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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

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

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

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

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

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

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

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Presever 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 creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Cleric (Life Domain), 2nd level

Radience 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

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

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

Balm of Peace

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action,you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Cleric (Peace Domain), 2nd level

Destructive Wrath

  • casting time
  • 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

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 2nd 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

Twilight Sanctuary

  • casting timeaction
  • range

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action,you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. or You end one effect on it causing it to be charmed or frightened.

Cleric (Twilight Domain), 2nd level

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Guided Strike

  • casting timeaction
  • 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 timeaction
  • range

Channel Divinity

Starting at 2nd 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

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