 1st level, you gain Proficiency with all Martial weapons, medium armor, and one Tool Kit of your choice, as well as one of the following skills of your choice: Animal Handling, Perception, Stealth, or Survival.
Sacred Pack Tactics
At 1st level, your divine connection to the hunt helps you coordinate better with the members of your hunting party. When you make a martial attack against a creature and an allied creature that isn't Incapacitated is within 5 feet of the target, you can choose to gain Advantage on the attack, this must be done before results are revealed.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining spent uses after completing a Long Rest.
Channel Divinity: Commence The Hunt
At 2nd level, you can use your Channel Divinity to bless your projectile as a divine signal that challenges your allies to begin hunting your target.
When you hit a creature with an attack roll on your turn, you can choose to signal a hunt upon that creature. Until the end of your next turn, the target cannot benefit from Invisibility and allies have Advantage on attack rolls against the target. Additionally, the target must make a Charisma saving throw or suffer from the Anchored condition until the end of your next turn.
Pursue The Prey
At 6th level, you are blessed with divine speed when you pursue the targets of your hunt. When a hostile creature within 30 feet of you moves away from you or a hostile creature leaves the reach of an allied creature within 60 feet of you, you can use your Reaction to move up to your speed towards that hostile creature. You must end this movement closer to the target than you started.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Rite of the Hunt
At 17th level, you can compel a creature to chase or avoid you. As a Bonus Action, you can force the target of your Hunter's Mark to make a Wisdom save against your Cleric spell save DC if you can see it and it is within 120 feet of you. On a failure, you choose for the creature to be affected by either Chase or Avoid for the next minute. The effects are suppressed while you cannot see the creature. The creature can repeat the save at the end of each of its turns, ending the effect on a success. The effect ends early if the creature is no longer affected by your Hunter's Mark. A creature that succeeds on a save against this ability is immune to its effects for the next 24 hours.
Avoid: The creature is repelled by you. For the duration, it has Disadvantage on attack rolls against you, and must make a Wisdom save each time it attempts to move to a space that is within 30 feet of you; if it succeeds on this saving throw, this effect doesn't restrict the creature's movement for that turn.
Chase: The creature is drawn to you. For the duration, it has Disadvantage on attack rolls against creatures other than you and must make a Wisdom save each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this effect doesn't restrict the creature's movement for that turn.
Knowledge Domain
The gods of knowledge 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, while some gods of knowledge promote the practical knowledge of craft and invention.
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Knowledge Domain Spells
| Cleric Level | Spells |
| 1st |
Command, Identify |
| 3rd |
Augury, Suggestion |
| 5th |
Nondetection, Speak with Dead |
| 7th |
Arcane Eye, Confusion |
| 9th |
Legend Lore, Scrying |
Blessings of Knowledge
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 the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. Until your next Long Rest, you have both Proficiency and Expertise with the chosen skill or tool. Additionally, each ally within 30 feet gain Proficiency with your chosen skill or tool until the next Short or Long Rest.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
Starting 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 meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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 involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Life Domain
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, sun gods, gods of healing or endurance, and gods of home and community.
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Life Domain Spells
| Cleric Level | Spells |
| 1st |
Bless, Cure Wounds |
| 3rd |
Lesser Restoration, Spiritual Weapon |
| 5th |
Beacon of Hope, Revivify |
| 7th |
Death Ward, Guardian of Faith |
| 9th |
Mass Cure Wounds, Raise Dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with all armor.
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.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you can unleash a burst of positive 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. If used on an undead, this is considered Radiant damage and the creature(s) affected receive Constitution saving throw DC equal to your spellcasting DC to negate the damage.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, whenever you cast a leveled spell that restores Hit Points to a creature, that spell increases its healing dice by one die size, or by +2 if already at a d12.
Supreme Healing
Starting 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.
Light Domain
Gods of light 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.
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Light Domain Spells
| Cleric Level | Spells |
| 1st |
Burning Hands, Faerie Fire |
| 3rd |
Flaming Sphere, Scorching Ray |
| 5th |
Daylight, Fireball |
| 7th |
Guardian of Faith, Wall of Fire |
| 9th |
Flame Strike, Scrying |
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
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
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric 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
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting 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.
Love Domain
Love, more so than almost anything else, defines mortal experience. The extent to which mortals chase and desire it thereby justifies the existence of deities who include it amongst their spheres. The gods and goddesses of love typically concern themselves with matters of beauty and harmony. However, they're also connected to other important facets of mortal life, such as the sun, motherhood, and civilization.
Some gods are capricious, playing with the hearts of mortals for their own amusement. Others maintain the sanctity of union between creatures in love and offer protection to lovers separated by circumstance. They may offer solace to grieving widows through music and providence.
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Love Domain Spells
| Cleric Level | Spells |
| 1st |
Charm Person, Sanctuary |
| 3rd |
Calm Emotions, Enthrall |
| 5th |
Aura of Vitality, Fast Friends |
| 7th |
Aura of Purity, Charm Monster |
| 9th |
Dream, Seeming |
Bonus Proficiency
At 1st level, you learn the Friends cantrip. It doesn't count against the number of cleric cantrips you know and counts as a cleric cantrip for you. Additionally, you gain Proficiency in the Insight skill as well as one instrument and one tool of your choice.
Blessing of the Matchmaker
At 1st level, you have a gift for inspiring and supporting others in their social interactions. You can use your Action to touch a willing creature other than yourself to imbue them with a magical confidence.
When a creature blessed in this way makes a Charisma ability check, you can make the same check in secret, and they can choose to use either their roll or yours. They can decide which roll to use after they see the result of their roll, but before the DM determines the outcome.
This blessing lasts for 1 hour, or until you use this feature again. A creature who has received this blessing cannot benefit from it again until they complete a Long Rest.
Heart Sight
At 1st level, you gain the ability to read a creature's feelings. As an Action, you can choose a creature within 30 feet of you. You learn that creature's current emotional state.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after you complete a Long Rest.
Channel Divinity: Induce Infatuation
At 2nd level, you can use your Channel Divinity to influence and direct people's desires. As an action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failure, the target becomes infatuated with one other creature or object of your choice, their desire, that the target can either see or knows the location of and is also considered charmed by them. The target is infatuated in this way for up to 1 hour.
While infatuated, the creature cannot willingly move away from their desire. If their desire is another creature the target has Disadvantage on any Wisdom (Insight) checks made against them. If the target is dealt damage or forced to make a saving throw by their desire, the effect immediately ends.
Channel Divinity: Foster Fraternity
At 6th level, you can use your Channel Divinity to rebuke violence in the name of love.
Whenever a creature within 60 feet of you that you can see takes damage, you can use your Reaction to force the attacker to make a Wisdom saving throw if they can hear you. On a failure, they cannot attack that same target again for 1 minute. A creature that fails this save receives a new save to end this effect early at the end of each of their turns. Additionally, should the triggering creature attack the affected creature, this effect immediately ends.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Flawless Glamour
At 17th level, clemency, and tenderness flow through you so strongly, it affects everyone around you.
Whenever a creature hits with an attack against you or a creature within 5 feet of you, you can use your Reaction to force them to hold back, reducing the damage dealt by the attack by half.
Loyalty Domain
Anyone who has ever found themselves in need of a true friend cannot deny that it is one of the most valuable gifts in the world. Precious and exceedingly rare, true fealty and allegiance to one's cause and companions carries with it a deep compassion and sense of safety for those under its umbrella, and a swift vengeful fury to those who would seek to harm those within its sworn safeguard.
The gods of loyalty watch over their followers as a shepherd cares for its flock, and the clerics of such gods act in this regard for those that cannot protect themselves. Such loyalty can sprout from love, for what is love if not friendship that has caught fire, carrying a quiet understanding, mutual confidence, sharing and forgiving. It can stem from war bound partnerships, bonds forged in the heat of battle, or perhaps from a fealty to one’s home or people. No matter where it is derived from, loyalty is unwavering and constant, through good and bad times. It settles for less than perfection and makes allowances for human frailty but is loath to be exploited by the underserving. Those who ally themselves with a cleric of loyalty should not mistake their varying acts of kindness for weakness.
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Loyalty Domain Spells
| Cleric Level | 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 |
Circle of Allegiance
At 1st level, you gain Proficiency with all armor. In addition, you learn the Blade Ward cantrip, it counts as a Cleric cantrip for you, but does not count against the number of cantrips you know.
Friend In Need
At 1st level, you gain the ability to move others out of harms way, placing yourself there in their stead. When a creature attacks a target other than yourself that is within 5 feet of you, you can use your Reaction to change places with the target and have the attack be made against you instead. To do so, you must be able to see both the attacker and the target.
This movement does not provoke Reactionary attacks and may cause the attack to miss.
You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses after you complete a Long Rest.
Channel Divinity: Distant Devotion
At 2nd level, you can use your Channel Divinity to aid allies, even if they stray far from you. As a Bonus Action, you invoke the power of loyalty for 1 minute. During this time when you cast a spell that has a range of touch on a friendly creature, you can make the range of the spell 30 feet instead.
Dedicated Durability
At 6th level, you have Advantage on Saving Throws against being Charmed or Frightened. In addition, you gain the ability to stave off the end for your allies. When a friendly creature that you can see within 30 feet of you takes damage, you can expend one use of your Friend In Need feature as a Reaction to surround that creature in a cocoon of radiant energy, which dissipates at the end of its next turn. The cocooned creature gains a number of Temporary Hit Points equal to double your Cleric level while the cocoon remains.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can take the Help action as a Bonus Action on your turn.
Always With You
At 17th level, your loyalty to your companions lets you stand beside them, even from afar. You become Immune to Charm and Fear effects; additionally, the range of your Distant Devotion and Dedicated Durability features increases to 60 feet, and friendly creatures within this range have Advantage on saving throws against being Charmed or Frightened.
Finally, whenever a creature benefits from your Dedicated Durability feature, it also regains a number of Hit Points equal to your Cleric level after the cocoon fades.
Luck Domain
The Luck domain covers fate, fortune and the inevitable entropy of time. Clerics who devote themselves to this domain range from impulsive gamblers looking to shift the odds in their favor, to those who fear bad luck and hope to keep it at bay. Clerics of luck gods often put themselves in great danger, hoping that the prayers they offered will bring good luck and ward off misfortune in their daring adventures.
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Luck Domain Spells
| Cleric Level | Spells |
| 1st |
Gift of Alacrity, Mirror Image |
| 3rd |
Fortune's Favor, Suggestion |
| 5th |
Haste, Hypnotic Pattern |
| 7th |
Dimension Door, Freedom of Movement |
| 9th |
Seeming, Temporal Shunt |
Lucky
At 1st level you gain a number of Luck Dice equal to your Proficiency bonus. These dice begin as d6’s, and increase to d8’s at 10th level, and d10’s at 15th level. You may add these dice as an Insight bonus to any roll, ability check, or saving throw that you or a target within 30 feet of you that you can see makes as a Reaction. You must do so before the results of the roll are determined. Any spent dice are restored after you complete a Long Rest.
Channel Divinity: Fortuitous Strike
At 2nd level, you can use your Channel Divinity to cause missed strikes to hit unexpected targets.
When you or a creature within 30 feet of you misses an attack roll, you can expend a use of your Channel Divinity as a reaction to redirect the attack. You choose a new target within the same reach or range, with the attacker making a new attack roll against that target.
Blind Chance
At 6th level, when you fail a roll, ability check, or saving throw, you may reroll the check. You may do so a number of times per die equal to your Wisdom modifier, and regain uses of this feature following a long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
O Fortuna
At 17th level, you can invoke the power of your deity to pull at the threads of fate, snatching success from the jaws of defeat.
After you or a creature within 30 feet of you makes an attack roll, saving throw or ability check with Advantage or Disadvantage, you can use your Reaction to choose the number of either die to be the result of the roll.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses after you complete a Long Rest.
Lunar Domain
The gods of the moon are masters of ancient knowledge, patrons of shapechangers, and keepers of secrets untold. Claiming domain over the night, the moon is one of the oldest sources of magic. It's coveted magic and enigmatic allure are sought after by many who wish to learn its secrets and spread the will of the moon. However, there are those who would pervert the moon's power to serve their needs, creating abominations or performing dark rituals. Clerics who find themselves in the service of the moon are tasked as keepers of its secrets and harbingers of its will.
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Moon Domain Spells
| Cleric Level | Spells |
| 1st |
Faerie Fire, Sleep |
| 3rd |
Misty Step, Moonbeam |
| 5th |
Nondetection, Phantom Steed |
| 7th |
Greater Invisibility, Polymorph |
| 9th |
Dream, Reincarnate |
Lunar Embrace
At 1st level, you gain Proficiency in all martial weapons, medium armor, and in one of the following skills of your choice: Investigation, Insight, Perception, or Stealth. Finally, you gain Darkvision out to 60 feet. If you already have Darkvision, you instead increase your Darkvision range by 30 feet.
Heaven's Arrow
At 1st level, you can call upon the power of the moon to unleash an arrow from the heavens. As an Action, you make a ranged spell attack against a target within 60 feet. On success, the target is hit with a celestial arrow for 1d8 Piercing damage + your Proficiency modifier. During the night, these arrows deal an additional 1d4 + your Wisdom modifier points of Radiant damage. Undead and Lycanthropes who have been shot by this arrow have Disadvantage on Attack rolls and Saving Throws until the end of your next turn.
The damage of this feature increases by 1d8 Piercing and 1d4 Radiant damage when you reach 8th level, and again at 15th level.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses after you complete a Long Rest.
Channel Divinity: Chains of Moonlight
At 2nd level, you can channel the moon's energy through your holy symbol to restrain your enemies. A target within 60 feet must make a Strength saving throw or be Restrained by ethereal chains for 1 minute. A creature Restrained by these chains can make a Strength saving throw against your spell save DC as an Action to free themselves.
Channel Divinity: Wondrous Reflection
At 2nd level, you can use your Channel Divinity to invoke the reflective nature of the moon.
When you are hit by an attack, you can use your Reaction to create a silvery barrier. Your AC increases by a number equal to your Wisdom modifier against the triggering attack and until the start of your next turn. If this effect causes an attack to miss you, including the triggering attack, the attacking creature suffers Radiant damage equal to double your Wisdom modifier.
Channel Divinity: Moonlight Pillar
At 6th level, you can use your Channel Divinity to call upon holy moonlight to shift a fight in your favor.
As an Action, you present your holy symbol and divine energies shines down from above in a 15 foot radius, 60 foot high cylinder centered on a point within 60 feet of you. It remains for 1 minute or until you use this feature again in another location. Magical darkness is suppressed within the area of effect and a silver shimmer clings to creatures and objects, negating Invisibility.
Any creature in this radius when the pillar is formed must make a Wisdom saving throw or be Blinded until the end of your next turn. Shapechangers make this Save at Disadvantage. If they fail, they are also instantly reverted to their original form and cannot assume a different form until they leave the area of the moonlight pillar.
Shapeshifter's Bane
At 6th level, whenever you deal Radiant damage to a shapeshifter, the shapeshifter must make a Constitution saving throw against your Cleric spell save DC or revert to their true form and be unable to change forms again until the end of your next turn.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sacred Moonlight
At 17th level, the moonlight itself provides a restorative effect to you. While it is between sundown and dawn, you gain Temporary Hit Points equal to your Wisdom modifier at the start of each of your turns. In addition, any allied creature that starts its turn in your Moonlight Pillar heals for 2d10 points of damage, while any hostile creature that starts its turn or enters the area of your moonlight pillar for the first time in a round suffers 2d10 points of Radiant damage. You can use your Bonus Action to move the moonlight pillar 30 feet in any direction.
Madness Domain
The madness domain celebrates the variety of shapes the mind can take, reveling in the truth and freedom of what others deride as insanity. The gods of madness seek to spread their gift and their perspective to all the mortal races and beyond, to disabuse fools of their fool ideas of "reality" and wake the sleeping masses from their idyllic dreams.
It is from this that those who have awakened their minds to the reality of the great beyond that the truth is realized for wherever there are minds, there is madness, and where there is madness, there is chaos, and with chaos there is power. While some follow the mad gods to further their ambitions, others worship them to cure themselves of their own poisoned minds, In practice, these clerics often use deception or trickery to hide their allegiance by posing as worshippers of other gods, or by hiding their religious proclivity altogether, due to the taboos surrounding their dark deities.
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Madness Domain Spells
| Cleric Level | Spells |
| 1st |
Dissonant Whispers, Hideous Laughter |
| 3rd |
Crown of Madness, Detect Thoughts |
| 5th |
Clairvoyance, Enemies Abound |
| 7th |
Confusion, Phantasmal Killer |
| 9th |
Contact Other Plane, Modify Memory |
Raving Mad
At 1st level, you gain Proficiency in the Deception skill. Moreover, you learn the Vicious Mockery cantrip. It counts as a Cleric spell for you, and it doesn't count against the number of cantrips you know.
Divine Hallucinations
At 1st level, you can use your Action to enter a catatonic trance to receive warnings from your god via hallucination. You become Incapacitated for 1 minute as you experience a vivid hallucination that might be prophetic. The DM rolls a d6 in secret. On a roll of a 5 or 6, the DM shows you a likely future involving a real threat you're likely to face soon. On any other roll, the DM shows you a paranoid vision of an unlikely future involving threats that are not real or that you're unlikely to face, such as a betrayal from allies that are actually trustworthy, or an attack from monsters that aren't actually present in the immediate area.
Starting at 5th level, you increase the likelihood of a prophetic vision, you now have a likely future shown on a 4 or higher on the d6, this increases yet again at 10th level, showing a likely vision on a 3 or higher on the d6. You can enter this trance a number of times equal to your Proficiency bonus. You regain all expended uses after you complete a Long Rest.
Gift of Madness
At 1st level, you also learn how to ward off attackers by sharing your madness with them. Immediately after a creature hits you with a melee attack, you can use your Reaction to assault them with hallucinations. The creature must make an Intelligence saving throw, on a fialed save, the creature suffers 1d6 + your Cleric level in Psychic damage and is either Blind or Deaf for 1 round as it is assailed by hallucinations.
You can use this reaction a number of times equal to your Proficiency bonus. You regain all expended uses after you complete a Long Rest.
Channel Divinity: Gaze of the Abyss
At 2nd level, you can use your Channel Divinity to cause temporary insanity. As an Action, you present your holy symbol, and each creature of your choice that can see you within 30 feet of you must succeed on an Intelligence saving throw or be driven insane, suffering 1d10 points of Psychic damage, an equal amount of Sanity damage, and the effects of a Short-Term Madness for 1 minute (receiving a new save to end this madness early). A creature that is immune to Psychic damage cannot be affected by this feature.
The effect ends early for an affected creature if it takes any damage or if someone else uses an Action to shake the creature out of its lunacy.
Befuddling Curse
At 6th level, you invoke intrusive thoughts to erode the psyches of others. Whenever a creature you can see fails an Intelligence, Wisdom, or Charisma saving throw against one of your Cleric spells or features, you can curse that creature until the end of your next turn. The next time the creature makes a saving throw, it must subtract 1d4 from the save, and the curse ends.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage that you deal with any Cleric cantrip. You can convert the damage gained from Blessed Strikes to that of Psychic damage. Additionally, whenever you would deal Psychic damage to a creature through a spell that requires a saving throw to resist, should that creature fail their save, you can choose to push that creature 10 feet in any direction, this is not considered force movement, the creature must have movement remaining, and this movement draws from their pool of movement for the round.
Touch of Madness
At 17th level, you are a true harbinger of madness. As an Action, you blast the mind of a creature you touch, attempting to shatter its sanity. The target suffers 4d10 points of Psychic damage, and must make a Charisma saving throw or suffer an equal amount of Sanity damage, any madness gained from this sanity loss is increased by one step in severity.
Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
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Nature Domain Spells
| Cleric Level | 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
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
At 1st level, you gain proficiency with all armor.
Channel Divinity: Charm Animals and Plants
Starting 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
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of either Acid, Cold, Fire, or Lightning damage.
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.
Ocean Domain
Clerics of the Ocean domain sway and pitch with the force and power of the tides themselves. They embody the rough, roiling temperament of the sea itself: striking with all the ferocity of a whirlpool, and healing all the tenderness of a gentle reef. Clerics of this domain are as slippery as a moray, and equally deadly.
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Ocean Domain Spells
| Cleric Level | Spells |
| 1st |
Fog Cloud, Hydraulic Push |
| 3rd |
Calm Emotions, Misty Step |
| 5th |
Tidal Wave, Wall of Water |
| 7th |
Control Water, Watery Sphere |
| 9th |
Control Winds, Maelstrom |
Bonus Proficiencies and Cantrip
At 1st level, you gain Proficiency with all Martial Weapons and Medium Armor, and you gain the Shape Water cantrip as a bonus cantrip known.
Ebb and Flow
At 1st level, your spells receive one alternating benefit, constantly swapping between High Tide and Low Tide as you cast your spells. When you gain this feature, and whenever you would complete a Long Rest, you return to High Tide.
High Tide: When you would cast a Cleric spell of 1st level or higher that damages one or more creatures, you can choose one damaged creature that is Large size or smaller. The target is pushed up to 10 feet x your Proficiency bonus away from you, and this feature is replaced by Low Tide.
Low Tide: When you would cast a Cleric spell of 1st level or higher that restores Hit Points to one or more creatures, you can choose one such target that is Large size or smaller. The target is pulled up to 10 feet x your Proficiency bonus closer to you, and this feature is replaced by High Tide.
Channel Divinity: Riptide
At 2nd level, you can use your Channel Divinity to turn the tides of combat.
As an Action, you can choose a creature within 90 feet of you. A gush of healing water descends onto the target and then splashes outwards. The target is healed for 1d4 points of damage x half of your Cleric level that, and each hostile creature within 5 feet of your target must make a Dexterity saving throw or suffer an equal amount of Force damage, half on success. You can use your Ebb and Flow feature on this channel divinity option, if you possess it, as if this were a spell of 1st level or higher.
Channel Divinity: Torrential Wrath
At 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity.
As an Action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius sphere centered on your position. All hostile creatures within the area must succeed on a Strength saving throw or take 1d10 Cold and 1d10 Bludgeoning damage and be pushed back 10 feet and knocked Prone. Whenever your Proficiency bonus would increase, both the cold and bludgeoning damage of this feature increase by 1d10. Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of Huge size or larger are not pushed back and knocked Prone.
One with the Waves
At 6th level, your defenses merge with the oceans to carry you through the tides. You gain a swim speed of 50 feet, or if you already possess a Swim speed, it instead increases by 20 feet.
In addition to this, your connection with the waters extends to the animals found within the oceans. Beasts with an innate swim speed can understand your speech, and you gain the ability to decipher their noises and motions into simple, yet digestible meanings.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Cold damage.
Watery Doom
At 17th level, you gain the ability to as as Bonus Action attempt to drown a creature within 30 feet of you with conjured water. Your target must make a Constitution saving throw or suffer 10d8 points of Force damage and be knocked Prone and Stunned for 1 round. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses after you complete a Long Rest.
Order Domain
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy; clerics of Order meditate on logic and justice as they serve their gods.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
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Order Domain Spells
| Cleric Level | Spells |
| 1st |
Command, Heroism |
| 3rd |
Hold Person, Zone of Truth |
| 5th |
Mass Healing Word, Slow |
| 7th |
Compulsion, Locate Create |
| 9th |
Commune, Dominate Person |
Bonus Proficiencies
At 1st level, you gain proficiency with all armor and martial weapons. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Voice of Authority
At 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
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, you have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Psychic damage.
Order's Wrath
At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Blessed Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Peace Domain
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.
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Peace Domain Spells
| Cleric Level | Spells |
| 1st |
Heroism, Sanctuary |
| 3rd |
Aid, Warding Bond |
| 5th |
Beacon of Hope, Sending |
| 7th |
Aura of Purity, Resilient Sphere |
| 9th |
Greater Restoration, Telepathic Bond |
Implement of Peace
At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Emboldening Bond
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 as an Insight Bonus 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 from a hostile creature, 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.
Potent Spellcasting
At 8th level, 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.
Plants Domain
The wildlands of the world are often full of plant life, even in the harshest of climates, plants will find a way to thrive, from the tiny cactus to the towering tree, plants come in all forms, and like the plants you have taken to the call of the green, reaching out to protect all that which grants life.
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Plant Domain Spells
| Cleric Level | Spells |
| 1st |
Entangle, Earth Tremor |
| 3rd |
Earthbind, Spike Growth |
| 5th |
Erupting Earth, Plant Growth |
| 7th |
Grasping Vine, Hallucinatory Terrain |
| 9th |
Commune with Nature, Wrath of Nature |
Careful Wanderer
At 1st level, you have grown accustomed to the green realms of flora and nature. You ignore difficult terrain and movement hampering effects caused by plants and flora, and whenever you would start your turn in a space containing flora-based difficult terrain, you can choose to activate this ability to heal for 1d6 + your Cleric level in Hit Points. You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses after you complete a Long Rest.
Greenchild
At 1st level, you connect with the primal elements of the land. You treat all druidic spells as if they were cleric spells. You learn the Druidic language, and you gain proficiency in one of the following skills: Animal Handling, Nature, or Survival.
Channel Divinity: Rootcaller
At 2nd level, you can use your Channel Divinity to restrain the invader of the green. As an Action, you produce a great grasping root that sprouts forth from the ground and streaks towards a target within 60 feet of you. A creature targeted receives a Strength Saving Throw to resist this effect.
A target that fails their save is Restrained until the start of your next turn, can be moved to anywhere within 60 feet by the root, and if you so desire suffers 2d8 points of Force damage as the root crushes the grasped target. Finally, each friendly creature within 15 feet of the root that can see it can use their Reaction to move up to their speed.
Bramble Armor
At 6th level, you can produce a specialized version of the Barkskin spell as a Bonus Action. A creature under the effects of Bramble Armor receives the effects of the Barkskin spell, and causes any creature that strikes it with a melee attack to suffer 1d6 + your Wisdom modifier points of Force damage. Finally, the AC provided by Barkskin increases by your Proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses after you complete a Long Rest. However, when cast in this way, the spell becomes a Concentration spell.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Verdant Mastery
At 17th level, plant life bends to your will effortlessly, letting you cast the Grasping Vine spell without using your Concentration or expending a spell slot. You can have no more than half of your Proficiency bonus in vines conjured in this way at a time. You can direct any number of these vines with the same Bonus Action, and can cause any creatures pulled by them to also fall Prone and suffer 1d10 points of Force damage. Finally, you can move these vines up to 30 feet in any direction along the ground whenever you would use a Bonus Action to control them.
Power Metal Domain
In the beginning, many believe that the universe was created by the gods in a singular display of incredible sound, and that the echoes of this event have crystallized and transformed within the earth, becoming the mystical metals of adamant, mithril, and starsteel. The deities of power metal are revered by clerics of this domain and bards alike, who call upon their faith to wield the awesome power of creation itself.
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Power Metal Domain Spells
| Cleric Level | Spells |
| 1st |
Thunderous Smite, Thunder Wave |
| 3rd |
Heat Metal, Shatter |
| 5th |
Crusader's Mantle, Thunder Step |
| 7th |
Symphony of Power, Wall of Fire |
| 9th |
Destructive Wave, Investiture of Metal |
Warriors of The Metal
As a warrior devoted to the divine music’s of thunderous metal, you gain Proficiency with all Martial weapons as well as all armors, and you gain Darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
In addition, you gain Proficiency in the Performance or Intimidation skill (your choice) as well as with one musical instrument of your choice. You can use a musical instrument as a spellcasting focus for your cleric spells.
Melodic Blade
At 1st level, you learn the booming blade cantrip, which does not count against the number of cleric cantrips you know. When you hit a creature with the weapon attack made as part of that cantrip, you create a harmonic rhythm surrounding that creature, causing the next attack roll made against them to be made at Advantage.
Channel Divinity: Enter The Arena
At 2nd level, your power reaches into the deepest pits of the earth, creating a holy stage upon which you honor your gods.
You can use your Channel Divinity ability as an Action to call forth countless shards of shrieking metal to burst forth from the ground, forming a circular arena in a 30-foot radius circle around your space.
Whenever a hostile creature starts its turn within the arena, it must make a Strength saving throw or be pulled 10 feet closer to the center of the arena. Additionally, the arena is surrounded by a spherical cage of barbed spikes that provide half-cover, and causing any creature that would move through them for the first time in a turn to suffer 4d6 points of Slashing damage and the Bleeding (2d6 Bleed) condition.
Channel Divinity: Holy Choir
You can use your Channel Divinity to utter an urgent musical prayer to overcome dreadful silence and to empower your allies. As a Bonus Action on your turn, you can play your musical instrument to fill the area within 60 feet of you with your holy music for a moment. Any silence effect within the area is suppressed until the start of your next turn and any sleeping creature within that area is woken up. In addition, you can choose a number of creatures equal to your Proficiency bonus, possibly including yourself. Each chosen creature regains 1d8 + your Cleric level Hit Points and deals an additional 1d8 Thunder damage on their next martial attack that hits made until the end of your next turn.
Metallum Nostrum
At 6th level, You gain resistance to Thunder damage and immunity to the Deafened condition; additionally, whenever you or a creature within 30 feet of you deals Thunder damage you can expend a use of this feature to allow any other creature within 30 feet of the triggering creature that has a musical instrument with which they are proficient in can use their Reaction to play their instrument. For each creature that uses their Reaction in this way, the Thunder damage dealt is increased by 1d8.
You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses after you complete a Long Rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Thunder damage.
Melodic Sacrament
At 17th level, you learn the ritual known as the Melodic Sacrament. This ritual requires you to perform with your musical instrument for one hour, channeling the magic of Metal to empower your allies for the upcoming crusade. Once you have completed your performance, choose up to 12 creatures that have listened to your music or performed together with you. Each of the chosen creatures gains the following benefits, which last for 24 hours:
The creature is immune to the Charmed and Fear-based conditions.
Whenever the creature deals Thunder damage, it ignores Resistances and treats Immunity as Resistance.
The creature can cast the Thunderwave spell at 1st level as a Bonus Action on its turn without using a spell slot, and can cast the Booming Blade cantrip as an Action during the duration of this sacrament.
The creature deals an additional 2d6 points of Thunder damage on all martial attacks that it makes.
Once you have used this ability, you must complete a Long Rest before you can use it again.
Punishment Domain
The wicked and sinful must suffer the consequences of their transgressions. Heresy and apostasy shall not be tolerated among the ranks of the righteous, and those who turn against the truth of the faith will be burned in the fires of the heavens before being cast down into the suffering pits of hell. You will be an instrument of your deity's wrath upon the Material Plane, often acting as an inquisitor and hunter of fiends, heathens, and heretical blasphemers.
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Punishment Domain Spells
| Cleric Level | Spells |
| 1st |
Hellish Rebuke, Inflict Wounds |
| 3rd |
Detect Thoughts, Heat Metal |
| 5th |
Bestow Curse, Blinding Smite |
| 7th |
Banishment, Phantasmal Killer |
| 9th |
Dispel Evil and Good, Immolation |
Bonus Cantrips and Proficiencies
At 1st level, you learn the Produce Flame and True Strike cantrips if you do not already know them, and they count as Cleric cantrips for you. Additionally, you gain proficiency with all martial weapons and all armor.
Eyes of the Inquisitor
At 1st level, your natural suspicion allows you to easily ferret out blasphemers and heretics. You gain Proficiency and Expertise in the Insight skill, and whenever you kill a creature, you learn what deliberate lies it has told you in the past hour, if any.
Channel Divinity: Ominous Dread
At 2nd level, you learn to call upon the wrath of your deity to cast a terrible pall around you. As an Action, you can present your holy symbol and use your Channel Divinity to unleash a wave of terror. Hostile creatures within 60 feet of you must make a Wisdom saving throw. If a creature fails it is Frightened of you until it ends its turn in a space at least 60 feet away from you or it deals damage to you with an attack.
Channel Divinity: Instant Karma
At 2nd level, you can use your Channel Divinity to punish those who harm your allies. When a creature deals damage to an ally within 60 feet, you can use your Reaction to present your holy symbol and cause that creature to make a Constitution saving throw or suffer a number of d8s in Radiant damage equal to your Proficiency bonus, and suffer from the Burned (choose one Physical damage type) condition for 1 minute. A creature under this effect receives a new save at the start of each of their turns to end this condition early.
Purifying Pain
At 6th level, your existence is a brand upon the flesh of the unholy. When you deal damage to a creature, you can choose to curse it with a holy mark. For 1 minute, whenever the creature would take damage from any source, you can change the damage type of that damage to Radiant damage, and if the creature is Frightened, its movement speed is halved.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
No Rest for the Wicked
At 17th level, your righteous fervor allows you to inflict a terrible, debilitating punishment upon those who have transgressed. When you use your Ominous Dread Channel Divinity option, each creature that fails their saving throw are Frightened of you as well as Drained until it moves more than 120 feet awway from you, and causing damage to you does not remove these conditions.
Redemption Domain
There are many who have done much that they regret in life, and many a vagabond street criminal has found themselves at the end of their luck. While not all are so fortunate, a few may see a new way, or are noticed by a power far greater than themselves. Those few are set upon the path to become something much more. Whether there is a great threat to be combatted, or a great sorrow to be healed, the redeemed are those who find unity between their beginnings and their ends, to the benefit of all.
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Redemption Domain Spells
| Cleric Level | Spells |
| 1st |
Disguise Self, Illusory Script |
| 3rd |
Mirror Image, Warding Bond |
| 5th |
Conjure Barrage, Life Transference |
| 7th |
Banishment, Greater Invisibility |
| 9th |
Conjure Volley, Wall of Force |
Shady Past
At 1st level, you gain proficiency with all martial weapons, and two of the following skills of your choice: Deception, Investigation, Stealth, or Sleight of Hand.
Sacrifice
Also at 1st level, you gain a pool of healing power equal to your Hit Point maximum. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. For every 2 points that you spend from the pool your own hit point maximum is reduced by 1 point.
Your pool replenishes along with your hit point maximum once you complete a Short or Long Rest.
Channel Divinity: Soul Flagellation
At 2nd level, you can use your Channel Divinity to use the power of your sins to increase your damage. As a Bonus Action you can summon a spectral whip and lash it across your back. The next attack you make that hits a creature within 1 minute is automatically a critical hit, should the attack naturally be a critical hit, you instead deal triple dice worth of damage. However, due to your flagellation, you suffer 1d12 points of True damage.
Channel Divinity: Spirit Offering
At 6th level, you can use your Channel Divinity to make yourself more vulnerable to increase your damage output. As an action you can make an offering to your god in return for power, for 1 minute your AC is reduced by an amount equal to your Wisdom modifier and you can add your Wisdom modifier to weapon attack and damage rolls.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Beacon of Redemption
At 17th level, you are immune to the Charmed and Frightened conditions and you have resistance to Psychic damage. Additionally, if you are conscious at the beginning of your turn you regain Hit Points equal to your Wisdom modifier.
Retribution Domain
Revenge is a primal, instinctual act. Vengeance, without regard to mercy or forgiveness, is often ordained and favored by the divines. To trespass on the honor or life of another invites retribution for the deed, and so you shall act as an instrument of that revenge.
Clerics of the retribution domain exist as enforcers and living demonstrations of their gods power. They stand in front and blunt the steel of the mighty so that others may live. So martyr yourself in the name of your god and let your divine fury boil forth, destroy those who would blaspheme your word, those who would harm the faithful, those who would damage your works.
When you are the last one standing among the bodies of the broken struck down by their own actions they will know that your fortress is unassailable.
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Retribution Domain Spells
| Cleric Level | Spells |
| 1st |
Armor of Agathys, Hellish Rebuke |
| 3rd |
Enlarge/Reduce, Zone of Truth |
| 5th |
Fear, Phantom Steed |
| 7th |
Fire Shield, Shadow of Moil |
| 9th |
Banishing Smite, Hallow |
Bonus Proficiency
At 1st level, you gain proficiency with all martial weapons and all armor.
Martyr's Retribution
At 1st level, you can punish those who would harm you. Whenever a creature deals damage to you using a melee attack, as a Reaction you can force the creature to take half the damage the creature dealt to you rounded down + half your cleric level rounded down in Radiant damage (minimum of 1). This damage cannot exceed the damage that was dealt to you.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest.
Channel Divinity: Halo
At 2nd level, you can use your Channel Divinity to bless an ally. As a Bonus Action, you present your holy symbol and choose a creature within 30 feet to bless. A halo forms behind yourself and the chosen creature. While active you can cast spells from the blessed creature and any time that creature takes damage from a melee attack you can use your Martyr's Retribution feature as if you were attacked. Your halo remains on the target for up to 1 hour or until dismissed.
Vengeance Aegis
At 6th level, your Armor of Agathys spell gains a range of 60 feet and can be cast on other willing creatures.
Retribution
At 6th level, whenever a creature hits you or your halo target with an attack or spell, that creature takes Radiant damage equal to your Wisdom modifier if you’re not Incapacitated.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At Any Cost
At 17th level, you refuse to perish without first destroying your adversaries. When you are reduced to 0 Hit Points, you can choose to immediately take an additional turn. When you do, you gain 1d3 levels of Exhaustion after this turn ends. If you are still at 0 Hit Points when you end that turn, you fall Unconscious as normal. You can use this feature once, regaining it upon completing a Short or Long rest.
Scorn Domain
The gods and goddesses rule by strength, first and foremost. Power, pure and undeniable, is a measure of the ability to create desired change. Thus, some see it as natural to look upon the weak with scorn and disdain, holding them as lesser, and all are low by comparison to the divine. Deities whose motives may go unquestioned and whose domains grant them great authority, such as those of war, death, and punishment may embody this domain.
Often, these gods are vengeful and petty, willing to grant power to mortals that please them in exchange for unwavering service and loyalty. Followers of these gods lead armies and theocracies with an iron fist, seek to tear down the temples of false gods, or desire terrible revenge for a perceived slight to their esteemed personage.
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Scorn Domain Spells
| Cleric Level | Spells |
| 1st |
Bane, Hellish Rebuke |
| 3rd |
Hold Person, Suggestion |
| 5th |
Bestow Curse, Vampiric Touch |
| 7th |
Banishment, Compulsion |
| 9th |
Dominate Person, Geas |
Hand of Contempt
At 1st level, you gain proficiency in all martial weapons. While you are wearing light armor or no armor, you can use your Wisdom modifier in place of your Dexterity modifier to calculate your AC.
Disdainful Request
At 1st level, your unquestionable authority allows you to guide and instruct your lessers. You can use your Bonus Action to issue a request to a friendly creature that can hear you within 60 feet of you. The creature can use its Reaction to either make one martial attack or move up to its speed, in accordance with your request.
You can use this bonus action a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a Long Rest.
Channel Divinity: Imperious Command
At 2nd level, you can use your Action to invoke your Channel Divinity, ordering your foes to submit. Choose one creature within 60 feet of you that can hear you. That creature must make a Wisdom saving throw. If a creature fails, it is magically compelled to surrender during its next turn. It drops any weapons it is holding, moves up to its speed via the safest and most direct route to the space nearest you it can reach with its movement, then falls Prone, taking no other actions and ending its turn. A creature that can’t be Frightened is immune to this effect.
Deny the Weak
At 6th level, your disdain for the wretched fools beneath you protects you from their pathetic attacks. When a creature targets you with an attack, you can use your Reaction to express your hatred. The creature must make a Wisdom saving throw. Prone creatures automatically fail this saving throw. If the creature fails, it is Frightened of you until the end of your next turn. Once a creature fails, it automatically succeeds on saving throws caused by this feature for 1 minute.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Crush the Spirit
At 17th level, your scorn can be felt with every whisper of your breath. When you use your Imperious Command, you can target up to your Proficiency bonus in creatures instead of only one creature, and each creature that fails can’t stand from Prone during its following turn.
Stars Domain
The heavens above have always caught the attention of the mortals below. Some clerics devote themselves to gods of the heavens in a life of celestial enlightenment.
Across the cosmos, the Fabric exists to maintain balance in the universe. By inspiring those that look upon it, it allows a select few to be able to manipulate its strands to mimic forms of celestial bodies and spatial events, such as swaying gravity in an area or summoning motes of star matter to rain down. Some are even given power to feel changes in the Fabric, allowing for close examination of the surrounding time period.
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Star Domain Spells
| Cleric Level | Spells |
| 1st |
Faerie Fire, Magnify Gravity |
| 3rd |
Augury, Scorching Ray |
| 5th |
Daylight, Fireball |
| 7th |
Fire Shield, Sickening Radiance |
| 9th |
Dream, Wall of Light |
Star Motes
At 1st level, when you cast a cleric spell of 1st level or higher you gain a small invisible star mote that orbits your body. You can have a number of star motes orbiting you up to your Proficiency bonus. As a Bonus Action, you can throw any number of star motes at a creature within 120 feet of you. The effect is based on if you designate the creature as an ally or an enemy.
Ally: The target gains 2d4 Temporary Hit Points for every star mote thrown. Starting at 11th level, you can instead choose to heal the target instead of granting them Temporary Hit Points.
Enemy: Make a ranged spell attack. On a hit, the target takes 2d4 Radiant damage for each mote.
Hit or miss, the motes are consumed after being thrown. Any unexpended motes fade after you complete a Long Rest.
Nightvision
At 1st level, you gain 60 feet of Darkvision, or if you already have Darkvision, the range on it is extended by 30 feet. For each Star Mote that you have orbiting you, this darkvision range is increased by another 10 feet. If you have 4 or more star motes orbiting you, you can see through magical darkness as well as non-magical darkness.
Channel Divinity: Stellar Spell
At 2nd level, you can use your Channel Divinity to harness the power of the stars, altering a spell that you are casting.
When you cast a spell that deals Radiant, Fire, or Cold damage, you can change the damage type of the spell to another on the list. If you do not change the damage type, the spell instead gains additional damage equal to your Wisdom modifier. The spell then gains an additional affect based on the final damage type:
Cold: The creatures who are affected by the spell have their movement speed halved until the start of your next turn.
Fire: The spell deals an additional damage die of Fire damage.
Radiant: The creatures who are affected by the spell make a Constitution saving throw. On a fail, they are Blinded until the start of your next turn.
Eyes to the Stars
At 6th level, you no longer need to sleep, and are immune to magical forms of sleep. In order to gain the benefits of a long rest, you need to spend the time instead doing only light activity. Additionally, whenever you would complete a Short Rest and spend Hit Dice to heal, you regain an additional 2 Hit Points for every dice spent.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Cold or Fire damage.
Astrologian's Gaze
At 17th level, your eyes pierce the veil and are shrouded from those attempting to divine you. You are hidden from Divination magic. You cannot be targeted by such magic or perceived through magical Scrying sensors. In addition, you are always under the effects of the True Seeing spell.
Strength Domain
Strength can manifest itself in many ways, but none are more important to clerics of strength then that of the physical. One’s mental strength is important, ones leadership is admirable, ones will, ones bravery, and ones intelligence are all honorable, but ones physical power is more divine than all the other forms of strength combined. The stronger a cleric of strength becomes, the more similar the cleric becomes to their god, and the more divine strength they can draw from their god as a result. A strength clerics acts of worship include prayer as much as they include pushups.
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Strength Domain Spells
| Cleric Level | Spells |
| 1st |
Catapult, Spiritual Fists |
| 3rd |
Branding Smite, Enlarge/Reduce |
| 5th |
Crusader's Mantle, Crushing Fall |
| 7th |
Staggering Smite, Stoneskin |
| 9th |
Destructive Wave, Steel Wind Strike |
Consecrated Arms and Armor
At 1st level, you may set your armor aside, using only your chiseled physique and the powerful presence of your god to protect you. While you aren't wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can use a shield and still gain this benefit. In addition, you gain proficiency with all martial and improvised weapons.
Improved Physique
At 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. After you successfully hit an enemy within 5 feet of you with an attack, you may use your Bonus Action to attempt to Shove or Grapple them.
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.
Additionally, you may use your muscles as a spell casting focus for your cleric spells, and you always know the Strength score of any creature you can see, having Advantage on Intimidation checks against creatures with a Strength score lower than your own.
Channel Divinity: Fist of the Heavens
At 2nd level, you can summon the raw physical power of your deity to smash your foes. As an Action, you hold your holy symbol and choose a point within 90 feet of your position. Each creature within a 20 foot radius of that point must make a Strength saving throw or suffer a number of d12s equal to your Proficiency bonus in Force damage and are knocked Prone on a failed saving throw, and half as much damage on a successful one and are not knocked Prone.
Channel Divinity: Unyielding Brawn
At 2nd level, whenever you fail a Strength based check or saving throw you can use your channel divinity as a Reaction to reroll the check or saving throw adding your Wisdom modifier to the result. You can repeat this on following rounds for one minute.
Channel Divinity: Godly Might
At 6th level, you can use your Channel Divinity as a Bonus Action to triple your maximum carrying capacity and maximum weight you can push, drag, or lift. If you hit a target with an object or creature that weighs 500 or more pounds it takes an additional 1d6 Force damage, this increases by a further 1d6 for every 250 pounds the object or creature weighs above this. You gain these benefits for a number of turns equal to your Strength modifier (minimum of 1).
Power of the Behemoths
At 6th level, the divine energy flowing inside strengthens you. You gain the following benefits:
Your unarmed strikes now deal 1d8 + your Strength modifier points of Bludgeoning damage, or increase by one die size if they are already at or equal to 1d8.
Your movement speed cannot be lowered by being Encumbered or by difficult terrain, and you have Advantage on checks and saves that would force your movement or knock you Prone.
Whenever you would roll a Strength ability check, you can treat a d20 roll of 9 or lower as a 10.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Force damage.
Physique of the Gods
At 17th level, your physique will forever be in its prime. You no longer physically age and cannot be aged by magical effects, and you are immune to the Stunned, Paralyzed, and Petrified conditions. Additionally, whenever you would successfully hit a creature with a melee attack, you can push the target 10 feet in any direction. Finally, whenever you would Shove a creature, that creature is shoved an additional 10 feet.
Strife Domain
The strife domain contains all that which flourishes from disagreement: the ability to discover new points of view, but also to test your own. Only those beliefs that can withstand the test of peaceful disagreement can truly serve the people, instead of enslave them. However, the strife domain is also concerned with what happens when that balance is trodden upon, when a group or an individual attempts to impose their will forcefull (or cunningly) over others, restricting the modes of thought of others and placing them under their intellectual control.
Clercis that follow the domain of strife believe that the only way to reinstate balance in those cases is the natural way: to grab the scale and tip it back to its level position. By openly speaking about their beliefs and urging others to do so as well, without shying away from any conflict that might follow, they test the boundaries of what society deems acceptable. Ever-vigilant, they seek to prevent corruption from taking root by roughing up the ground, even if that means causing chaos.
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Strife Domain Spells
| Cleric Level | Spells |
| 1st |
Celestial Retort, Compelled Duel |
| 3rd |
Branding Smite, Shatter |
| 5th |
Bestow Curse, Thunder Step |
| 7th |
Freedom of Movement, Sickening Radiance |
| 9th |
Banishing Smite, Holy Weapon |
Bonus Proficiencies
At 1st level, you gain proficiency with all martial weapons and all armor.
Heated Rhetoric
At 1st level, you become proficient in your choice of two of the following skills: Athletics, Intimidation, Persuasion, or Performance, and gain Expertise in one skill of your choice that you have Proficiency in.
Deflating Mockery
At 1st level, you can use your Action to insult the ego of a creature within 60 feet of you. If the creature can hear you, it must make a Charisma saving throw against your spell save DC. On a failure, roll a number of d8s equal to your Proficiency bonus. The creature takes that much Psychic damage, and it has Disadvantage on attack rolls until the end of its next turn. On a failed save, the creature also cannot affect its allies with any of its abilities or spells until the end of its next turn. On a successful save, the target takes half as much damage and is otherwise unaffected.
You can use this ability a number of times equal to your Proficiency bonus. You regain all expended uses when you would complete a Long Rest.
Channel Divinity: Fervent Speech
At 2nd level, you can use your Channel Divinity to cause boiling passion in others until it overflows. As a Bonus Action, you yell out a rallying cry. You can choose yourself and a number of your allies equal to your Proficiency bonus. If they can hear you, they gain Advantage on the next attack roll that they make until the end of their next turn, and on a hit, that attack deals an additional 2d8 Necrotic or Radiant damage.
Trouble Maker
At 6th level, your presence curbs the influence of your enemies' rhetoric. Creatures of your choice have Disadvantage on Intimidation and Persuasion rolls made against you or about matters relevant to you. In addition, after you've made an Intimidation or Persuasion check or another creature has attempted to Intimidate you, you have Advantage on Initiative rolls for 10 minutes.
Finally, if you roll for Initiative and you are last in the order, you can reroll your Initiative once, you can choose to keep either result.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keep The Fire Going
At 17th level, when you or an ally you can see withi n60 feet of you falls to 0 Hit Points, you can use your Reaction to attempt to keep them in the fight. You can make a Wisdom check, adding your Proficiency bonus to the roll. if the result is higher than the damage they were dealt, the target is reduced to 1 Hit Point instead. Once you've used this ability, and succeeded, you cannot use it again until you complete a Long Rest.
Suffering Domain
Pain and improvement, loss and regrowth, struggle and triumph. This is the way of life for Clerics of the Suffering Domain, constantly seeking trials to learn from and grow stronger. They hone their bodies and minds to be able to handle pain, and deliver it too. In combat these Clerics are able to cause overwhelming pain and misery to their enemies, both physically and mentally, crippling them and allowing the Cleric's companions to finish them off.
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Suffering Domain Spells
| Cleric Level | Spells |
| 1st |
Armor of Agathys, Ray of Sickness |
| 3rd |
Cloud of Daggers, Ray of Enfeeblement |
| 5th |
Life Transference, Vampiric Touch |
| 7th |
Blight, Phantasmal Killer |
| 9th |
Destructive Wave, Steel Wind Strike |
Bonus Proficiencies
At 1st level, you gain Proficiency in all martial weapons and medium armor, and learn your choice of either booming blade or green flame blade, which is considered to be a cleric spell for you.
Amplify Affliction
At 1st level, you can increase pain that already exists. When a creature you can see within 60 feet of you gains the Blinded, Deafened, Drained, Fear-based, Nauseated, Paralyzed, Poisoned, Stunned, or Wounded condition, you can force it to make a Constitution Saving throw against your cleric Spell Save DC at no action cost. On a failed save, the creature suffers an additional condition on the following list of your choice: Anchored, Burdened, Decayed, Entangled, Muted, Sickened, or Surrounded. They suffer this additional condition for the duration of the initial condition.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a spell slot of 1st-level or higher to use it again.
Broken Resilience
Numb to pain you are more durable. At 1st level, your hit point maximum increases by 2 and increases by 2 whenever you gain a level in this class.
Channel Divinity: Crippling Injury
At 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
When one creature you can see within 30 feet of you is hit by an attack, you can use your Reaction to turn that attack into a critical threaten. If the attack would already critically threaten, it instead deals triple dice worth of damage, if confirmed.
Furthermore, the target's maximum Hit Points is reduced by an amount equal to the additional damage done by that critical hit until it completes a Long Rest.
Channel Divinity: Crushing Pain
At 2nd level, you can as an action, present your holy symbol and cause untold agony to overcome a creature you can see within 30 feet of you. The target must make a Wisdom Saving throw against your cleric Spell Save DC, the target has Disadvantage on the Saving throw if it has less than half of its maximum hit points. On a failed Saving throw the target is Stunned for one round.
Strength From Suffering
At 6th level, you are able to let your pain drive you in your revenge. When you take damage from a creature you can see, you can swear vengeance against it as a Reaction. On your next turn, your Strength, Dexterity, and Wisdom Modifiers are all doubled for the purposes of Spell Save DC, attack rolls, and damage rolls against that creature.
You can do this a number of times equal to your Wisdom Modifier, and regain all expended uses when you finish a long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Bleed damage.
Pain's Endurance
At 17th level, you are able to endure the hardest of hardships. At the start of each of your turns, you regain 5 hit points if you have no more than half of your maximum hit points left.
Tempest Domain
Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
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Tempest Domain Spells
| Cleric Level | 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
At 1st level, you gain proficiency with all martial weapons and all armor.
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Thunder damage.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Time Domain
The time domain focused on the unending passage of time -- one of the most powerful forces in the universe. Gods and goddesses of time see every passing season, year, and lifetime. They control the cycles of life and death, and ultimately determine the fate of all peoples. Clerics of a god of time are given godly insight and powerful chronomancy, which they use to protect and bring justice to the people of the world or invest it into their gods own dark designs.
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Time Domain Spells
| Cleric Level | Spells |
| 1st |
Feather Fall, Gift of Alacrity |
| 3rd |
Blur, Fortune's Favor |
| 5th |
Haste, Slow |
| 7th |
Divination, Dimension Door |
| 9th |
Modify Memory, Temporal Shunt |
Oracle
At 1st level, you gain the Guidance and Mending cantrip if you don't already know it, and you gain Proficiency and Expertise in the History skill.
Glimpse of the Future
At 1st level, you can give yourself a brief glimpse into the future. When you make an attack, ability check, or saving throw, you may use your Bonu Action to give yourself Advantage on the roll. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a Long Rest.
Channel Divinity: Continuum Split
At 2nd level, you can use your Channel Divinity to create a rift in time, which you later revert back to. As a Bonus Action, you present your holy symbol, and a visible time rift appears on the ground below you. Using your Reaction, you may teleport back to this rift and restore your health to what it was when you created the time rift. Maintaining the rift requires your Concentration, and you cannot revert back if you lose it. At the start of your next turn, you automatically revert back to the rift if you haven't already done so, and haven't lost Concentration.
Improved Glimpse
At 6th level, you can also use your Glimpse of the Future feature when a creature that you can see within 30 feet of you make an attack, ability check, or saving throw, granting them Advantage or Disadvantage, your choice, on the roll. Using this feature in this manner uses your Reaction, rather than your Bonus Action.
Supernatural Reflexes
At 6th level, your ability to alter the flow of time around you becomes almost instinctual. You gain Proficiency in Dexterity saving throws, and you can no longer be Surprised while you are conscious.
Potent Spellcasting
At 8th level, you add your Wisdom modifier ot the damage you deal with any Cleric cantrip.
Master of Time
At 17th level, you gain the following benefits:
You do not age, and you cannot be magically aged.
you learn the spells Time Stop and Foresight. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. These spells counts as Cleric spells for you.
You gain the ability to jump back in time to alter a potential outcome. When you or a creature that you can see within 60 feet of you misses an attack or fails an ability check or saving throw, you can use your Reaction to reroll the d20, you can choose to keep the previous roll or use the new roll. You can use this feature once, regaining all expended uses after you complete a Short or Long Rest.
Trade Domain
The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price. Deities of all alignments can claim influence over this domain, particularly deities of commerce and bargains, and gods of greed.
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Trade Domain Spells
| Cleric Level | Spells |
| 1st |
Alarm, Identify |
| 3rd |
Arcane Lock, Locate Object |
| 5th |
Sending, Tongues |
| 7th |
Fabricate, Private Sanctum |
| 9th |
Geas, Teleportation Circle |
Silver Tongue
At 1st level, you can use any coin as a holy symbol, and you gain Proficiency in two of the following skills as well as with Merchant Supplies: Deception, Insight, or Persuasion. While your holy symbol is in your hand, you can expend a spell slot of 1st level or higher as a Reaction to double your Proficiency bonus for any ability check you make that uses any of those skills for 1 minute. In addition, you learn the Friends cantrip, which doesn’t count against the number of Cleric cantrips you know.
Divine Appraisal
At 1st level, as an Action, you can instantly discern the approximate market value of a nonmagical item that you can see within 30 feet of you.
Channel Divinity: A Fair Exchange
At 2nd level, you can use your Channel Divinity to force a creature to receive as good as they give. Immediately after an attacker within 30 feet of you deals damage with an attack against another creature, you can use your Reaction to force the attacker to make a Charisma saving throw. On a failed save, the attacker takes Psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Channel Divinity: Instant Transaction
At 2nd level, you can use your Channel Divinity to cause a creature to partake in a magical and instantaneous trade. As an action, you present a coin, used as your holy symbol, to a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or else one nonmagical object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature’s space.
At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you can’t use this on that same creature again until you finish a Long Rest.
Channel Divinity: Defensive Deal
At 6th level, you gain the ability to magically entice your foes, momentarily reducing their commitment to an attack.
When a creature within 30 feet of you makes an attack roll against you or an ally, you can use your reaction to present a coin, used as your holy symbol, and impose a -10 penalty on the roll, using your Channel Divinity. You can make this choice after you see the roll, but before you know whether the attack hits or misses.
Channel Divinity: Divine Market
At 6th level, you may pay the base market cost of any item within your region and use your Channel Divinity to manifest that item into your possession, regardless of your current location. Your divine market can call any combination of valid item into your possession; however, when calling consumable items, such as potions, rations, arrows, and so on, into your possession, you can pay for and call up to a number of consumables equal to twice your proficiency bonus. You can only call upon magical consumable items of rarity less than or equal to major uncommon, additionally, you cannot call for high quality, custom made, or unique material items with this ability. For items such as materials where 1 item is uncertain, instead use one pound. Additionally, you may buy at most tier 3 items. For items such as arrows, and rations, these would count as bundles. When using this ability out of missions, this would be an exhaustive ability and require the recuperate downtime action to regain back your casts of divinity.
Note that a vehicle or animal is not an item
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Shrewd Negotiator
At 17th level, upon rolling a successful Insight check against a target creature, you are able to discern exactly what motivates the creature and what it will take to get the creature to agree to a proposed course of action. You do not need to be able to speak the creature's language, nor does it need to be intelligent, for you to discern these things. This ability does not automatically resolve the proposal, it simply reveals what it will take to resolve it. The answer given will be exact and detailed, leaving no question as to what must be done.
Travel Domain
The very roads, tunnels, waterways, and skies embody the spirit of the Travel Domain. The spirit of Travel is shared by merchants, adventurers, and vagabonds alike. Travelers sometimes brings wealth and sometimes brings ruin. Either way, travelers gain a wealth of experience and stories to share with the world. Clerics of the Travel Domain are generally peaceful, but some might be from an order of sells words, or are faiths bent on conquest utilizing the roads as their gateways to war.
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Travel Domain Spells
| Cleric Level | Spells |
| 1st |
Comprehend Languages, Longstrider |
| 3rd |
Misty Step, Find Steed |
| 5th |
Fly, Haste |
| 7th |
Dimension Door, Find Greater Steed |
| 9th |
Passwall, Teleportation Circle |
Dimensional Hop
At 1st level you learn to quickly dart through space. You can take the Dash or Disengage actions as a Bonus Action on your turn.
Well-traveled Acolyte
At 1st level, you gain Proficiency with three of the following proficiencies of your choice: Any one Land vehicle, any one Water vehicle, Navigation Tools, Cartographer's Tools, Cobbler's Tools, Cook's Utensils, Herbalism kit, any one Gaming set, any one Musical instrument, any one Language, all martial weapons, or medium armor.
Channel Divinity: Divine displacement
At 2nd level you can use your channel divinity to throw creatures through portals. As an Action, you can touch a willing creature and teleport that creature up to 10 x your Cleric level feet to a location you can see. You can choose to teleport with your target.
At 11th level, you can target an unwilling creature with this effect. The target must succeed on a Charisma saving throw against your Cleric spell save DC or be teleported, the creature must be teleported to a location with which it can stand.
Channel Divinity: Prolong Spell
At 2nd level, when you cast a spell with a duration of 1 hour, you can spend a use of Channel Divinity to prolong its duration to 8 hours.
Fast Movement
At 6th level, you add 10 feet to your base speed. Any mount you ride and vehicle you steer also gain this benefit.
Perpetual Motion
At 6th level you learn to use your speed to your advantage. Once per turn, if you move at least 10 feet in a straight line you gain the following benefits until the start of your next turn:
Your speed increases by 10 feet.
Opportunity attacks against you are made with Disadvantage.
You ignore Difficult Terrain.
If you are mounted, you confer these bonuses to your mount.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Gatekeeper
At 17th level, you always have the Etherealness, Gate, Plane Shift, and Teleport spells prepared and may cast them without components as a cleric spell. These spells do not count against the number of spells you can prepare each day.
Trickery Domain
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
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Trickery Domain Spells
| Cleric Level | 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
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Poison damage.
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.
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 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.
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Twilight Domain Spells
| Cleric Level | Spells |
| 1st |
Faerie Fire, Sleep |
| 3rd |
Moonbeam, See Invisibility |
| 5th |
Aura of Vitality, Tiny Hut |
| 7th |
Aura of Life, Greater Invisibility |
| 9th |
Circle of Power, Mislead |
Bonus Proficiencies
At 1st level, you gain proficiency with all martial weapons and all armor.
Eyes of Night
At 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Vigilant Blessing
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 the target Temporary Hit Points equal to 1d6 per Proficiency bonus + a flat bonus equal to your Cleric level.
You end one effect on the target 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.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, whenever you cast a leveled spell that deals Radiant damage to a creature, that spell increases its damage dice by one die size, or by +2 if already at a d12.
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.
Tyranny Domain
The draconian ruler whose word is law, the powerful crime lord who controls a city’s underworld with fear and violence, and the merchant monopolizing crucial commodities all worship at the altar of Tyranny- whether they realize it or not.
Those who choose to follow tyrannical deities believe it will strengthen their own authority and power as they seek to dominate the world around them. While clerics of such gods will obey the will of those who are stronger, they will happily overthrow such rulers or gods for the chance to take dominion for themselves.
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Tyranny Domain Spells
| Cleric Level | Spells |
| 1st |
Command, Hellish Rebuke |
| 3rd |
Hold Person, Suggestion |
| 5th |
Fear, Phantom Steed |
| 7th |
Banishment, Compulsion |
| 9th |
Banishing Smite, Dominate Person |
Bonus Proficiency
At 1st level, you gain Proficiency with all armor and martial weapons, and the Intimidation Skill. Additionally, you gain Expertise in the Intimidation skill.
Tyrant's Command
At 1st level, you are the embodiment of cruel leadership. As an action on your turn, you command your allies to attack one enemy creature that you can see who dares to stand within 10 feet of you. Any ally creature who hears your command can immediately use their reaction to move 15 feet towards the target creature.
Until the end of your next turn, any ally that obeyed your command gains advantage on attack rolls against that creature.
You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Channel Divinity: Booming Oration
At 2nd level, you can use your Channel Divinity to increase your voice to deafening levels. As an Action, you present your holy symbol, and for one minute your voice can be heard in a 1-mile radius centered on you. All creatures that hear your voice are able to understand your speech, even if you do not share a language. Magical effects that prevent speech or sound, such as Silence, have no effect on this feature. The duration of this effect increases up to 10 minutes at 8th level, and up to one hour at 17th level.
Channel Divinity: Kneel Before Me
At 2nd level, you can as an Action use your Channel Divinity to channel your god's will through your holy symbol. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the creature falls Prone and its speed is reduced to 0 until the start of your next turn.
Channel Divinity: Suffer the Lash
At 2nd level, you can as an Action use your Channel Divinity to brutally punish an enemy for daring to attack you. When you would receive damage from an enemy attack, you can use your Reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes Force damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Ruthless Taskmaster
At 6th level, when you use Tyrant's Command, obedient allies can roll an additional ld4 Force damage on successful attacks against the target creature and gain resistance to Physical damage until the end of your next turn. The damage increases to 2d4 at 17th level.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to that of Poison damage.
Brutal Dominion
At 17th level, When you issue your Tyrant's command, you can indicate a number of enemy creatures that you can see within 60 feet equal to your Wisdom modifier (minimum 1).
Your allies can use their Reaction to move up to their full movement towards any indicated target, and gain all other benefits of obedience.
Venom Domain
Clerics of the Venom Domain are often viewed as outcasts, heretics, and vile criminals bent on terroristic acts, leading many to conceal their abilities. Though there are clerics of the Venom domain that act with just intentions, they are also many that are secretly employed as assassins and investigators willing to venture into the darker corners of the world.
Clerics of this faith are not above drastic measures to carve the way for monumental change. They will assure you their actions are all necessary means to a noble end.
The burning pains of acidic venom, the dulled joy of drunkenness, and the potent sting of a snakebite all fall under this domain, as does the gleam of fluid on an assassin's knife or the bubbling of a hag's brew.
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Venom Domain Spells
| Cleric Level | Spells |
| 1st |
Disguise Self, Ray of Sickness |
| 3rd |
Pox Pustules, Whip of Spiders |
| 5th |
Spit Venom, Stinking Cloud |
| 7th |
Confusion, Miasma |
| 9th |
Cloudkill, Poison Thorns |
Bonus Cantrip and Proficiencies
At 1st level, you gain the Poison Spray cantrip if you don’t already know it. and you become Proficient in the Poisoner's Kit if you are not already.
Blood of Venom
At 1st level, you can use your Action to cause venom to run through your veins for 1 minute. During this time, you can use a Bonus Action to envenom a Piercing or Slashing weapon or natural attack that you touch with your blood, you suffer 1d4 points of True damage in the process. On the next successful attack made with the weapon, the target must make a Constitution saving throw or take 1d10 additional Poison damage. If the save fails by 5 or more, the target is also Poisoned for 1 minute. The damage of this feature increases by 1d10 points of Poison damage at 5th level, and again at 10th level.
Channel Divinity: Spider’s Caress
At 2nd level, you can use your Channel Divinity to place a vile curse on your enemies. As an Action, you present your holy symbol and invoke the name of your deity. Choose a number of creatures up to your Wisdom modifier within 30 feet of you that you can see. These creatures must make a Constitution saving throw or suffer Disadvantage on saving throws against Poison and Suffer from the Burned (Poison) condition for 1 minute. Starting at 8th level, any Immunity the targets may have against Poison damage is instead treated as Resistance for the duration.
Creeping Death
At 2nd level, the venom coursing through enemies' veins blazes like a beacon and guides your attacks. You have Advantage on attack rolls against Poisoned creatures.
Consecrated Vitality
At 6th level, serving as a conduit for your deity's poisons has inured you to the effects of all toxins. You gain Immunity to Poison damage and the Poisoned condition, though you can choose to suffer the Poisoned condition when it is inflicted upon you.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Potioned Poison
At 17th level, your deity's power has filled you with so much toxicity that harmful chemicals rejuvenate you. When you are subjected to Poison damage, you take no damage and instead regain a number of Hit Points equal to the Poison damage dealt. If a poison deals damage over multiple turns, you only regain those Hit Points once.
When a friendly creature you can see within 60 feet of you takes Poison damage, you can use your Reaction to confer this benefit to them, eliminating the damage, until the start of your next turn.
War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
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War Domain Spells
| Cleric Level | 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
At 1st level, you gain proficiency with all martial weapons and all armor.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
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 roll, but before the DM says whether the attack hits or misses.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, you can convert the damage gained from Blessed Strikes to either Acid, Cold, Fire, Lightning, or Thunder damage.
Avatar of Battle
At 17th level, you gain resistance to Bludgeoning, Piercing, and Slashing damage.
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