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Manoeuvre Versatility

  • casting timerest
  • range

If you know any manoeuvres from the fighter's Battle Master archetype, you can replace one manoeuvre you know with a different manoeuvre whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

Cleric (core) 1st level

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.

Cantrip Versatility. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

Cleric (core) 1st level

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with three such effects: 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 1st-level spell slot.

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 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You can forgo this feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

Cleric (core) 4th level

Proficiency Versatility

  • casting timelevelling
  • range

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). This change represents one of your skills atrophying as you focus on a different skill.

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 or lower.

8th level Cleric destroys undead of CR 1 or lower.

11th level Cleric destroys undead of CR 2 or lower.

14th level Cleric destroys undead of CR 3 or lower.

17th level Cleric destroys undead of CR 4 or lower.

Cleric (core) 5th level

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Blessed Strikes

  • casting timefree action
  • 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, 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

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

  • casting timepassive
  • range

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.

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 timepassive
  • 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 or lower.

8th level Cleric banishes creatures of CR 1 or lower.

11th level Cleric banishes creatures of CR 2 or lower.

14th level Cleric banishes creatures of CR 3 or lower.

17th level Cleric banishes creatures of CR 4 or lower.

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

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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 - sleep, ray of sickness

At 3rd level - crown of madness, 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

Bonus Proficiency

  • casting timepassive
  • range

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

Cleric (Blood Domain) 1st level

Bloodletting Focus

  • casting timespellcasting
  • range

From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell's level.

Cleric (Blood Domain) 1st level

Blood Puppet

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature's actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw.

At 8th level, you can target a Huge or smaller creature.

Cleric (Blood Domain) 2nd level

Crimson Bond

  • casting timeaction
  • range

Channel Divinity

Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as their are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature's senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through the ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.

Cleric (Blood Domain) 6th level

Sanguine Recall

  • casting timeaction
  • range

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can't use this feature again until you finish a long rest.

Cleric (Blood Domain) 8th level

Vascular Corruption Aura

  • casting timeaction
  • range

At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first tiem on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

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

Cleric (Blood Domain) 17th level

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 timepassive
  • range

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

Cleric (Death Domain) 1st level

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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 timefree action
  • 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 timepassive
  • range

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

Cleric (Forge Domain) 1st level

Blessing of the Forge

  • casting timerest
  • 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

  • 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. 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

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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

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

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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 timepassive
  • 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

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.

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

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Bonus Proficiency

  • casting timepassive
  • range

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

Cleric (Life Domain) 1st level

Disciple of Life

  • casting timepassive
  • 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

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 timepassive
  • 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 timepassive
  • 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

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

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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

Improved Flare

  • casting timepassive
  • 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

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

Acolyte of Nature

  • casting timepassive
  • range

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.

Cleric (Nature Domain) 1st level

Bonus Proficiency

  • casting timepassive
  • 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

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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 timepassive
  • 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

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

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Protection 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 - compelled duel, protection from evil and good

At 3rd level - aid, protection from poison

At 5th level - protection from energy, slow

At 7th level - guardian of faith, Otiluke's resilient sphere

At 9th level - antilife shell, wall of force

Cleric (Protection Domain) 1st level

Bonus Proficiency

  • casting timepassive
  • range

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

Cleric (Protection Domain) 1st level

Shield of the Faithful

  • casting timereaction
  • range

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to ty to throw the attack off target.

Cleric (Protection Domain) 1st level

Radiant Defence

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armour. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Cleric (Protection Domain) 2nd level

Blessed Healer

  • casting timepassive
  • 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 (Protection 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 (Protection Domain) 8th level

Indomitable Defence

  • casting timeaction
  • range

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

Cleric (Protection 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 timepassive
  • range

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

Cleric (Tempest Domain) 1st level

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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

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

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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 - darkness, 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, dream

Cleric (Twilight Domain) 1st level

Bonus Proficiencies

  • casting timepassive
  • range

You gain proficiency with martial weapons and heavy armour.

Cleric (Twilight Domain) 1st level

Eyes of Night

  • casting timepassive
  • range

Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range

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

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:

- Give it 1d8 temporary hit points

-End one effect causing it to be charmed or frightened.

Cleric (Twilight Domain) 2nd level

Steps of the Brave

  • casting timepassive
  • range

You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:

- You have advantage on saving throw against being frightened.

- If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

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

Cleric (Twilight Domain) 8th level

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Midnight Shroud

  • casting timefree action
  • range

You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.

Cleric (Twilight Domain) 17th level

Unity 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, shield of faith

At 3rd level - aid, warding bond

At 5th level - beacon of hope, sending

At 7th level - aura of purity, guardian of faith

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

Cleric (Unity Domain) 1st level

Emboldening Bond

  • casting timeaction
  • range

You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, 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. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

Cleric (Unity Domain) 1st level

Shared Burden

  • casting timereaction
  • range

Channel Divinity

You can use your Channel Divinity to protect your allies through the strength of your shared bonds. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

Cleric (Unity Domain) 2nd level

Protective Bond

  • casting timereaction
  • range

The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

Cleric (Unity 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 (Unity Domain) 8th level

Enduring Unity

  • casting timepassive
  • range

The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are one the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

- The creature has advantage on attack rolls, ability checks, and saving throws.
- The creature gains resistance to all damage.
- As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.

Cleric (Unity 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 timepassive
  • 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 timefree action
  • 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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