{"name":"Cleric","overview":"Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.","hit_dice":"1d8","hit_points_at_1st_level":"8+CON modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per arcanist level after 1s","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"All simple weapons","tools":"none","saving_throws":"Wisdom, Charisma","skills":"Choose two from History, Insight, Medicine, Persuasion, and Religion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a mace or (b) a warhammer (if proficient)[\/li]\r\n[li](a) scale mail, (b) leather armor, or (c) chain mail (if proficient)[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) a priest's pack or (b) an explorer's pack[\/li]\r\n[li]A shield and a holy symbol[\/li]\r\n[\/ul]\r\n","spellcasting":"As a conduit for divine power, you can cast cleric spells.\r\n\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\r\n\r\n[h2]Spell Slots[\/h2]\r\nThe 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.\r\n\r\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use a holy symbol as a spellcasting focus for your cleric spells.","class_features":"[h2]Divine Domain[\/h2]\r\n\r\nAt 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.\r\n\r\n[h3]Domain Spells[\/h3]\r\nEach domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.\r\n\r\nIf you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.\r\n\r\n\r\n\r\n[h2]Channel Divinity[\/h2]\r\nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen 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.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\r\n\r\n[h3]Channel Divinity: Turn Undead[\/h3]\r\nAs 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.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.\r\n\r\n[h3]Harness Divine Power[\/h3]\r\n\r\nAt 2nd level, 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\n\r\nWhen 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.\r\n\r\n\r\n\r\n[h2]Destroy Undead[\/h2]\r\n\r\nStarting 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, as shown in the Cleric table above.\r\n\r\n\r\n\r\n[h2]Divine Intervention[\/h2]\r\nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring 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.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.","subclass_options":"[h1]Arcana Domain[\/h1]\r\nMagic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Detect Magic, Magic Missile[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Magic Weapon, Nystul's Magic Aura[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Dispel Magic, Magic Circle[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Arcane Eye, Leomund's Secret Chest[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Planar Binding, Teleportation Circle[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Arcane Initiate[\/h2]\r\n\r\nWhen 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Arcane Abjuration[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.\r\n\r\nAs an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA 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.\r\n\r\nAfter you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Banishes Creatures of CR\u2026[\/th][\/tr]\r\n[tr][td]5[\/td]\r\n[td]1\/2 or lower[\/td]\r\n[\/tr]\r\n[tr][td]8[\/td]\r\n[td]1 or lower[\/td]\r\n[\/tr]\r\n[tr][td]11[\/td]\r\n[td]2 or lower[\/td]\r\n[\/tr]\r\n[tr][td]14[\/td]\r\n[td]3 or lower[\/td]\r\n[\/tr]\r\n[tr][td]17[\/td]\r\n[td]4 or lower[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Spell Breaker[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\n\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Arcane Mastery[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Forge Domain[\/h1]\r\n\r\nThe gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Identify, Searing Smite[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Heat Metal, Magic Weapon[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Elemental Weapon, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Fabricate, Wall of Fire[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Animate Objects, Creation[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.\r\n\r\n\r\n\r\n[h2]Blessing of the Forge[\/h2]\r\nAt 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Artisan's Blessing[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to create simple items.\r\n\r\nYou conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. 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.\r\n\r\nThe 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.\r\n\r\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.\r\n\r\n\r\n\r\n[h2]Soul of the Forge[\/h2]\r\nStarting at 6th level, your mastery of the forge grants you special abilities:\r\n\r\n[ul]\r\n[li]You gain resistance to fire damage.[\/li]\r\n[li]While wearing heavy armor, you gain a +1 bonus to AC.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n\r\n[h2]Saint of Forge and Fire[\/h2]\r\nAt 17th level, your blessed affinity with fire and metal becomes more powerful:\r\n\r\n[ul]\r\n[li]You gain immunity to fire damage.[\/li]\r\n[li]While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Grave Domain[\/h1]\r\nGods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse\u2019s workings. To resist death, or to desecrate the dead\u2019s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature\u2019s death, though they refuse to use such magic to extend a creature\u2019s lifespan beyond its mortal limits.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Bane, False Life[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Gentle Repose, Ray of Enfeeblement[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Revivify, Vampiric Touch[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Blight, Death Ward[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Antilife Shell, Raise Dead[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Circle of Mortality[\/h2]\r\nAt 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.\r\n\r\nIn 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.\r\n\r\n\r\n\r\n[h2]Eyes of the Grave[\/h2]\r\nAt 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.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Path to the Grave[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to mark another creature\u2019s life force for termination.\r\n\r\nAs 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.\r\n\r\n\r\n\r\n[h2]Sentinel at Death's Door[\/h2]\r\nAt 6th level, you gain the ability to impede death\u2019s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\n\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Keeper of Souls[\/h2]\r\n\r\nAt 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 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy\u2019s 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.\r\n\r\n\r\n\r\n\r\n[h1]Knowledge Domain[\/h1]\r\n\r\nThe gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Command, Identify[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Augury, Suggestion[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Nondetection, Speak with Dead[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Arcane Eye, Confusion[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Legend Lore, Scrying[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Blessings of Knowledge[\/h2]\r\nAt 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.\r\n\r\nYour proficiency bonus is doubled for any ability check you make that uses either of those skills.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Knowledge of the Ages[\/h2]\r\n\r\nStarting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Read Thoughts[\/h2]\r\nAt 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.\r\n\r\nAs an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.\r\n\r\nIf 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.\r\n\r\nDuring 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.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\n\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Visions of the Past[\/h2]\r\nStarting 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.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[b][u]Object Reading[\/u][\/b]. 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.\r\n\r\n[b][u]Area Reading.[\/u][\/b] 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.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Life Domain[\/h1]\r\n\r\nThe Life domain focuses on the vibrant positive energy \u2013 one of the fundamental forces of the universe \u2013 that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Bless, Cure Wounds[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Lesser Restoration, Spiritual Weapon[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Beacon of Hope, Revivify[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Death Ward, Guardian of Faith[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Mass Cure Wounds, Raise Dead[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor.\r\n\r\n\r\n\r\n[h2]Disciple of Life[\/h2]\r\n\r\nAlso 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Preserve Life[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs 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.\r\n\r\n\r\n\r\n[h2]Blessed Healer[\/h2]\r\n\r\nBeginning 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.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n[h2]Supreme Healing[\/h2]\r\n\r\nStarting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Light Domain[\/h1]\r\nGods of light are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Burning Hands, Faerie Fire[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Flaming Sphere, Scorching Ray[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Daylight, Fireball[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Guardian of Faith, Wall of Fire[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Flame Strike, Scrying[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Cantrip[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn\u2019t count against the number of cleric cantrips you know.\r\n\r\n\r\n\r\n[h2]Warding Flare[\/h2]\r\nAlso 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.\r\n\r\nYou 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.\r\n\r\n\r\n[h2]Channel Divinity: Radiance of the Dawn[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.\r\n\r\nAs 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.\r\n\r\n\r\n\r\n[h2]Improved Flare[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\n\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n\r\n[h2]Corona of Light[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Nature Domain[\/h1]\r\n\r\nBut many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Animal Friendship, Speak with Animals[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Barkskin, Spike Growth[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Plant Growth, Wind Wall[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Dominate Beast, Grasping Vine[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Insect Plague, Tree Stride[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n\r\n[h2]Acolyte of Nature[\/h2]\r\n\r\nAt 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn\u2019t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.\r\n\r\n\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\n\r\nAlso at 1st level, you gain proficiency with heavy armor.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Charm Animals and Plants[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to charm animals and plants.\r\n\r\nAs 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.\r\n\r\n\r\n\r\n[h2]Dampen Elements[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n[h2]Master of Nature[\/h2]\r\n\r\nAt 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Order Domain[\/h1]\r\n\r\nClerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Command, Heroism[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Hold Person, Zone of Truth[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Mass Healing Word, Slow[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Compulsion, Locate Creature[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Commune, Dominate Person[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).\r\n\r\n\r\n\r\n[h2]Voice of Authority[\/h2]\r\nStarting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.\r\n\r\nIf the spell targets more than one ally, you choose the ally who can make the attack.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Order's Demand[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.\r\n\r\nAs 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.\r\n\r\n\r\n\r\n[h2]Embodiment of the Law[\/h2]\r\nAt 6th level, you become remarkably adept at channeling magical energy to compel others.\r\n\r\nIf 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.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n\r\n[h2]Order's Wrath[\/h2]\r\n\r\nStarting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine 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.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Peace Domain[\/h1]\r\n\r\nClerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Heroism, Sanctuary[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Aid, Warding Bond[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Beacon of Hope, Sending[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Aura of Purity, Otiluke's Resilient Sphere[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Greater Restoration, Rary's Telepathic Bond[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Implement of Peace[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).\r\n\r\n\r\n\r\n[h2]Emboldening Bond[\/h2]\r\nStarting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled 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.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Balm of Peace[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n[h2]Protective Bond[\/h2]\r\n\r\nBeginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, 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.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\n\r\nAt 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Expansive Bond[\/h2]\r\n\r\nAt 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage\r\n[h1]\r\n\r\n\r\n\r\n\r\n\r\n\r\nTempest Domain[\/h1]\r\n\r\n\r\ngods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Fog Cloud, Thunderwave[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Gust of Wind, Shatter[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Call Lightning, Sleet Storm[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Control Water, Ice Storm[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Destructive Wave, Insect Plague[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\n\r\nAt 1st level, you gain proficiency with martial weapons and heavy armor.\r\n\r\n\r\n\r\n[h2]Wrath of the Storm[\/h2]\r\nAlso 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.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Destructive Wrath[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.\r\n\r\nWhen you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.\r\n\r\n\r\n\r\n[h2]Thunderous Strike[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n[h2]Stormborn[\/h2]\r\n\r\nAt 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Trickery Domain[\/h1]\r\nGods of trickery They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Charm Person, Disguise Self[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Mirror Image, Pass without Trace[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Blink, Dispel Magic[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Dimension Door, Polymorph[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Dominate Person, Modify Memory[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Blessing of the Trickster[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Invoke Duplicity[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.\r\n\r\nAs 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.\r\n\r\nFor 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Cloak of Shadows[\/h2]\r\nStarting at 6th level, you can use your Channel Divinity to vanish.\r\n\r\nAs an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 8th level, you gain the ability to infuse your weapon strikes with poison \u2013 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.\r\n\r\n\r\n\r\n[h2]Improved Duplicity[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Twilight Domain[\/h1]\r\nThe twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.\r\nClerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Faerie Fire, Sleep[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Moonbeam, See Invisibility[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Aura of Vitality, Leomund's Tiny Hut[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Aura of Life, Greater Invisibility[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Circle of Power, Mislead[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\n\r\nAt 1st level, you gain proficiency with martial weapons and heavy armor.\r\n\r\n\r\n\r\n[h2]Eyes of Night[\/h2]\r\nStarting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.\r\n\r\nAs an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.\r\n\r\n\r\n\r\n[h2]Vigilant Blessing[\/h2]\r\n\r\nAt 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Twilight Sanctuary[\/h2]\r\nAt 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.\r\n\r\nAs 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:\r\n\r\n[ul]\r\n[li]You grant it temporary hit points equal to 1d6 plus your cleric level.[\/li]\r\n[li]You end one effect on it causing it to be charmed or frightened.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[h2]Steps of Night[\/h2]\r\n\r\nStarting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n\r\n[h2]Steps of Night[\/h2]\r\n\r\nStarting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[h2]Twilight Shroud[\/h2]\r\n\r\nAt 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]War Domain[\/h1]\r\n\r\nWar has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Divine Favor, Shield of Faith[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Magic Weapon, Spiritual Weapon[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Crusader's Mantle, Spirit Guardians[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Freedom of Movement, Stoneskin[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Flame Strike, Hold Monster[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\n\r\nAt 1st level, you gain proficiency with martial weapons and heavy armor.\r\n\r\n\r\n\r\n[h2]War Priest[\/h2]\r\nFrom 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.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Guided Strike[\/h2]\r\n\r\nStarting 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: War God's Blessing[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n\r\n[h2]Avatar of Battle[\/h2]\r\n\r\nAt 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Blood Domain[\/h1]\r\n\r\nGods who grant the power of the Blood Domain direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one\u2019s own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]False Life, Sleep[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Hold Person, Ray of Enfeeblement[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Haste, Slow[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Blight, Stoneskin[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Dominate Person, Hold Monster[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you gain proficiency with martial weapons.\r\n\r\n\r\n\r\n[h2]Bloodletting Focus[\/h2]\r\n\r\nStarting 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\u2019s level.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Crimson Bond[\/h2]\r\nStarting 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. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).\r\n\r\nWhile the bond is in effect, you can use an action to learn the target\u2019s 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\u2019s senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target\u2019s senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.\r\n\r\nRegardless of the outcome, the target feels a wave of unease pass over it when it makes this save.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Blood Puppet[\/h2]\r\nStarting at 6th level, you can use your Channel Divinity to briefly control a creature\u2019s actions \u2014 whether that creature is living or dead. 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 automatically fails its saving throw, and isn\u2019t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.\r\n\r\nOn the affected creature or animated corpse\u2019s turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:\r\n\r\nInteract with an object\r\nMake a single attack\r\nDo nothing\r\nAn animated corpse or an unconscious creature takes its turn immediately after yours, but can\u2019t move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.\r\n\r\nAn 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 1 minute or until your concentration is broken (as if concentrating on a spell).\r\n\r\nAt 17th level, you can use this feature to target a Huge or smaller creature or corpse.\r\n\r\n\r\n\r\n[h2]Sanguine Recall[\/h2]\r\nAt 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\u2019t be reduced in any way. You can\u2019t use this feature again until you finish a long rest.\r\n\r\nFor example, if you\u2019re an 8th-level cleric, you can recover up to four levels of spell slots \u2014 a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n\r\nAt 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.\r\n\r\n\r\n\r\n[h2]Vascular Corruption Aura[\/h2]\r\nAt 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 1 minute, any hostile creature with blood that moves within 30 feet of 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.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Mind Domain[\/h1]\r\n\r\nThis path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Command, Dissonant Whispers[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Detect Thoughts, Phantasmal Force[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Enemies Abound, Fear[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Confusion, Phantasmal Killer[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Dominate Person, Telekinesis[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Flash of Insight[\/h2]\r\nStarting at 1st level, 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 or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1).\r\n\r\nYou can use this feature twice. You regain expended uses when you finish a short or long rest.\r\n\r\n\r\n\r\n[h2]Psychic Force[\/h2]\r\n\r\nAlso 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.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Psychic Feedback[\/h2]\r\nBeginning at 2nd level, you can use your Channel Divinity to disrupt a foe\u2019s 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.\r\n\r\nIf 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.\r\n\r\n\r\n\r\n[h2]Gestalt Anchor[\/h2]\r\n\r\nBeginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you 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.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\n\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Bend Reality[\/h2]\r\n\r\nStarting 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\u2019t use it again until you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Moon Domain[\/h1]\r\n\r\nClerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Faerie Fire, Silent Image[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]Invisibility, Moonbeam[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]Hypnotic Pattern, Major Image[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Greater Invisibility, Hallucinatory Terrain[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]Dream, Passwall[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Clarity of Zarantyr[\/h2]\r\n\r\nWhen you choose this domain at 1st level, you learn to shine light upon the mind\u2019s 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.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Blessing of the Full Moon[\/h2]\r\nStarting 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:\r\n\r\n[b][u]Blessing of the Watchful Moon[\/u][\/b]. For 1 hour, the blessed creature\u2019s speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.\r\n\r\n[b][u]Blessing of the Blood-Drenched Moon[\/u][\/b]. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature\u2019s allies is within 5 feet of the target and the ally isn\u2019t incapacitated.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Mind of Twelve Moons[\/h2]\r\n\r\nStarting at 6th level, you can use your Channel Divinity to invoke the arcana of Eberron\u2019s moons. 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 lose concentration on both spells.\r\n\r\n\r\n\r\n[h2]Empowered Cantrips[\/h2]\r\n\r\nStarting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).\r\n\r\n\r\n\r\n[h2]Eclipse of Aryth[\/h2]\r\nAt 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can\u2019t 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.\r\n\r\nThis eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Twelve Moons feature.\r\n\r\nAdditionally, 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\u2019t regain hit points.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Sovereign Domain[\/h1]\r\n\r\nBe it war, storm, death itself, faith has more\r\nthan one bastion, and these individual aspects\r\ncreate the maelstrom of existence. Rather than\r\nlimiting devotion to a single deity, a vicar of the\r\nSovereign Host embraces an entire pantheon of\r\ngods and goddesses. When blades are drawn,\r\nthe Sovereign cleric calls on war gods Dol Dorn\r\nand Dol Arrah. When it\u2019s time to for negotiation,\r\nthe priest looks to Kol Korran for inspiration.\r\nWhile some realms overlap slightly, one who\r\nspecializes in omnitheism knows the right\r\nSovereign dominion for each occasion.\r\n\r\nAs a representative of many gods, a Sovereign\r\npriest can draw on a wide selection of spells.\r\nHowever, this also means that the common\r\npeople will call on the cleric with a wide variety\r\nof problems. Marauding bandits? A cursed forge?\r\nA wedding ceremony? The Sovereign cleric can\r\nhandle all of these.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]bless, divine favor[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]prayer of healing, spiritual weapon[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]counterspell, mass healing word[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]aura of purity, divination[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]circle of power, hallow[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Solemn Devotion[\/h2]\r\nWhen you choose this domain at 1st level, you\r\ngain proficiency in the History and Religion skills\r\nif you don\u2019t already have it. Your proficiency\r\nbonus is doubled for any ability check you make\r\nthat uses either of those proficiencies.\r\n\r\n\r\n\r\n[h2]Worldly Focus[\/h2]\r\nAlso at 1st level, you have spent countless hours\r\nstudying the portfolios of deities across your\r\npantheons, and learned to acknowledge their\r\ninfluence all around you in both peace and war.\r\nYou gain proficiency in martial weapons and\r\ncan use any weapon you are proficient with as a\r\nspellcasting focus for your cleric spells.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Omnitheist[\/h2]\r\nYour belief in the omnipresence of the gods\r\nallows you to call upon the goodwill of any divine\r\npresence in the pantheon. As an action, you\r\ncan use your Channel Divinity to choose one\r\nspell from any domain spell list. For the next 10\r\nminutes, you can cast this spell as if it were a\r\ndomain spell for you. The spell must be from the\r\nsame level of spells you would gain access to at\r\nyour level.\r\n\r\n\r\n\r\n[h2]Encouraging Whispers[\/h2]\r\nStarting at 6th level, while you are concentrating\r\non a cleric spell, you add your Wisdom modifier\r\n(minimum of 1) to concentration checks made to\r\nmaintain your spell.\r\n\r\n\r\n\r\n[h2]Divine Balance[\/h2]\r\nStarting at 8th level, you gain the ability to infuse\r\nyour attacks with divine energy. Once on each\r\nof your turns when you hit a creature with a\r\nweapon attack or deal damage with one of your\r\ncleric cantrips, you add your Wisdom modifier to\r\nthe damage you deal.\r\n\r\n\r\n\r\n[h2]Sovereign Vassal[\/h2]\r\nAt 17th level, choose five spells from any domain\r\nspell list (the five needn\u2019t be from the same list),\r\none from each of the following levels of the\r\ntable: 1st, 3rd, 5th, 7th, and 9th. Like your other\r\ndomain spells, they are always prepared and\r\ncount as cleric spells for you.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Artistry Domain[\/h1]\r\n\r\nGods of artistry\r\npromote creativity and imagination above all. These gods value\r\nall of the arts, including music, painting, sculpting, and other\r\nskilled crafts, though they often specialize in one craft above the\r\nothers. Clerics of a god of artistry are creative souls infused with\r\nthe desire to create and share their emotions with others, whether\r\nthrough song, artwork, or other means.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]heroism, silent image[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]calm emotions, enthrall[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]hypnotic pattern, major image[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]fabricate, phantasmal theatre[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]creation, dream[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\nWhen you choose this domain at 1st level, you gain proficiency in\r\nthe Performance skill, and one of the following artisan\u2019s tools:\r\ncalligrapher\u2019s supplies, glassblower\u2019s tools, jeweler\u2019s tools,\r\npainter\u2019s supplies, potter\u2019s tools, or woodcarver\u2019s tools. Also, you\r\ngain proficiency in a musical instrument of your choice.\r\n\r\n\r\n\r\n[h2]Artistic Compositions[\/h2]\r\nAlso at 1st level, you can conjure magical pieces of artwork that\r\nyou design in your mind. Over a long rest, you can create musical\r\ncompositions, paintings, and sculptures. You can create a number\r\nof these objects equal to your Wisdom modifier (a minimum of\r\n1), and they can last until you complete your next long rest. You\r\ncan create a single option multiple times, or create a variety of\r\ndifferent options. The options are described below:\r\n[ul]\r\n[li][b][u]Musical Composition.[\/u][\/b] You write a musical composition upon a few conjured pages. As an action, you can cause the music to magically play within the mind of a creature you can see within 15 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. A creature charmed this way can\u2019t willingly move away from you. As you use this action, the pages disintegrate into nothingness.[\/li]\r\n[li][b][u]Painting.[\/u][\/b] You conjure a painting of your design that fits within a rectangular area no larger than 3 feet on a side, and no smaller than half a foot on a side. As an action, you can enter into the painting if you are within 5 feet of it. You, along with anything you\u2019re wearing or carrying, disappears before appearing at a location of your choice within the painting. You can remain within the painting for up to 10 minutes, though you are also forced out if the painting takes any damage. While within the painting, you can see, hear, and smell as normal. Once you leave the painting, it disintegrates into nothingness.[\/li]\r\n[li][b][u]Sculpture.[\/u][\/b] You conjure a tiny sculpture of yourself. While you are within 30 feet of the sculpture, you can use your bonus action to teleport to its location. If there is insufficient room at the sculpture\u2019s location, you teleport to the location nearest to the sculpture that has sufficient room for you. Once you teleport, the sculpture disintegrates into nothingness.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n[h2]Channel Divinity: Deluge of Creativity[\/h2]\r\nBeginning at 2nd level, you can use your Channel Divinity to fill\r\na creature\u2019s mind with music and color, drowning out reality.\r\nAs an action, you present your holy symbol, and a creature you\r\ncan see within 30 feet of you must make a Wisdom saving throw.\r\nOn a failed save, the creature is blinded and deafened until the\r\nend of your next turn or until it takes any damage, as vibrant\r\ncolors fill its vision and beautiful music drowns out all other\r\nnoise. On a successful save, the creature is not blinded nor\r\ndeafened, but it still has disadvantage on attack rolls until the end\r\nof your next turn or until it takes any damage.\r\nRegardless of whether the creature succeeded or failed its save,\r\nif it takes any damage before the end of your next turn, it is dealt\r\nadditional psychic damage equal to 1d4 + half your cleric level.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Bring to Life[\/h2]\r\nAt 6th level, you can use your Channel Divinity to create real\r\ncreatures and objects from artwork.\r\nAs an action, you touch your holy symbol to a piece of artwork\r\nand cause a single object or creature depicted within that piece to\r\nbe conjured at an unoccupied location within 30 feet of you, in a\r\nperfectly realistic form. To be an eligible target, the real version\r\nof a selected creature or object must fit within a 10-foot cube. If\r\nthe target is a creature, it must either be a beast of CR 1\/4 or\r\nbelow or a CR 0 creature of any creature type. A conjured\r\ncreature is friendly to you and obeys your commands. Any\r\ncreature or object conjured by this feature lasts for 1 hour or until\r\nit is destroyed or dismissed as a bonus action on your turn.\r\nThe maximum CR of any beast you conjure with this feature\r\nincreases to 1 at 11th level and 2 at 17th level.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\nStarting at 8th level, you add your Wisdom modifier to the\r\ndamage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Aura of Artistry[\/h2]\r\nStarting at 17th level, certain spells you cast will create auras of\r\ndivine magic. Whenever you cast an enchantment or illusion\r\nspell, you can cause magical energy to radiate from you in an aura\r\nwith a 10-foot radius. For 1 minute or until you use this feature\r\nagain, the aura moves with you, centered on you. The effects of\r\nthe aura depend on the spell\u2019s school of magic:\r\n[ul]\r\n[li][b][u]Enchantment[\/u][\/b]. The aura is filled with inspiring music. A friendly creature that starts its turn within the aura gains 2d6 temporary hit points that last until it leaves the aura.[\/li]\r\n[li][b][u]Illusion.[\/u][\/b] The aura is filled with illusory images and sounds that distract opponents. Hostile creatures within the aura have disadvantage on attack rolls.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Dragon Domain[\/h1]\r\nThe dragon gods of old are primal deities that espouse great\r\nand terrifying presence and power to their devotees. They\r\nvalue and regard power as the absolute measure of the\r\nworth of a life, favoring servants who garner more\r\ninfluence and wealth for their glory. The visages of these\r\ngods are typically engraved upon the armor or weapons of\r\ntheir clerics, and other artifacts that these clerics value.\r\nDragon priests typically guard the treasure hoards, arcane\r\nartifacts, or holy places of the dragon gods, but they also\r\nguide their cults as spiritual leaders and lead their armies as\r\nferocious warlords.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]dragon roar, feather fall[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]alter self, see invisibility[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]fear, wyrmskin[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]dimension door, polymorph[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]geas, seeming[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Cantrip[\/h2]\r\nWhen you choose this domain at 1st level, you\r\ngain the [i]dragon claws[\/i] cantrip if you don\u2019t\r\nalready know it. This cantrip counts as a cleric\r\nspell for you and doesn\u2019t count against your\r\nnumber of cantrips known.\r\n\r\n\r\n\r\n[h2]Dragon Staff[\/h2]\r\nAt 1st level, as a bonus action, you can expend a\r\nspell slot to charge a quarterstaff you are holding with\r\ndraconic energy. While you are holding a charged\r\nquarterstaff, you can use an action and expend its charge to\r\nevoke the destructive energy of the dragon gods you\r\nworship, producing raw elemental power in a 30-foot line\r\nthat is 5 feet wide, or a 15-foot cone. Creatures within the\r\narea of effect must make a Dexterity saving throw against\r\nyour cleric spell save DC.\r\n\r\nOn a failed save, a creature takes 3d6 damage for a 1st-\r\nlevel slot, plus 1d6 damage for each spell level higher than\r\n1st, or half as much on a successful save. The damage type\r\nis your choice of acid, cold, fire, lightning, or poison\r\ndamage. A charged quarterstaff loses its stored spell slot\r\nand becomes uncharged when you take a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n[h2]Channel Divinity: Scales of the Drake[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\ntake up the mantle of the great dragons. You present your\r\nholy symbol as a bonus action, and your skin becomes\r\ncovered in dragon scales, granting you the following\r\nbenefits for 1 minute:\r\n[ul]\r\n[li]You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1), if you aren\u2019t wearing medium or heavy armor or holding a shield.[\/li]\r\n[li]You gain resistance to your choice of acid, cold, fire, lightning, or poison damage, chosen when you activate this Channel Divinity.[\/li]\r\n[li]You have advantage on Charisma (Intimidation) checks.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n[h2]Draconic Regeneration[\/h2]\r\n\r\nStarting at 6th level, when you spend a spell slot of 1st-\r\nlevel or higher to deal acid, cold, fire, lightning, or poison\r\ndamage, you can use a bonus action to regain hit points\r\nequal to 2 + the spell\u2019s level.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\nStarting at 8th level, you add your Wisdom modifier to the\r\ndamage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Wyrm Song[\/h2]\r\nStarting at 17th level, you can use your action to open a\r\nportal and call forth a dragon. The dragon\u2019s challenge\r\nrating must be 10 or lower. The dragon is friendly to you\r\nand your allies, and will aid you in combat.\r\nThis dragon obeys any commands you issue it (no action\r\nrequired by you), and if you do not issue any commands, it\r\nwill defend you and itself but take no other actions. The\r\ndragon rolls initiative and acts on its own turn during\r\ncombat. The dragon remains under your control as long as\r\nyou maintain concentration (as if you were concentrating\r\non a spell) for up to 1 hour, or until it drops to 0 hit points.\r\nIf you lose your concentration, you must make a Charisma\r\nsaving throw (DC equals 8 + the dragon\u2019s proficiency\r\nbonus + the dragon\u2019s Charisma modifier.) On a failed save,\r\nyou lose control of your draconic ally, and it acts as the\r\nGM determines. When 1 hour has passed, the dragon is\r\nteleported back to the location you summoned it from.\r\nOnce you have used this Channel Divinity you can\u2019t use\r\nit again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Coffee Domain[\/h1]\r\n\r\nHerbalists have long brewed teas and other remedies\r\nto ease the body and sharpen the mind, but those time-\r\ntested staples have steep competition for being the\r\npreferred drink of choice. Coffee is a beverage with\r\npowerful alchemical effects: it staves off sleep, boosts\r\nconcentration, and imparts a feeling of wakefulness and\r\ninspiration. Everyone from commoners to archmagi has\r\ncome to enjoy the bitter warmth of this brew, so it\u2019s no\r\nsmall wonder that demigods, and eventually full-on godly\r\npowers, have adopted coffee as a domain.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]expeditious retreat, false life[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]blur, enhance ability[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]fly, haste[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]divination, freedom of movement[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]awaken, telekinesis[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Twitch Casting[\/h2]\r\nAs the magic of coffee strums down your nerves, you find\r\nyou can perform actions far quicker than normal. Starting\r\nwhen you choose this domain at 1st level, when you cast\r\na spell that has a casting time of 1 action, you can change\r\nthe casting time to 1 bonus action for this casting. Once\r\nyou use this ability, you can\u2019t use it again until you finish\r\na long rest.\r\n\r\n\r\n\r\n[h2]Sleepless[\/h2]\r\nThough the Gods of Coffee offer focus and productivity\r\nwith one hand, they steal away sleep with the other.\r\nBeginning at 1st level, you require one less hour of sleep\r\nthan a normal member of your race and magic can\u2019t put\r\nyou to sleep.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Java[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nas an action to invigorate the body and mind of a willing\r\ncreature you touch. The target instantly awakens, if\r\nasleep. For the next minute, the target ignores all levels of\r\nexhaustion, its speed increases by 10 feet, it has advantage\r\non Intelligence and Dexterity saving throws, and it can\r\ntake an additional action its turn. This action can only\r\nbe used to take the Attack (one weapon attack only) or\r\nDisengage action.\r\nWhen the effect ends, the target can\u2019t move or take\r\nactions until after its next turn, as a wave of lethargy\r\nsweeps over it. Only one creature can be under the effects\r\nof this Channel Divinity at a time and no creature can\r\nbenefit from the effects of this ability and the spell haste\r\nat once.\r\n\r\n\r\n\r\n[h2]Honed Focus[\/h2]\r\nBy 6th level, the near constant infusion of caffeine has\r\nsharpened your memory and focus. Whenever you fail a\r\nConstitution saving throw to maintain concentration on\r\na spell, you can use your reaction to reattempt the save,\r\nmaintaining your concentration on a success.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\nAt 8th level, once on each of your turns when you hit a\r\ncreature with a weapon attack, you can cause the attack\r\nto deal an extra 1d8 fire damage to the target. When you\r\nreach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n\r\n[h2]Caf\u00e9 Nation[\/h2]\r\nBeginning at 17th level, you can share the power of\r\ncaffeination to your allies. When you cast the spell haste,\r\nyou can choose a number of targets within range equal\r\nto your Wisdom modifier, each of which gains the effect\r\nof the spell. If any of these targets are asleep, they are\r\ninstantly awoken. The spell\u2019s effects last only until the\r\nbeginning of your next turn, after which the spell ends,\r\nand no target suffers the \u201cwave of lethargy\u201d effect. If you\r\ncast the spell using a spell slot of 7th level or higher, the\r\nduration extends to 1d4 rounds.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]BLACK POWDER DOMAIN[\/h1]\r\nThe Black Powder domain focuses on the explosive,\r\nunpredictable, and destructive capacity of black\r\npowder. Deities with a vested interest in alchemy\r\nor deities who revel in destruction can claim\r\ninfluence over this domain. Deities of destruction\r\nneed not be evil; such gods may represent natural\r\nchaos and destruction, reveling just as much in the\r\nunpredictable destructive capacity of black powder\r\nas in the chaotic destruction wrought by a volcanic\r\neruption. In areas where warfare involves alchemical\r\nweapons or firearms, gods of war might also claim\r\ninfluence over this domain.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]fog cloud, thunderwave[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]heat metal, shatter[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]fireball, stinking cloud[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]confusion, wall of fire[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]cloudkill, deadly salvo[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\nWhen you choose this domain at 1st level, you gain\r\nproficiency with alchemist\u2019s supplies or gunsmith\u2019s\r\ntools (your choice). You also gain proficiency with all\r\nsimple and martial firearms and bombs. You can also add your dexterity modifier to the damage rolls.\r\n\r\n\r\n\r\n[h2]Gunpowder Blessing[\/h2]\r\nAlso at 1st level, you can use an action to touch a\r\nweapon held by a willing creature. The weapon gains\r\nthe gunpowder weapon property. This blessing lasts\r\nfor 1 minute or until you use this feature again.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Imbue\/Remove Explosivity[\/h2]\r\nStarting at 2nd level, you can use your Channel\r\nDivinity to harness the power of black powder,\r\ninfusing it into the weapons of allies to make them\r\nmore deadly, or revoke your god\u2019s blessing, lessening\r\nthe effects of enemy firearms.\r\nAs an action, you present your holy symbol and\r\nevoke explosive energy that instills your Gunpowder\r\nBlessing on one weapon\r\npossessed by each creature of\r\nyour choice within 30 feet of\r\nyou for 1 minute. Alternatively, you can curse a number of weapons\r\nwith the gunpowder weapon property equal to your\r\nproficiency bonus within 30 feet of you for 1 minute.\r\nEach affected weapon loses the ability to experience a\r\nburst for the duration. A remove curse spell cast on the\r\nweapon restores its full function.\r\n\r\n\r\n\r\n[h2]Explosive Infusion[\/h2]\r\nBeginning at 6th level, you can imbue an object you\r\nare holding or carrying with explosive power. The\r\nobject must be nonmagical and small enough to fit\r\nin one hand, such as a glass vial or a ball bearing. As a\r\nbonus action, you can expend a 1st-level spell slot to\r\nfill the item with explosive power for 1 minute. Before\r\nthe duration ends, you can use an action to throw\r\nthe object at a point you can see up to 20 feet away,\r\nwhere it explodes on impact. Each creature within\r\n5 feet of that point must make a Dexterity saving\r\nthrow against your spell save DC, taking 2d6 fire\r\ndamage on a failed save, or half as much damage on\r\na successful one. This damage can experience bursts,\r\nas described in the gunpowder weapon property, but\r\nthis effect counts as a single effect for the purposes of\r\ndetermining how many times the damage can burst,\r\nregardless of the number of targets affected.\r\nIf you expend a spell slot of 2nd level or higher,\r\nthe damage increases by 1d6 for each slot level above\r\n1st. If you expend a use of your Channel Divinity as\r\npart of the action to throw the object, each creature\r\nwithin 20 feet of the point of impact must make the\r\nsaving throw. If you don\u2019t throw the object before the\r\nduration ends, the magic fades, and the item becomes\r\na normal object once again.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\nAt 8th level, you gain the ability to infuse your weapon\r\nstrikes with divine energy. Once on each of your turns\r\nwhen you hit a creature with a weapon attack, you\r\ncan cause the attack to deal an extra 1d8 fire damage\r\nto the target. When you reach 14th level, the extra\r\ndamage increases to 2d8.\r\n\r\n\r\n\r\n[h2]Greater Explosive Infusion[\/h2]\r\nStarting at 17th level, you can imbue explosive power\r\ninto larger objects with your Explosive Infusion.\r\nThe target must be an object that isn\u2019t being worn\r\nor carried at the time you imbue it, must be no\r\nlarger than can fit in a single 5-foot cube, and must\r\nbe nonmagical. Your infusion fills the object with\r\nexplosive power for 10 minutes. Before the duration\r\nends, you can detonate the object as an action,\r\nprovided you are within 100 feet of it. Alternatively,\r\nyou can detonate the object as a reaction to a specific\r\nevent (a particular creature or certain number of\r\ncreatures move within 20 feet of the object, for\r\nexample), or you can set a specific time for the\r\nobject to detonate, up to 10 minutes from the time\r\nat which you infused the object. If you set the object\r\nto detonate at a specific time, you don\u2019t need to be\r\nwithin 100 feet of the object for it to detonate.\r\nWhen the object detonates, each creature within\r\n20 feet of the object must make the saving throw. If\r\nyou expend a use of your Channel Divinity when you\r\nfirst imbue the object, each creature in the area when\r\nit detonates has disadvantage on the saving throw. At\r\nany point before the object detonates, you can touch\r\nit as an action to disperse the energy and cause it to\r\nbecome a normal object once again, regaining the\r\nspell slot you expended to infuse the object.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]HUNT DOMAIN[\/h1]\r\nMany terrible creatures prey on the villages, towns,\r\nand inns that dot the forests of Midgard. When such\r\ncreatures become particularly aggressive or can\u2019t be\r\ndissuaded by local druids, the settlements often call\r\non servants of gods of the hunt to solve the problem.\r\nDeities devoted to hunting value champions who\r\naid skillful hunters or who lead hunts themselves.\r\nSimilarly, deities focused on protecting outlier\r\nsettlements or who promote strengthening small\r\ncommunities also value such clerics. While these\r\nclerics might not have the utmost capability for\r\ntracking and killing prey, their gods grant them\r\nblessings to ensure successful hunts. These clerics\r\nmight use their abilities to ensure their friends and\r\ncommunities have sufficient food to survive difficult\r\ntimes, or they might enjoy the sport of pursuing and\r\nslaying intelligent prey.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]bloodhound, illuminate spoor[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]instant snare, mark prey[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]going in circles, tracer[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]heart-seeking arrow, hunting stand[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]harrying hounds, maim[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Blessing of the Hunter[\/h2]\r\nAt 1st level, you gain proficiency in Survival. You can\r\nuse your action to touch a willing creature other than\r\nyourself to give it advantage on Wisdom (Survival)\r\nchecks. This blessing lasts for 1 hour or until you use\r\nthis feature again.\r\n\r\n\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\nAt 1st level, you gain proficiency with martial\r\nweapons.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Heart Strike[\/h2]\r\nStarting at 2nd level, you can use your Channel\r\nDivinity to inflict grievous wounds. When you hit\r\na creature with a weapon attack, you can use your\r\nChannel Divinity to add +5 to the attack\u2019s damage. If\r\nyou score a critical hit with the attack, add +10 to the\r\nattack\u2019s damage instead.\r\n\r\n\r\n\r\n\r\n[h2]Pack Hunter[\/h2]\r\nStarting at 6th level, when an ally within 30 feet of\r\nyou makes a weapon attack roll against a creature you\r\nattacked within this round, you can use your reaction\r\nto grant that ally advantage on the attack roll.\r\n\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\nAt 8th level, you gain the ability to infuse your weapon\r\nstrikes with divine energy. Once on each of your turns\r\nwhen you hit a creature with a weapon attack, you can\r\ncause the attack to deal an extra 1d8 damage of the\r\nsame type dealt by the weapon to the target. When you\r\nreach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n\r\n[h2]Deadly Stalker[\/h2]\r\nAt 17th level, you can use an action to describe or\r\nname a creature that is familiar to you or that you can\r\nsee within 120 feet. For 24 hours or until the target\r\nis dead, whichever occurs first, you have advantage\r\non Wisdom (Survival) checks to track your target and\r\nWisdom (Perception) checks to detect your target. In\r\naddition, you have advantage on weapon attack rolls\r\nagainst the target. You can\u2019t use this feature again\r\nuntil you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Destruction Domain[\/h1]\r\nSome gods revel only in the crushing of walls and the\r\nburning of cities. These gods of destruction, critical\r\ncounterparts to the gods of creation and mercy, need\r\nnot be evil, but have a strong tendency toward chaos\r\nand enforcing the eternal cycle of death and rebirth.\r\nClerics who follow such deities often have a deep\r\npersonal connection with their chosen god. In some\r\ncases, they were spared from destruction in order to\r\nwreak it upon the world; in others, they have pleaded\r\nwith the god for priesthood to destroy a single foe;\r\nothers still simply worship their god out of reverent\r\nfear.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]burning hands, thunderwave[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]scorching ray, shatter[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]fireball, protection from energy[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]blight, wall of fire[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]cloudkill, cone of cold[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]DEVASTATION INITIATE[\/h2]\r\nWhen you choose this domain at 1st level, you gain\r\ntwo cantrips of your choice from the wizard spell\r\nlist. These cantrips count as cleric spells for you and\r\ndo not count against the number of cantrips you can\r\nlearn.\r\n\r\n\r\n\r\n[h2]CHANNEL DIVINITY: CALAMITY[\/h2]\r\nStarting at 2nd level, you can funnel the entropic\r\nenergies of the universe into your spells as a bonus\r\naction. For the next minute, whenever you deal\r\ndamage with a cleric spell, it is empowered with\r\nruinous potential. If you roll the highest number\r\npossible on any of the spell\u2019s damage dice, you can\r\nroll that die again and add its damage to the total,\r\nrolling again if this number is also the highest, and\r\nso on. You can roll a total number of damage dice for\r\nthis spell equal to twice the number of damage dice\r\nyou initially rolled.\r\n\r\n\r\n\r\n[h2]SHOCKWAVE[\/h2]\r\nBy 6th level, your devastating magic leaves only ruins\r\nbehind. Once on each of your turns, when you cast\r\na 1st level or higher cleric spell that deals fire, force,\r\nlightning, radiant, or thunder damage, you can emit\r\na shockwave that crumbles the environment around\r\none creature that takes damage from the spell. The\r\nshockwave is a 5-foot-radius sphere centered on\r\nthe creature that only damages objects that aren\u2019t\r\nbeing worn or carried. Each object in the area takes\r\ndamage equal to twice the damage dealt to the\r\ncreature, ignoring the object\u2019s damage threshold\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h2]POTENT SPELLCASTING[\/h2]\r\nStarting at 8th level, you add your Wisdom modifier\r\nto the damage you deal with any cleric cantrip\r\n\r\n\r\n\r\n\r\n[h2]HAVOC SPELL[\/h2]\r\nStarting at 17th level, when you deal damage to a\r\ncreature with a cleric spell, you can expend a spell\r\nslot as a bonus action to deal bonus radiant damage\r\nto one creature that took damage from the spell. The\r\nextra damage is 2d6 for a 1st-level spell slot, plus 1d6\r\nfor each spell level higher than 1st, to a maximum of\r\n5d6.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Pestilence Domain[\/h1]\r\nYou worship gods who favor corruption and plague,\r\nthe Domain of Pestilence, for, though you are\r\nravaged by disease, it doesn\u2019t harm you. Like a virus,\r\nyou move through the population, spreading your\r\nFestering Faith to all who will listen. Unlike a virus,\r\nthere is no immune system from the Festering Faith,\r\nonly complete acceptance.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]bane, detect poison and disease[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]blindness\/deafness, protection from poison[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]bestow curse, remove curse[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]blight, confusion[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]contagion, insect plague[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]CARRIER[\/h2]\r\nStarting at 1st level, you are immune to disease and\r\nbeing poisoned. Additionally, choose or randomly\r\ndetermine a lingering symptom that afflicts you:\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]d8[\/th][th]Symptom[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]A loud, sickening cough constantly \r\naccompanies you.[\/td]\r\n[\/tr]\r\n[tr][td]2[\/td]\r\n[td]One of your limbs is black and withered, \r\nbut completely functional.[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]One of your limbs is black and withered, \r\nbut completely functional.[\/td]\r\n[\/tr]\r\n[tr][td]4[\/td]\r\n[td]Intense shivers come at you in waves,\r\nalternating between mild trembles and \r\ngreat shudders.[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]A number of growths and tumors lump \r\nyour body and hunch your back.[\/td]\r\n[\/tr]\r\n[tr][td]6[\/td]\r\n[td]Your skin is riddled with boils and sores.[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]Your body is horrifically gaunt.[\/td]\r\n[\/tr]\r\n[tr][td]8[\/td]\r\n[td]Constantly fevered, your skin is hot and \r\ncovered in sweat.[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]BONUS PROFICIENCY[\/h2]\r\n\r\nAt 1st level, you have proficiency with heavy armor.\r\n\r\n\r\n\r\n[h2]TUMOR[\/h2]\r\nAlso at 1st level, your body sequesters its toxins in a\r\nbulbous protrusion. When a creature within 5 feet\r\nhits you with an attack, you can use your reaction\r\nto try to poison the creature with the tumor. The\r\ncreature must make a Constitution saving throw or\r\nbe poisoned for 1 minute. The creature can reattempt\r\nthis saving throw at the end of each of its turns,\r\nending the effect on a success.\r\nAfter using this ability, you must finish a short\r\nor long rest before using it again\r\n\r\n\r\n\r\n[h2]CHANNEL DIVINITY: INFECTION[\/h2]\r\nAt 2nd level, your divinity carries disease. You can\r\nuse your action to touch a creature within your\r\nreach, which must make a Constitution saving\r\nthrow, suffering one of the following diseases of your\r\nchoice for 1 minute on a failed save. Since this ability\r\ninduces a natural disease in its target, any effect that\r\nremoves a disease or otherwise ameliorates a disease\u2019s\r\neffects applies to it\r\n[ul]\r\n[li][b][u]Bloodmore[\/u][\/b]. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it loses an additional 1d6 hit points.[\/li]\r\n[li][b][u]Joint Lock[\/u][\/b]. The creature\u2019s legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its speed, whichever is lower, on its turn.[\/li]\r\n[li][b][u]Ruby-Eye[\/u][\/b]. The creature can see normally out to 5 feet, but is blind beyond this radius[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n[h2]FESTER[\/h2]\r\nStarting at 6th level, your infectious power festers\r\nand grows. You gain the following special abilities:\r\n[ul]\r\n[li]Whenever you deal necrotic or radiant damage, you can change the damage type to poison.[\/li]\r\n[li]You ignore damage resistance to poison damage.[\/li]\r\n[li]Your cleric spells and abilities ignore immunity to the poisoned condition and being diseased. A creature that is immune to being poisoned or diseased makes its saving throws against your effect with advantage.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n[h2]DIVINE STRIKE[\/h2]\r\nAt 8th level, you gain the ability to infuse your\r\nweapon strikes with toxicity. Once on each of your\r\nturns when you hit a creature with a weapon attack,\r\nyou can cause the attack to deal an extra 1d8 poison\r\ndamage to the target. When you reach 14th level, the\r\nextra damage increases to 2d8\r\n\r\n\r\n\r\n[h2]VIRAL INFECTION[\/h2]\r\nAt 17th level, when you use Infection, the target\r\nalso has disadvantage on ability checks and saving\r\nthrows using one ability score of your choice while it\r\nis diseased.\r\nAdditionally, whenever a target of Infection is\r\nwithin 5 feet of another creature, you can use your\r\nreaction to cause the infection to spread to it as well.\r\nThe creature must make a Constitution saving throw\r\nor be infected by the same disease as the target for 1\r\nminute.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Wealth Domain[\/h1]\r\nBeing one of the most popular pursuits of\r\nhumanoids the world over, it should not come as a\r\nsurprise that the accumulation of material wealth is\r\ngoverned by its own deities. Sitting at the confluence\r\nof industry and fertility, gods of wealth are assiduous\r\nin demanding tribute, but pay back their most loyal\r\nfollowers generously, showering them with gold.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]identify, unseen servant[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]arcane lock, locate object[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]glyph of warding, tongues[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]fabricate, secret chest[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]creation, geas[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]APPRAISAL[\/h2]\r\nWhen you choose this domain at 1st level, you are\r\nblessed with insights into the price of everything. As\r\nan action, you can accurately determine the market\r\nprice of any object, as well as what it would be worth\r\nsecond-hand.\r\nAdditionally, you can use your Wisdom instead\r\nof Charisma for any Charisma check you make to\r\nbuy, sell, or haggle.\r\n\r\n\r\n\r\n[h2]LEVERAGE[\/h2]\r\nAlso at 1st level, when you cast a spell that requires\r\nmaterial components with a specific cost, you require\r\nmaterials of only half of that value to cast the spell.\r\n\r\n\r\n\r\n[h2]CHANNEL DIVINITY: RICHES[\/h2]\r\nStarting at 2nd level, when you reduce a hostile\r\ncreature to 0 hit points, you can use your Channel\r\nDivinity to conjure an explosion of coins around the\r\ncreature. The total number of gold pieces created\r\nis equal to the monster\u2019s XP value divided by 10,\r\nrounded down.\r\nYou can use this Channel Divinity option once,\r\nand regain the ability to do so when you finish a long\r\nrest\r\n\r\n\r\n\r\n[h2]BRIBE[\/h2]\r\nWhen you reach 6th level, you can use your divine\r\nunderstanding to determine how to bribe almost\r\nany creature. As an action, you can choose a hostile\r\ncreature you can see to make a Charisma saving\r\nthrow against your spell save DC. If the creature\r\nfails its save, you can bribe it with rare or luxurious\r\ngoods, or simply a bag of gold, which teleports into\r\nthe creature\u2019s possession. The bribe costs an amount\r\nin gp equal to half the creature\u2019s XP value and, once\r\ncompleted, that creature can\u2019t be hostile towards you\r\nor your allies for 24 hours. The effect ends early if the\r\ncreature takes damage from you or your allies. You\r\ncan\u2019t bribe any creature with an Intelligence of 3 or\r\nlower, or any creature the GM deems inappropriate.\r\n\r\n\r\n\r\n[h2]POTENT SPELLCASTING[\/h2]\r\nAt 8th level, you add your Wisdom modifier to the\r\ndamage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]TYCOON[\/h2]\r\nBy 17th level, your deity showers you with vast\r\nriches. Whenever you would gain money, be it\r\nthrough selling goods and services, receiving gifts,\r\nconducting downtime activities, picking pockets, or\r\nsimply finding treasure in a dungeon, the amount of\r\nmoney you gain is doubled.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Travel Domain[\/h1]\r\n\r\nThe realm of vagabonds, merchants, and adventurers,\r\nthe gods of the travel domain are popular among any\r\nwho frequent the roads or sail the seas. Evangelicals\r\nand the traveling priests of inhospitable regions also\r\ntend to represent the gods of travel.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]feather fall, longstrider[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]find steed, misty step[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]fly, haste[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]dimension door, freedom of movement[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]passwall, teleportation circle[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n\r\n[h2]WELL-TRAVELED[\/h2]\r\nWhen you choose this domain at 1st level, you gain\r\nproficiency with four finesse or ranged weapons of\r\nyour choice. Additionally, you learn two languages of\r\nyour choice.\r\n\r\n\r\n\r\n[h2]JAUNT[\/h2]\r\nFrom 1st level, your god hastens your feet and puts\r\nthe wind at your back. You can use your bonus action\r\nto move 10 feet without provoking opportunity\r\nattacks.\r\nYou can use this feature a number of times equal\r\nto your Wisdom modifier (a minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n\r\n[h2]CHANNEL DIVINITY: DIVINE TRANSPOSITION[\/h2]\r\nStarting at 2nd level, you can use your Channel\r\nDivinity to relocate your allies. As an action, choose\r\nup to three willing Small or Medium creatures\r\n(which can include yourself). Each of these creatures\r\nteleports into each other\u2019s spaces, swapping places as\r\nyou choose.\r\n\r\n\r\n\r\n[h2]OVERLAND EXPEDITION[\/h2]\r\nBy 6th level, while traveling, you and up to 10\r\ncreatures traveling with you move with supernatural\r\nswiftness. You always travel at a fast pace and ignore\r\ndelays caused by rough terrain, weather, and other\r\nnonmagical obstacles. You similarly ignore hazards\r\ncaused by traveling on other planes of existence.\r\nFurthermore, you can travel for 12 hours, instead of\r\n8, before making Constitution saving throws for a\r\nforced march.\r\nAdditionally, you are unaffected by difficult\r\nterrain\r\n\r\n\r\n\r\n\r\n[h2]DIVINE STRIKE[\/h2]\r\nAt 8th level, you gain the ability to infuse your\r\nweapon strikes with extra kinetic energy. Once on\r\neach of your turns when you hit a creature with a\r\nweapon attack, you can cause the attack to deal an\r\nextra 1d8 force damage to the target. When you\r\nreach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n\r\n\r\n[h2]GODSPEED[\/h2]\r\nStarting at 17th level, your walking speed doubles.\r\nIf you make an attack while 30 feet or further away\r\nfrom where you began your turn, the extra damage\r\nof your Divine Strike increases to 4d8.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Ancestral Domain[\/h1]\r\nAll Valenar warriors are guided by their ancestors, the\r\nshades of elven heroes long since dead. The Valenar\r\nhonor these ancestors by emulating their deeds and\r\npersonas, bringing a spark of their might into the world\r\nof the living in the process. During the Last War, some\r\nopponents of Valenar war-bands swore they rode in the\r\ncompany of ghosts\u2014elven shades were seen guiding\r\ntheir hands and turning aside blows.\r\nAfter the war, Ancestral clerics serve Valenar\u2019s\r\ninterests at home and abroad as soldiers, spies, and\r\ndiplomats. Others have taken to adventuring, to better\r\nhone their connection to the deeds of the past. In other\r\nsettings, Ancestral domain clerics may be found in any\r\nculture with a particularly strong connection to their\r\npast. They could serve clans, using their founder\u2019s\r\nwords and deeds to guide their descendents in dark\r\ntimes.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]longstrider, speak with animals[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]enhance ability, find steed[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]haste, phantom steed[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]freedom of movement, mordenkainen\u2019s faithful hound[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]commune, find greater steed[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\n[i][u]1st-level Ancestral Domain feature[\/u][\/i]\r\nYou gain proficiency with martial weapons and the\r\nAnimal Handling skill.\r\n\r\n\r\n\r\n[h2]Power of the Ancestors[\/h2]\r\n[i][u]1st-level Ancestral Domain feature[\/u][\/i]\r\nYour cleric training involves forging a bond with\r\nthe spirit of an ancient elven hero. Choose The\r\nSage, The Strategist, or The Warrior. This hero\u2019s\r\nspirit inspires your actions, granting you certain\r\nbenefits.\r\nYou can use the chosen feature a number of\r\ntimes equal to your proficiency bonus, and\r\nyou regain all expended uses when you\r\nfinish a long rest.\r\n[ul]\r\n[li][u][b]The Sage[\/b][\/u]. Your ancestral spirit was a master of the magical arts. When you cast a cleric spell, you can choose a creature you can see within 30 feet of you. Magical energy from your spell arcs to the creature, dealing force damage equal to half your cleric level[\/li]\r\n[li][u][b]The Strategist[\/b][\/u]. Your ancestral spirit was a master of war tactics. When you take the Attack action on your turn, you can forgo one of your attacks to direct a friendly creature within 30 feet of you who can see or hear you. That creature can immediately use its reaction to make one weapon attack.[\/li]\r\n[li][u][b]The Warrior[\/b][\/u]. Your ancestral spirit was a master of single combat. When you make a weapon attack against a creature as part of the Attack action on your turn, you can make one extra weapon attack against the same creature.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n[h2]Channel Divinity: Cloak of the Ancestor[\/h2]\r\n[i][u]2nd-level Ancestral Domain feature[\/u][\/i]\r\nYou can use your Channel Divinity to drape yourself in\r\nyour ancestor\u2019s spiritual essence. You take on aspects\r\nof heroes long dead, gaining the following benefits for 1\r\nminute.\r\n[ul]\r\n[li]Moving through nonmagical difficult terrain costs you no extra movement[\/li]\r\n[li]At the start of each of your turns you gain a number of temporary hit points equal to your proficiency bonus[\/li]\r\n[li]Your weapon attacks become partially incorporeal, ignoring AC bonuses from cover and shields.[\/li]\r\n[\/ul]\r\n\r\n\r\n[h2]Knowledge of Heroes[\/h2]\r\n[i][u]6th-level Ancestral Domain feature[\/u][\/i]\r\nYour bond with your chosen ancestor grants you\r\nknowledge from lives long past. You gain proficiency in\r\nany combination of three skills or tools of your choice,\r\nor proficiency in two skills or tools of your choice\r\nand expertise with one skill or tool you are already\r\nproficient with.\r\n\r\n\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\n[i][u]8th-level Ancestral Domain feature[\/u][\/i]\r\nYou gain the ability to infuse your weapon strikes with\r\ndivine energy. Once on each of your turns when you\r\nhit a creature with a weapon attack, you can cause the\r\nattack to deal an extra 1d8 radiant damage to the target.\r\nWhen you reach 14th level, the extra damage increases\r\nto 2d8\r\n\r\n\r\n\r\n[h2]Ancestor Personified[\/h2]\r\n[u][i]17th-level Ancestral Domain feature[\/i][\/u]\r\nYou have reached the highest expression of your\r\nancestor and their ideals. You gain one of the following\r\nfeatures based on the ancestor you chose for your\r\nPower of the Ancestors feature.\r\n[ul]\r\n[li][b][u]The Sage Personified[\/u][\/b]. When you use your Power of the Ancestors feature, you can target up to two creatures instead of one. A creature damaged in this way has their speed halved until the end of their next turn.[\/li]\r\n[li][b][u]The Strategist Personified.[\/u][\/b] When you use your Power of the Ancestors feature, any number of allies within 30 feet of you can immediately use their reaction to move up to their speed or take the Dodge, Hide, or Use an Object action. Additionally, allies you can see within 30 feet of you do not provoke attacks of opportunity while they can see you.[\/li]\r\n[li][b][u]The Warrior Personified.[\/u][\/b] When you use your Power of the Ancestors feature to make a weapon attack, you can roll a d4 and add the number rolled to the attack and damage rolls. If the attack hits, you can force the creature to make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature has disadvantage on attack rolls made against any creatures other than you. This effect lasts until it is reduced to 0 hit points or you attack a different creature. If it succeeds, it is immune to this effect for 24 hours.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Love Domain[\/h1]\r\nGods of love represent the concept in all its varied\r\nforms; altruism, family, fertility, passion, and romance.\r\nFollowers of these gods serve as\r\nmatchmakers and midwives for their communities.\r\nSome are called to serve as diplomats or peacekeepers,\r\nbelieving that love really can conquer all. It is rare for\r\nthe clergy of gods of love to take vows of celibacy as part\r\nof their initiation.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]charm person, cure wounds[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]calm emotions, enthrall[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]sending, tongues[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]compulsion, locate creature[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]dream, Rary\u2019s telepathic bond[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Blessings of Love[\/h2]\r\nWhen you choose this domain at 1st level, you become\r\nproficient in your choice of two of the following skills:\r\nInsight, Performance, or Persuasion. Your proficiency\r\nbonus is doubled for any ability check you make that\r\nuses either of those skills.\r\nIn addition, you learn the friends cantrip if you don\u2019t\r\nalready know it. It counts as a cleric spell for you.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Amorous Armor[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nto exude an aura of goodwill and love.\r\nAs an action, you project respect and admiration\r\nfor 1 minute. All creatures within 30 feet of you who\r\ncan see and hear you have disadvantage on attack rolls\r\nagainst you. A creature is not subject to this effect if it is\r\nimmune to being charmed. This effect ends early on a\r\ncreature if you make an attack against it, deal it damage,\r\nor force it to make an ability check or saving throw.\r\n\r\n\r\n\r\n[h2]Channel Divinity:Change of Heart[\/h2]\r\nStarting at 6th level, you can use your Channel Divinity\r\nto woo others even when it seems your charms are\r\nfailing. It can be used in two circumstances.\r\nWhen a creature succeeds on a saving throw against\r\na charm effect caused by you, you can use your reaction\r\nto force the creature to reroll the saving throw and use\r\nthe second result.\r\nAlternatively, when you make a Charisma ability\r\ncheck, you can use your reaction to reroll the ability\r\ncheck. You can wait until after the DM declares whether\r\nthe original result was a success or not and you must\r\nuse the second result, even if it is lower.\r\n\r\n\r\n\r\n[h2]Potent Spellcasting[\/h2]\r\nStarting at 8th level, you add your Wisdom modifier to\r\nthe damage you deal with any cleric cantrip.\r\n\r\n\r\n\r\n[h2]Sermon of Love[\/h2]\r\nAt 17th level, you can channel pure passion when you\r\nspeak. As an action, you can command each creature\r\nwithin 60 feet who can hear you and shares any\r\nlanguage with you to treat others kindly. When you do,\r\neach target must succeed on a Wisdom saving throw\r\nor be charmed by you and all other creatures targeted\r\nby this ability. This charmed effect lasts for 8 hours or\r\nuntil the creature takes damage from you or any of\r\nyour allies.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]VERMIN DOMAIN[\/h1]\r\nYou exemplify the cunning, stealth, and invasiveness\r\nof vermin (rodents, scorpions, spiders, ants, and\r\nother insects). As your dedication to this domain\r\ngrows in strength, you realize a simple truth: vermin\r\nare everywhere, and you are legion.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]detect poison and disease, speak with animals (vermin only)[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]spider climb, web[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]conjure animals (vermin only), fear[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]dominate beast (vermin only), giant insect[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]contagion, insect plague[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]The Unseen[\/h2]\r\nWhen you choose this domain at 1st level, you gain\r\nproficiency with shortswords and hand crossbows.\r\nYou also gain proficiency in Stealth and Survival. You\r\ncan communicate simple ideas telepathically with\r\nvermin, such as mice, spiders, and ants, within 100\r\nfeet of you. A vermin\u2019s responses, if any, are limited\r\nby its intelligence and typically convey the creature\u2019s\r\ncurrent or most recent state, such as \u201chungry\u201d or \u201cin\r\ndanger.\u201d\r\n\r\n\r\n\r\n[h2]Channel Divinity: Swarm Step[\/h2]\r\nStarting at 2nd level, you can use your Channel\r\nDivinity to evade attackers. As a bonus action, or\r\nas reaction when you are attacked, you transform\r\ninto a swarm of vermin and move up to 30 feet\r\nto an unoccupied space that you can see. This\r\nmovement doesn\u2019t provoke opportunity attacks.\r\nWhen you arrive at your destination, you revert\r\nto your normal form.\r\n\r\n\r\n\r\n[h2]Legion of Bites[\/h2]\r\nAt 6th level, you can send hundreds of spectral\r\nvermin to assail an enemy and aid your allies. As\r\nan action, choose a creature you can see within\r\n30 feet of you. That creature must succeed on a\r\nConstitution saving throw against your spell\r\nsave DC or be covered in spectral vermin for 1\r\nminute. Each time one of your allies hits the\r\ntarget with a weapon attack, the target takes an\r\nextra 1d4 poison damage. A creature that is immune\r\nto disease is immune to this feature.\r\nYou can use this feature a number of times equal\r\nto your Wisdom modifier (minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\nAt 8th level, you gain the ability to infuse your\r\nweapon strikes with divine energy. Once on each of\r\nyour turns when you hit a creature with a weapon\r\nattack, you can cause the attack to deal an extra 1d8\r\npoison damage to the target. When you reach 14th\r\nlevel, the extra damage increases to 2d8.\r\n\r\n\r\n\r\n[h2]Verminform Blessing[\/h2]\r\nAt 17th level, you become a natural lycanthrope.\r\nYou use the statistics of a wererat, though your form\r\ncan take on insectoid aspects, such as mandibles,\r\ncompound eyes, or antennae, instead of rat aspects;\r\nwhichever aspects are most appropriate for your\r\ndeity. Your alignment doesn\u2019t change as a result of\r\nthis lycanthropy, and you can\u2019t spread the disease of\r\nlycanthropy.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]WIND DOMAIN[\/h1]\r\nYou have dedicated yourself to the service of the\r\nprimordial winds. In their service, you are the gentle\r\nzephyr brushing away adversity or the vengeful storm\r\nscouring the stones from the mountainside.\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Cleric Level[\/th][th]Spell Name[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]feather fall, thunderwave[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]gust of wind, misty step[\/td]\r\n[\/tr]\r\n[tr][td]5[\/td]\r\n[td]fly, wind wall[\/td]\r\n[\/tr]\r\n[tr][td]7[\/td]\r\n[td]conjure minor elementals (air only), freedom of movement[\/td]\r\n[\/tr]\r\n[tr][td]9[\/td]\r\n[td]cloudkill, conjure elemental (air only)[\/td]\r\n[\/tr][\/table]\r\n\r\n\r\n\r\n[h2]Wind\u2019s Chosen[\/h2]\r\nWhen you choose this domain at 1st level, you learn\r\nthe mage hand cantrip and gain proficiency in the\r\nNature skill. When you cast mage hand, you can make\r\nthe hand invisible, and you can control the hand as a\r\nbonus action.\r\n\r\n\r\n\r\n[h2]Channel Divinity: Grasp Not the Wind[\/h2]\r\nAt 2nd level, you can use your Channel Divinity to\r\nend the grappled condition on yourself and gain a\r\nflying speed equal to your walking speed until the end\r\nof your turn. You don\u2019t provoke opportunity attacks\r\nwhile flying in this way.\r\n\r\n\r\n\r\n\r\n[h2]Stormshield[\/h2]\r\nAt 6th level, when you take lightning or thunder\r\ndamage, you can use your reaction to gain resistance\r\nto lightning and thunder damage, including against\r\nthe triggering attack, until the start of your next turn.\r\nYou can use this feature a number of times equal\r\nto your Wisdom modifier (minimum of once). You\r\nregain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n\r\n[h2]Divine Strike[\/h2]\r\nAt 8th level, you infuse your weapon strikes with\r\ndivine energy. Once on each of your turns when you\r\nhit a creature with a weapon attack, you can cause\r\nthe attack to deal an extra 1d8 thunder damage to the\r\ntarget. When you reach 14th level, the extra damage\r\nincreases to 2d8.\r\n\r\n\r\n\r\n[h2]Dire Tempest[\/h2]\r\nAt 17th level, you can create a 20-foot-radius tornado\r\nof swirling wind and debris at a point you can see\r\nwithin 120 feet. The storm lasts until the start of\r\nyour next turn. All Huge or smaller creatures within\r\nthe area must make a Strength saving throw against\r\nyour spell save DC. On a failure, a creature takes 8d6\r\nbludgeoning damage and is thrown 1d4 \u00d7 10 feet into\r\nthe air. On a success, a creature takes half the damage\r\nand isn\u2019t thrown into the air. Creatures thrown into\r\nthe air take falling damage as normal and land prone.\r\nIn addition, each creature that starts its turn within\r\n15 feet of the tornado must succeed on a Strength\r\nsaving throw against your spell save DC or be dragged\r\ninto the tornado\u2019s area. A creature that enters the\r\ntornado\u2019s area is thrown 1d4 \u00d7 10 feet into the air,\r\ntaking falling damage as normal and landing prone.\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n\r\n\r\n","table_data":"Level|Prof. Bonus|Features|Cantrips Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th\r\n1|+2|Spellcasting, Divine Domain|3|2|---|---|---|---|---|---|---|---\r\n2|+2|Channel Divinity (x1), Divine Domain feature, Harness Divine Power|3|3|---|---|---|---|---|---|---|---\r\n3|+2|---|3|4|2|---|---|---|---|---|---|---\r\n4|+2|Ability Score Improvement, Cantrip Versatility|4|4|3|---|---|---|---|---|---|---\r\n5|+3|Destroy Undead (CR 1\/2)|4|4|3|2|---|---|---|---|---|---\r\n6|+3|Channel Divinity (x2), Divine Domain feature|4|4|3|3|---|---|---|---|---|---\r\n7|+3|---|4|4|3|3|1|---|---|---|---|---\r\n8|+3|Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature|4|4|3|3|2|---|---|---|---|---\r\n9|+4|---|4|4|3|3|3|2|---|---|---|--\r\n10|+4|Divine Intervention|5|4|3|3|3|2|---|---|---|---\r\n11|+4|Destroy Undead (CR 2)|5|4|3|3|3|2|1|---|---|---\r\n12|+4|Ability Score Improvement|5|4|3|3|3|2|1|---|---|---\r\n13|+5|---|5|4|3|3|3|2|1|1|---|---\r\n14|+5|Destroy Undead (CR 3)|5|4|5|5|5|2|1|1|---|---\r\n15|+5|---|5|4|3|3|3|2|1|1|1|---\r\n16|+5|Ability Score Improvement|5|4|3|3|3|2|1|1|1|---\r\n17|+6|Destroy Undead (CR 4), Divine Domain feature|5|4|3|3|3|2|1|1|1|1\r\n18|+6|Channel Divinity (x3)|5|4|3|3|3|3|1|1|1|1\r\n19|+6|Ability Score Improvement|5|4|3|3|3|3|2|1|1|1\r\n20|+6|Divine Intervention improvement|5|4|3|3|3|3|2|2|1|1","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1319316","world":"f21a2958-c961-4bb6-9441-87479d849f25","folder":"22796"}