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Spellcasting, p.1

  • casting timespellcasting
  • range

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

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

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

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

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

Cleric (core) 1st level

Spellcasting, p.2

  • casting timespellcasting
  • range

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Cantrips. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrip of your choice at 4th and 10th level.

Cleric (core) 1st level

Channel Divinity

  • casting timechannel divinity
  • range

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with three such effects: Turn Undead, Harness Divine Power and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

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

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended usues.

Cleric (core) 2nd level

Harness Divine Power

  • casting timebonus action
  • range

Channel Divinity

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

The number of times you can use this feature is based on the level you've reached in this class: once at 2nd level, twice at 6th level, and thrice at 18th level.

You regain all expended uses when you finish a long rest.

Cleric (core) 2nd level

Turn Undead

  • casting timeaction
  • range

Channel Divinity

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, ad it can't willingly move to a space within 30 feet of you. It also can't take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Cleric (core) 2nd level

Ability Score Improvement

  • casting timelevelling
  • range

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

Instead of increasing your ability scores, you may choose to get a feat.

Additionally, you may also replace one skill proficiency with a different one offered by your class at 1st level.

Also, you can replace one cantrip you learned from your Spellcasting feature with another cantrip from the cleric spell list.

Cleric (core) 4th level

Destroy Undead

  • casting timepassive
  • range

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold:

5th level Cleric destroys undead of CR 1/2.

8th level Cleric destroys undead of CR 1.

11th level Cleric destroys undead of CR 2.

14th level Cleric destroys undead of CR 3.

17th level Cleric destroys undead of CR 4.

Cleric (core) 5th level

Blessed Strikes

  • casting timeattack
  • range

You may replace Divine Strike or Potent Spellcasting feature with this one.

In battle, you are blessed with divine might.

When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature.

Once you deal this damage, you can't use this feature again until the start of your next turn.

Cleric (core) 8th level

Divine Intervention

  • casting timeaction
  • range

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action.

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

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

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

Cleric (core) 10th level

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Arcana Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - detect magic, magic missle

At 3rd level - magic weapon, Nystul's magic aura

At 5th level - dispel magic, magic circle

At 7th level - arcane eye, Leomund's secret chest

At 9th level - planar binding, teleportation circle

Cleric (Arcana Domain) 1st level

Arcane Initiate, p.1

  • casting timeproficiency
  • range

When you choose this domain at 1st level, you gain proficiency in the Arcana skill.

Cleric (Arcana Domain) 1st level

Arcane Initiate, p.2

  • casting timespellcasting
  • range

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

Cleric (Arcana Domain) 1st level

Arcane Abjuration

  • casting timeaction
  • range

Channel Divinity

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 your 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.

Cleric (Arcana Domain) 2nd level

Arcane Banishment

  • casting timearcane abjuration
  • range

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 certain threshold:

5th level Cleric banishes creatures of CR 1/2.

8th level Cleric banishes creatures of CR 1.

11th level Cleric banishes creatures of CR 2.

14th level Cleric banishes creatures of CR 3.

17th level Cleric banishes creatures of CR 4.

Cleric (Arcana Domain) 5th level

Spell Breaker

  • casting timespellcasting
  • range

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.

Cleric (Arcana Domain) 6th level

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Arcana Domain) 8th level

Arcane Mastery

  • casting timespellcasting
  • range

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.

Cleric (Arcana Domain) 17th level

Blood Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - false life, sleep

At 3rd level - hold person, ray of enfeeblement

At 5th level - haste, slow

At 7th level - blight, stoneskin

At 9th level - dominate person, hold monster

Cleric (Blood Domain) 1st level

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Bonus Proficiency

  • casting timeproficiency
  • range

At 1st level, you gain proficiency with martial weapons.

Cleric (Blood Domain) 1st level

Bloodletting Focus

  • casting timespellcasting
  • range

Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes.

When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell's level.

Cleric (Blood Domain) 1st level

Crimson Bond, p.1

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. The bond lasts for one hour or until your concentration is broken (as if concentrating on a spell).

While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you.

Alternatively, you can use your action to attempt to connect with the target's senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC.

Cleric (Blood Domain) 2nd level

Crimson Bond, p.2

  • casting timeaction
  • range

Channel Divinity

On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum of one minute). During this time, you are blinded or deafened (respectively) with regard to your own senses.

When the connection ends, the bond is lost. Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.

Cleric (Blood Domain) 2nd level

Blood Puppet, p.1

  • casting timeaction
  • range

Channel Divinity

Starting at 6th level, you can use your Channel Divinity to briefly control a creature's actions.

As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature or a corpse automatically fails its saving throw, and isn't incapacitated while you control its actions.

On the affected creature's turn, you can command it (no action required) to move up to half its speed and use of the following actions: interact with an object, make a single attack, or do nothing.

Cleric (Blood Domain) 6th level

Blood Puppet, p.2

  • casting timeaction
  • range

Channel Divinity

The controlled creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious. An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for one minute or until your concentration is broken (as if concentrated on a spell).

At 17th level, you can use this feature to target a Huge or smaller creature or corpse.

Cleric (Blood Domain) 6th level

Sanguine Recall

  • casting timeaction
  • range

At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action.

The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can't be reduced in any way.

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

Cleric (Blood Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Blood Domain) 8th level

Vascular Corruption Aura

  • casting timeaction
  • range

At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed.

For one minute, any hostile creature with blood that moves within 30 feet fo you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.

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

Cleric (Blood Domain) 17th level

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Death Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - false life, ray of sickness

At 3rd level - blindness/deafness, ray of enfeeblement

At 5th level - animate dead, vampiric touch

At 7th level - blight, death ward

At 9th level - antilife shell, cloudkill

Cleric (Death Domain) 1st level

Bonus Proficiency

  • casting timeproficiency
  • range

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Cleric (Death Domain) 1st level

Reaper

  • casting timespellcasting
  • range

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.

Cleric (Death Domain) 1st level

Touch of Death

  • casting timeattack
  • range

Channel Divinity

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.

Cleric (Death Domain) 2nd level

Inescapable Destruction

  • casting timespellcasting
  • range

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.

Cleric (Death Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy.

Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Cleric (Death Domain) 8th level

Improved Reaper

  • casting timespellcasting
  • range

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.

Cleric (Death Domain) 17th level

Forge Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - identify, searing smite

At 3rd level - heat metal, magic weapon

At 5th level - elemental weapon, protection from energy

At 7th level - fabricate, wall of fire

At 9th level - animate objects, creation

Cleric (Forge Domain) 1st level

Bonus Proficiencies

  • casting timeproficiency
  • range

When you choose this domain at 1st level, you gain proficiency with heavy armour and smith's tools.

Cleric (Forge Domain) 1st level

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Blessing of the Forge

  • casting timeresting
  • range

At 1st level, you gain the ability to imbue magic into a weapon or armour.

At the end of a long rest, you can touch one nonmagical object that is a suit of armour 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 you a +1 bonus to AC if it's armour or a +1 bonus to attack and damage rolls if it's a weapon.

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

Cleric (Forge Domain) 1st level

Artisan's Blessing, p.1

  • casting time1 hour
  • range

Channel Divinity

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 armour, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp.

Cleric (Forge Domain) 2nd level

Artisan's Blessing, p.2

  • casting time1 hour
  • range

Channel Divinity

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.

Cleric (Forge Domain) 2nd level

Soul of the Forge

  • casting timepassive
  • range

Starting at 6th level, your mastery of the forge grants you special abilities. You gain resistance to fire damage. While wearing heavy armour, you gain a +1 bonus to AC.

Cleric (Forge Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge.

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

Cleric (Forge Domain) 8th level

Saint of Forge and Fire

  • casting timepassive
  • range

At 17th level, your blessed affinity with fire and metal becomes more powerful.

You gain immunity to fire damage.

While wearing heavy armour, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Cleric (Forge Domain) 17th level

Grave Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - bane, false life

At 3rd level - gentle repose, ray of enfeeblement

At 5th level - revivify, vampiric touch

At 7th level - blight, death ward

At 9th level - antilife shell, raise dead

Cleric (Grave Domain) 1st level

Circle of Mortality

  • casting timespellcasting
  • range

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.

Cleric (Grave Domain) 1st level

Spare the Dying

  • casting timeaction or bonus action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Grave Cleric (1st level) Necromancy cantrip

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Eyes of the Grave

  • casting timeaction
  • range

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.

Cleric (Grave Domain) 1st level

Path to the Grave

  • casting timeaction
  • range

Channel Divinity

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.

Cleric (Grave Domain) 2nd level

Sentinel at Death's Door

  • casting timereaction
  • range

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 cancelled.

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.

Cleric (Grave Domain) 6th level

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Grave Domain) 8th level

Keeper of Souls

  • casting timefree action
  • range

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.

Cleric (Grave Domain) 17th level

Knowledge Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - command, identify

At 3rd level - augury, suggestion

At 5th level - nondetection, speak with dead

At 7th level - arcane eye, confusion

At 9th level - legend lore, scrying

Cleric (Knowledge Domain) 1st level

Blessing of Knowledge

  • casting timeproficiency
  • range

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 is doubled for any ability check you make that uses either of those skills.

Cleric (Knowledge Domain) 1st level

Knowledge of the Ages

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge.

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

Cleric (Knowledge Domain) 2nd level

Read Thoughts

  • casting timeaction
  • range

Channel Divinity

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. The 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.

Cleric (Knowledge Domain) 6th level

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Suggestion, p.1

  • casting time1 action
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

Knowledge Cleric (6th level) 2nd level Enchantment

Suggestion, p.2

  • casting time1 action
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight 5 her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

Knowledge Cleric (6th level) 2nd level Enchantment

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Knowledge Domain) 8th level

Visions of the Past, p.1

  • casting time1 minute
  • range

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.

Cleric (Knowledge Domain) 17th level

Visions of the Past, p.2

  • casting time1 minute
  • range

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.

Cleric (Knowledge Domain) 17th level

Visions of the Past, p.3

  • casting time1 minute
  • range

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.

Cleric (Knowledge Domain) 17th level

Life Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - bless, cure wounds

At 3rd level - lesser restoration, spiritual weapon

At 5th level - beacon of hope, revivify

At 7th level - death ward, guardian of faith

At 9th level - mass cure wounds, raise dead

Cleric (Life Domain) 1st level

Bonus Proficiency

  • casting timeproficiency
  • range

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

Cleric (Life Domain) 1st level

Disciple of Life

  • casting timespellcasting
  • range

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.

Cleric (Life Domain) 1st level

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Preserve Life

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creature within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

You can't use this feature on an undead or a construct.

Cleric (Life Domain) 2nd level

Blessed Healer

  • casting timespellcasting
  • range

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.

Cleric (Life Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Life Domain) 8th level

Supreme Healing

  • casting timespellcasting
  • range

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.

Cleric (Life Domain) 17th level

Light Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - burning hands, faerie fire

At 3rd level - flaming sphere, scorching ray

At 5th level - daylight, fireball

At 7th level - wall of fire, guardian of faith

At 9th level - flame strike, scrying

Cleric (Light Domain) 1st level

Bonus Cantrip

  • casting timespellcasting
  • range

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.

Cleric (Light Domain) 1st level

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Light Domain (1st level) Evocation cantrip

Warding Flare

  • casting timereaction
  • range

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.

Cleric (Light Domain) 1st level

Radiance of the Dawn

  • casting timeaction
  • range

Channel Divinity

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.

Cleric (Light Domain) 2nd level

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Improved Flare

  • casting timewarding flare
  • range

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.

Cleric (Light Domain) 6th level

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Light Domain) 8th level

Corona of Light

  • casting timeaction
  • range

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.

Cleric (Light Domain) 17th level

Mind Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - command, dissonant whispers

At 3rd level - detect thoughts, phantasmal force

At 5th level - enemies abound, fear

At 7th level - confusion, phantasmal killer

At 9th level - dominate person, telekinesis

Cleric (Mind Domain) 1st level

Flash of Insight

  • casting timefree action
  • range

You can summon power from a well of mental energy at your core.

>When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds of fails. You get a bonus to this reroll equal to half of your cleric level (minimum of +1).

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Cleric (Mind Domain) 1st level

Psychic Force

  • casting timespellcasting
  • range

Also at 1st level, you learn to buffet your foes with mental power.

When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.

Cleric (Mind Domain) 1st level

Psychic Feedback

  • casting timereaction
  • range

Channel Divinity

Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe's mind.

When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll.

If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.

Cleric (Mind Domain) 2nd level

Gestalt Anchor

  • casting timepassive
  • range

Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence.

Whenever your or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw.

You must be conscious to grant this bonus.

Cleric (Mind Domain) 6th level

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Mind Domain) 8th level

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Bend Reality

  • casting timefree action
  • range

Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome.

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

Cleric (Mind Domain) 17th level

Moon Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - faerie fire, silent image

At 3rd level - invisibility, moonbeam

At 5th level - hypnotic pattern, major image

At 7th level - greater invisibility, hallucinatory terrain

At 9th level - dream, passwall

Cleric (Moon Domain) 1st level

Clarity of Catha

  • casting timereaction
  • range

When you choose this domain at 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect.

When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.

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

Cleric (Moon Domain) 1st level

Blessing of the Full Moon

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power.

As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:

Blessing of the Watchful Moon. For one hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception and Survival) checks involving smell or made to track a creature.

Blessing of the Blood-Drenched Moon. For ten minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated.

Cleric (Moon Domain) 2nd level

Mind of Two Moons

  • casting timespellcasting
  • range

Channel Divinity

Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of the moon.

By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells.

If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you use concentration on both spells.

Cleric (Moon Domain) 6th level

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Moon Domain) 8th level

Eclipse of Ill Omen, p.1

  • casting timebonus action
  • range

At 17th level, you can call upon the moon to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes.

As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it. This eclipse lasts while you concentrate (as if concentrating on a spell) for up to one minute.

Cleric (Moon Domain) 17th level

Eclipse of Ill Omen, p.2

  • casting timebonus action
  • range

Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.

Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.

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

Cleric (Moon Domain) 17th level

Nature Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - animal friendship, speak with animals

At 3rd level - barkskin, spike growth

At 5th level - plant growth, wind wall

At 7th level - dominate beast, grasping vine

At 9th level - insect plague, tree stride

Cleric (Nature Domain) 1st level

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Acolyte of Nature, p.1

  • casting timespellcasting
  • range

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

Cleric (Nature Domain) 1st level

Acolyte of Nature, p.2

  • casting timeproficiency
  • range

At 1st level, you also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Cleric (Nature Domain) 1st level

Bonus Proficiency

  • casting timeproficiency
  • range

Also at 1st level, you gain proficiency with heavy armour.

Cleric (Nature Domain) 1st level

Charm Animals and Plants

  • casting timeaction
  • range

Channel Divinity

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.

Cleric (Nature Domain) 2nd level

Dampen Elements

  • casting timereaction
  • range

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.

Cleric (Nature Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Nature Domain) 8th level

Master of Nature

  • casting timebonus action
  • range

At 17th level, you gain the ability to command animals and plant creatures.

While creatures are charmed by your Charm Animal 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.

Cleric (Nature Domain) 17th level

Order Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - command, heroism

At 3rd level - hold person, zone of truth

At 5th level - mass healing word, slow

At 7th level - compulsion, locate creature

At 9th level - commune, dominate person

Cleric (Order Domain) 1st level

Bonus Proficiencies

  • casting timeproficiency
  • range

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

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

Cleric (Order Domain) 1st level

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Voice of Authority

  • casting timereaction
  • range

Starting at 1st level, you can invoke the power of law to drive an ally to attack.

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

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

Cleric (Order Domain) 1st level

Order's Demand

  • casting timeaction
  • range

Channel Divinity

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

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage.

You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Cleric (Order Domain) 2nd level

Embodiment of the Law

  • casting timespellcasting
  • range

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

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

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

Cleric (Order Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Order Domain) 8th level

Order's Wrath

  • casting timefree action
  • range

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies.

If you deal your Divine Strike/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.

Cleric (Order Domain) 17th level

Peace Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - heroism, sanctuary

At 3rd level - aid, warding bond

At 5th level - beacon of hope, sending

At 7th level - aura of purity, Otiluke's resilient sphere

At 9th level - greater restoration, Rary's telepathic bond

Cleric (Peace Domain) 1st level

Implement of Peace

  • casting timeproficiency
  • range

You gain proficiency in the Insight, Performance, or Persuasion skills (your choice).

Cleric (Peace Domain) 1st level

Emboldening Bond

  • casting timeaction
  • range

You can forge an empowering bond among people who are at peace with one another.

As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes.

Each creature can add the d4 no more than once per turn.

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

Cleric (Peace Domain) 1st level

Balm of Peace

  • casting timeaction
  • range

Channel Divinity

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 creature during this action, you can restore a numbe of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of one hit point).

A creature can receive this healing only once whenever you take this action.

Cleric (Peace Domain) 2nd level

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Protective Bond

  • casting timeemboldening bond
  • range

The bond you forge between people helps them protect each other.

When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Cleric (Peace Domain) 6th level

Potent Spellcasting

  • casting timespellcasting
  • range

You may replace this feature with Blessed Strikes.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cleric (Peace Domain) 8th level

Expansive Bond

  • casting timeemboldening bond
  • range

The benefits of your Emboldening Bond and Protective Bond features now work when the creature 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.

Cleric (Peace Domain) 17th level

Tempest Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - fog cloud, thunderwave

At 3rd level - gust of wind, shatter

At 5th level - call lightning, sleet storm

At 7th level - control water, ice storm

At 9th level - destructive wave, insect plague

Cleric (Tempest Domain) 1st level

Bonus Proficiencies

  • casting timeproficiency
  • range

At 1st level, you gain proficiency with martial weapons and heavy armour.

Cleric (Tempest Domain) 1st level

Wrath of the Storm

  • casting timereaction
  • range

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.

Cleric (Tempest Domain) 1st level

Destructive Wrath

  • casting timefree action
  • range

Channel Divinity

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.

Cleric (Tempest Domain) 2nd level

Thunderbolt Strike

  • casting timefree action
  • range

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.

Cleric (Tempest Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Tempest Domain) 8th level

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Stormborn

  • casting timepassive
  • range

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

Cleric (Tempest Domain) 17th level

Trickery Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - charm person, disguise self

At 3rd level - mirror image, pass without trace

At 5th level - blink, dispel magic

At 7th level - dimension door, polymorph

At 9th level - dominate person, modify memory

Cleric (Trickery Domain) 1st level

Blessing of the Trickster

  • casting timeaction
  • range

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.

Cleric (Trickery Domain) 1st level

Invoke Duplicity

  • casting timeaction
  • range

Channel Divinity

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.

Cleric (Trickery Domain) 2nd level

Cloak of Shadows

  • casting timeaction
  • range

Channel Divinity

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.

Cleric (Trickery Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

At 8th level, you gain the ability to infuse your weapon strikes with poison - a gift from your deity.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Trickery Domain) 8th level

Improved Duplicity

  • casting timepassive
  • range

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.

Cleric (Trickery Domain) 17th level

Twilight Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - faerie fire, sleep

At 3rd level - moonbeam, see invisibility

At 5th level - aura of vitality, Leomund's tiny hut

At 7th level - aura of life, greater invisibility

At 9th level - circle of power, mislead

Cleric (Twilight Domain) 1st level

Bonus Proficiencies

  • casting timeproficiency
  • range

You gain proficiency with martial weapons and heavy armor.

Cleric (Twilight Domain) 1st level

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Eyes of Night, p.1

  • casting timepassive
  • range

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.

Cleric (Twilight Domain) 1st level

Eyes of Night, p.2

  • casting timeaction
  • range

As an action, you can magically share your darkvision 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 one 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.

Cleric (Twilight Domain) 1st level

Vigilant Blessing

  • casting timeaction
  • range

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.

Cleric (Twilight Domain) 1st level

Twilight Sanctuary

  • casting timeaction
  • range

Channel Divinity

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 one 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 the two following benefits: you grant it temporary hit points equal to 1d6 + your cleric level OR you end one effect on it causing it to be charmed or frightened.

Cleric (Twilight Domain) 2nd level

Steps of Night

  • casting timebonus action
  • range

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 one 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.

Cleric (Twilight Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

You gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (Twilight Domain) 8th level

Twilight Shroud

  • casting timetwilight sanctuary
  • range

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.

Cleric (Twilight Domain) 17th level

War Domain Spells

  • casting timespellcasting
  • range

Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the doman description.

Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

At 1st level - divine favour, shield of faith

At 3rd level - magic weapon, spiritual weapon

At 5th level - crusader's mantle, spirit guardians

At 7th level - freedom of movement, stoneskin

At 9th level - flame strike, hold monster

Cleric (War Domain) 1st level

Bonus Proficiencies

  • casting timeproficiency
  • range

At 1st level, you gain proficiency with martial weapons and heavy armour.

Cleric (War Domain) 1st level

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War Priest

  • casting timebonus action
  • range

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.

Cleric (War Domain) 1st level

Guided Strike

  • casting timeattack
  • range

Channel Divinity

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.

Cleric (War Domain) 2nd level

War God's Blessing

  • casting timereaction
  • range

Channel Divinity

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.

Cleric (War Domain) 6th level

Divine Strike

  • casting timeattack
  • range

You may replace this feature with Blessed Strikes.

You gain the ability to infuse your weapon strikes with divine energy.

Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.

When you reach 14th level, the extra damage increases to 2d8.

Cleric (War Domain) 8th level

Avatar of Battle

  • casting timepassive
  • range

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

Cleric (War Domain) 17th level

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