Cleric
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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.
Domain Spells.
Each 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.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
As a conduit for divine power, you can cast cleric spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for a selection of {@filter cleric spells|spells|class=cleric}.
Cantrips.
At 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.
Preparing and Casting Spells.
The Cleric table shows how many spell slots you have to cast your {@filter cleric spells|spells|class=cleric} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, 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.
For 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 {@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.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability.
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a 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.
Ritual Casting.
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus.
You can use a {@item holy symbol|phb} as a spellcasting focus for your cleric spells.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with 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.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
{@i 2nd-level cleric {@variantrule optional class features|tce|optional feature}}
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.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, 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 {@action 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 {@action Dodge} action.
At 2nd level, you gain a feature from your Divine Domain.
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 4th-level cleric {@variantrule optional class features|tce|optional feature}}
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter cleric spell list|spells|level=0|class=Cleric}.
Starting at 5th level, when an {@filter undead of CR 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Beginning at 6th level, you can use your Channel Divinity twice between rests.
At 6th level, you gain a feature from your Divine Domain.
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
Starting at 8th level, when an {@filter undead of CR 1 or lower|bestiary|challenge rating=[&0;&1]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
At 8th level, you gain a feature from your Divine Domain.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Starting at 11th level, when an {@filter undead of CR 2 or lower|bestiary|challenge rating=[&0;&2]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
Starting at 14th level, when an {@filter undead of CR 3 or lower|bestiary|challenge rating=[&0;&3]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
Starting at 17th level, when an {@filter undead of CR 4 or lower|bestiary|challenge rating=[&0;&4]|type=undead|miscellaneous=!swarm} fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
At 17th level, you gain a feature from your Divine Domain.
Beginning at 18th level, you can use your Channel Divinity three times between rests.
When you reach 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.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 20th level, your call for intervention succeeds automatically, no roll required.
You have dedicated yourself to one of the following sacred roles of your choice.
Trained for battle, you gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Heavy armor|items|type=Heavy Armor}.
You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the {@filter Cleric spell list|spells|class=Cleric} later in the class's description.
Cantrips.
You know three cantrips of your choice from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Guidance|XPHB}, {@spell Sacred Flame|XPHB}, and {@spell Thaumaturgy|XPHB} are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the {@filter Cleric spell list|spells|class=Cleric}, as shown in the Cantrips column of the Cleric Features table.
Spell Slots.
The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.
Prepared Spells of Level 1+.
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Cleric spell list|spells|class=Cleric}. {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, and {@spell Shield of Faith|XPHB} are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the {@filter Cleric spell list|spells|class=Cleric} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells.
Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability.
Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus.
You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Cleric spells.
You know one extra cantrip from the {@filter Cleric spell list|spells|class=Cleric}. In addition, your mystical connection to the divine gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Religion|XPHB}) checks. The bonus equals your Wisdom modifier (minimum of +1).
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
As a {@action Magic|XPHB} action, you point your {@item Holy Symbol|XPHB} at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll {@dice 1d8} and add your Wisdom modifier. You either restore {@variantrule Hit Points|XPHB} to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional {@dice d8} when you reach Cleric levels 7 ({@dice 2d8}), 13 ({@dice 3d8}), and 18 ({@dice 4d8}).
As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the {@condition Frightened|XPHB} and {@condition Incapacitated|XPHB} conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the {@condition Incapacitated|XPHB} condition, or if you die.
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of {@dice 1d8}) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
You gain a feature from your Cleric Subclass.
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra {@damage 1d8} Necrotic or Radiant damage (your choice).
Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You can call on your deity or pantheon to intervene on your behalf. As a {@action Magic|XPHB} action, choose any Cleric spell of level 5 or lower that doesn't require a {@variantrule Reaction|XPHB} to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
The option you chose for Blessed Strikes grows more powerful.
Divine Strike.
The extra damage of your Divine Strike increases to {@damage 2d8}.
Potent Spellcasting.
When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of {@variantrule Temporary Hit Points|XPHB} equal to twice your Wisdom modifier.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a feature from your Cleric Subclass.
You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Fate|XPHB} is recommended.
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose {@spell Wish|XPHB} when you select a spell. If you do so, you can't use Divine Intervention again until you finish {@dice 2d4} Long Rests.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as {@deity Chemosh|Dragonlance}, {@deity Myrkul}, and {@deity Wee Jas|Greyhawk} are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder ({@deity Anubis|Egyptian}, {@deity Bhaal}, and Pyremius), pain ({@deity Iuz|Greyhawk} or {@deity Loviatar}), disease or poison ({@deity Incabulos|Greyhawk}, {@deity Talona}, or {@deity Morgion|Dragonlance}), and the underworld ({@deity Hades|Greek} and {@deity Hel|Norse}).
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell false life}, {@spell ray of sickness} |
| 3rd | {@spell blindness/deafness}, {@spell ray of enfeeblement} |
| 5th | {@spell animate dead}, {@spell vampiric touch} |
| 7th | {@spell blight}, {@spell death ward} |
| 9th | {@spell antilife shell}, {@spell cloudkill} |
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
At 1st level, the cleric learns one {@filter necromancy cantrip|spells|level=0|school=N} of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to {@damage 2d8}.
Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
The gods of knowledge—including {@deity Oghma}, {@deity Boccob|Greyhawk}, {@deity Gilean|Dragonlance}, {@deity Aureon|Eberron}, and {@deity Thoth|Egyptian}—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. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell command}, {@spell identify} |
| 3rd | {@spell augury}, {@spell suggestion} |
| 5th | {@spell nondetection}, {@spell speak with dead} |
| 7th | {@spell arcane eye}, {@spell confusion} |
| 9th | {@spell legend lore}, {@spell scrying} |
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the {@spell suggestion} spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain {@status concentration} during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading.
Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading.
As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as {@deity Chauntea}, {@deity Arawai|Eberron}, and {@deity Demeter|Greek}), sun gods (such as {@deity Lathander}, {@deity Pelor|Greyhawk}, and {@deity Re-Horakhty|Egyptian}), gods of healing or endurance (such as {@deity Ilmater}, {@deity Mishakal|Dragonlance}, {@deity Apollo|Greek}, and {@deity Diancecht|Celtic}), and gods of home and community (such as {@deity Hestia|Greek}, {@deity Hathor|Egyptian}, and {@deity Boldrei|Eberron}).
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell bless}, {@spell cure wounds} |
| 3rd | {@spell lesser restoration}, {@spell spiritual weapon} |
| 5th | {@spell beacon of hope}, {@spell revivify} |
| 7th | {@spell death ward}, {@spell guardian of faith} |
| 9th | {@spell mass cure wounds}, {@spell raise dead} |
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} hit points to a creature, you restore 12.
Gods of light—including {@deity Helm}, {@deity Lathander}, {@deity Pholtus|Greyhawk}, {@deity Branchala|Dragonlance}, {@deity the Silver Flame|Eberron}, {@deity Belenus|Celtic}, {@deity Apollo|Greek}, and {@deity Re-Horakhty|Egyptian}—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell burning hands}, {@spell faerie fire} |
| 3rd | {@spell flaming sphere}, {@spell scorching ray} |
| 5th | {@spell daylight}, {@spell fireball} |
| 7th | {@spell guardian of faith}, {@spell wall of fire} |
| 9th | {@spell flame strike}, {@spell scrying} |
When you choose this domain at 1st level, you gain the {@spell light} cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be {@condition blinded} is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to {@damage 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has {@quickref Cover||3||total cover} from you is not affected.
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as {@deity Silvanus}, {@deity Obad-Hai|Greyhawk}, {@deity Chislev|Dragonlance}, {@deity Balinor|Eberron}, and {@deity Pan|Greek}) to friendly deities associated with particular springs and groves (such as {@deity Eldath}). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell animal friendship}, {@spell speak with animals} |
| 3rd | {@spell barkskin}, {@spell spike growth} |
| 5th | {@spell plant growth}, {@spell wind wall} |
| 7th | {@spell dominate beast}, {@spell grasping vine} |
| 9th | {@spell insect plague}, {@spell tree stride} |
At 1st level, you learn one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, or {@skill Survival}.
Also at 1st level, you gain proficiency with heavy armor.
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is {@condition charmed} by you for 1 minute or until it takes damage. While it is {@condition charmed} by you, it is friendly to you and other creatures you designate.
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
At 17th level, you gain the ability to command animals and plant creatures. While creatures are {@condition 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.
Gods whose portfolios include the Tempest domain—including {@deity Talos}, {@deity Umberlee}, {@deity Kord|Greyhawk}, {@deity Zeboim|Dragonlance}, {@deity the Devourer|Eberron}, {@deity Zeus|Greek}, and {@deity Thor|Norse}—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell fog cloud}, {@spell thunderwave} |
| 3rd | {@spell gust of wind}, {@spell shatter} |
| 5th | {@spell call lightning}, {@spell sleet storm} |
| 7th | {@spell control water}, {@spell ice storm} |
| 9th | {@spell destructive wave}, {@spell insect plague} |
At 1st level, you gain proficiency with martial weapons and heavy armor.
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes {@damage 2d8} lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} thunder damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Gods of trickery—such as {@deity Tymora}, {@deity Beshaba}, {@deity Olidammara|Greyhawk}, {@deity the Traveler|Eberron}, {@deity Garl Glittergold|Nonhuman}, and {@deity Loki|Norse}—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell charm person}, {@spell disguise self} |
| 3rd | {@spell mirror image}, {@spell pass without trace} |
| 5th | {@spell blink}, {@spell dispel magic} |
| 7th | {@spell dimension door}, {@spell polymorph} |
| 9th | {@spell dominate person}, {@spell modify memory} |
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity ({@skill Stealth}) checks. This blessing lasts for 1 hour or until you use this feature again.
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} poison damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as {@deity Torm}, {@deity Heironeous|Greyhawk}, and {@deity Kiri-Jolith|Dragonlance}) as well as gods of destruction and pillage (such as {@deity Erythnul|Greyhawk}, {@deity the Fury|Eberron}, {@deity Gruumsh|Nonhuman}, and {@deity Ares|Greek}) and gods of conquest and domination (such as {@deity Bane}, {@deity Hextor|Greyhawk}, and {@deity Maglubiyet|Nonhuman}). Other war gods (such as {@deity Tempus}, {@deity Nike|Greek}, and {@deity Nuada|Celtic}) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell divine favor}, {@spell shield of faith} |
| 3rd | {@spell magic weapon}, {@spell spiritual weapon} |
| 5th | {@spell crusader's mantle}, {@spell spirit guardians} |
| 7th | {@spell freedom of movement}, {@spell stoneskin} |
| 9th | {@spell flame strike}, {@spell hold monster} |
At 1st level, you gain proficiency with martial weapons and heavy armor.
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action Attack} action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.
Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell bane}, {@spell disguise self} |
| 3rd | {@spell mirror image}, {@spell ray of enfeeblement} |
| 5th | {@spell bestow curse}, {@spell vampiric touch} |
| 7th | {@spell death ward}, {@spell dimension door} |
| 9th | {@spell dominate person}, {@spell modify memory} |
When you choose this domain 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 {@condition blinded} is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife.
Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.
Kefnet's domain is identical to the {@class Cleric|PHB|Knowledge domain in the Player's Handbook|Knowledge|PHB}.
The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action.
Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell bless}, {@spell guiding bolt} |
| 3rd | {@spell aid}, {@spell warding bond} |
| 5th | {@spell beacon of hope}, {@spell crusader's mantle} |
| 7th | {@spell aura of life}, {@spell guardian of faith} |
| 9th | {@spell circle of power}, {@spell mass cure wounds} |
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Also at 1st level, when you take the {@action Help} action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} hit points to a creature, you restore 12.
The worthy shall hone a strong body that can withstand the boundless energies of the afterlife.
It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell divine favor}, {@spell shield of faith} |
| 3rd | {@spell enhance ability}, {@spell protection from poison} |
| 5th | {@spell haste}, {@spell protection from energy} |
| 7th | {@spell dominate beast}, {@spell stoneskin} |
| 9th | {@spell destructive wave}, {@spell insect plague} |
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Athletics}, {@skill Nature}, or {@skill Survival}.
Also at 1st level, you gain proficiency with heavy armor.
At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails.
At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fail.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way.
The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell searing smite}, {@spell thunderous smite} |
| 3rd | {@spell magic weapon}, {@spell shatter} |
| 5th | {@spell haste}, {@spell fireball} |
| 7th | {@spell fire shield||fire shield (warm shield only)}, {@spell freedom of movement} |
| 9th | {@spell destructive wave}, {@spell flame strike} |
At 1st level, you gain proficiency with martial weapons and heavy armor.
From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the {@action Attack} action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
Starting at 17th level, you can delay death for an instant to perform a final heroic act.
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra {@damage 5d10} fire damage and an extra {@damage 5d10} damage of the weapon's type. You then fall {@condition unconscious} and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can't use it again until you finish a long rest.
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include {@deity Azuth|Faerûnian|SCAG} and {@deity Mystra|Faerûnian|SCAG}, as well as {@deity Corellon Larethian|Elven|SCAG} of the elven pantheon. In other worlds, this domain includes {@deity Hecate|Greek}, {@deity Math Mathonwy|Celtic}, and {@deity Isis|Egyptian}; the triple moon gods of {@deity Solinari|Dragonlance}, {@deity Lunitari|Dragonlance}, and {@deity Nuitari|Dragonlance} of Krynn; and {@deity Boccob|Greyhawk}, {@deity Vecna|Greyhawk}, and {@deity Wee Jas|Greyhawk} of Greyhawk.
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell detect magic}, {@spell magic missile} |
| 3rd | {@spell magic weapon}, {@spell Nystul's magic aura} |
| 5th | {@spell dispel magic}, {@spell magic circle} |
| 7th | {@spell arcane eye}, {@spell Leomund's secret chest} |
| 9th | {@spell planar binding}, {@spell teleportation circle} |
When you choose this domain at 1st level, you gain proficiency in the {@skill Arcana} skill, and you gain two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. For you, these cantrips count as cleric cantrips.
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the {@action Dodge} action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the {@spell banishment} spell, no {@status concentration} required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.
| Cleric level | Banishes Creatures of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include {@deity Bane}, {@deity Tyr}, {@deity Majere|Dragonlance}, {@deity Erathis|Dawn War|DMG}, {@deity Pholtus|Greyhawk}, {@deity Wee Jas|Greyhawk}, {@deity Aureon|Eberron}, {@deity Maglubiyet|Nonhuman}, {@deity Nuada|Celtic}, {@deity Athena|Greek}, {@deity Anubis|Egyptian}, {@deity Forseti|Norse}, and {@deity Asmodeus|Dawn War|DMG}.
The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.
Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell command}, {@spell heroism} |
| 3rd | {@spell hold person}, {@spell zone of truth} |
| 5th | {@spell mass healing word}, {@spell slow} |
| 7th | {@spell compulsion}, {@spell locate creature} |
| 9th | {@spell commune}, {@spell dominate person} |
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice).
Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you until the end of your next turn or until the {@condition charmed} creature takes any damage. You can also cause any of the {@condition charmed} creatures to drop what they are holding when they fail the saving throw.
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} psychic damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike 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 {@damage 2d8} psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
| Example Deity | Pantheon |
|---|---|
| {@deity Angharradh|Elven|SCAG} | Elven |
| {@deity Berronar Truesilver|Dwarven|SCAG} | Dwarven |
| {@deity Boldrei|Eberron} | Eberron |
| {@deity Cyrrollalee|Halfling|SCAG} | Halfling |
| {@deity Eldath} | Forgotten Realms |
| {@deity Gaerdal Ironhand|Gnomish|SCAG} | Gnomish |
| {@deity Paladine|Dragonlance} | Dragonlance |
| {@deity Rao|Greyhawk} | Greyhawk |
Domain Spells.
{@i 1st-level Peace Domain feature}
You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell heroism}, {@spell sanctuary} |
| 3rd | {@spell aid}, {@spell warding bond} |
| 5th | {@spell beacon of hope}, {@spell sending} |
| 7th | {@spell aura of purity}, {@spell Otiluke's resilient sphere} |
| 9th | {@spell greater restoration}, {@spell Rary's telepathic bond} |
{@i 1st-level Peace Domain feature}
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 {@dice d4} and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the {@dice d4} no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
{@i 1st-level Peace Domain feature}
You gain proficiency in the {@skill Insight}, {@skill Performance}, or {@skill Persuasion} skill (your choice).
{@i 2nd-level Peace Domain feature}
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 {@dice 2d6} + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
{@i 6th-level Peace Domain feature}
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.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
{@i 8th-level Peace Domain feature}
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
{@i 17th-level Peace Domain feature}
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.
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities-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.
| Example Deity | Pantheon |
|---|---|
| {@deity Boldrei|Eberron} | Eberron |
| {@deity Celestian|Greyhawk} | Greyhawk |
| {@deity Dol Arrah|Eberron} | Eberron |
| {@deity Helm} | Forgotten Realms |
| {@deity Ilmater} | Forgotten Realms |
| {@deity Mishakal|Dragonlance} | Dragonlance |
| {@deity Selûne} | Forgotten Realms |
| {@deity Yondalla|Nonhuman} | Halfling |
Domain Spells.
{@i 1st-level Twilight Domain feature}
You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell faerie fire}, {@spell sleep} |
| 3rd | {@spell moonbeam}, {@spell see invisibility} |
| 5th | {@spell aura of vitality}, {@spell Leomund's tiny hut} |
| 7th | {@spell aura of life}, {@spell greater invisibility} |
| 9th | {@spell circle of power}, {@spell mislead} |
{@i 1st-level Twilight Domain feature}
You gain proficiency with martial weapons and heavy armor.
{@i 1st-level Twilight Domain feature}
You can see through the deepest gloom. You have {@sense darkvision} out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the {@sense 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 {@sense 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.
{@i 1st-level Twilight Domain feature}
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.
{@i 2nd-level Twilight Domain feature}
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are {@condition incapacitated} or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to {@dice 1d6} plus your cleric level.
- You end one effect on it causing it to be {@condition charmed} or {@condition frightened}.
{@i 6th-level Twilight Domain feature}
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.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
{@i 8th-level Twilight Domain feature}
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 {@damage 1d8} radiant damage. When you reach 14th level, the extra damage increases to {@damage 2d8}.
{@i 17th-level Twilight Domain feature}
The twilight that you summon offers a protective embrace: you and your allies have {@quickref Cover||3||half cover} while in the sphere created by your Twilight Sanctuary.
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include {@deity Gond}, {@deity Reorx|Dragonlance}, {@deity Onatar|Eberron}, {@deity Moradin|Nonhuman}, {@deity Hephaestus|Greek}, and {@deity Goibhniu|Celtic}.
At each indicated cleric level, add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell identify}, {@spell searing smite} |
| 3rd | {@spell heat metal}, {@spell magic weapon} |
| 5th | {@spell elemental weapon}, {@spell protection from energy} |
| 7th | {@spell fabricate}, {@spell wall of fire} |
| 9th | {@spell animate objects}, {@spell creation} |
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple 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.
Once you use this feature, you can't use it again until you finish a long rest.
When you choose this domain at 1st level, you gain proficiency with heavy armor and {@item smith's tools|phb}.
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Divine Strike feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} fire damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}.
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage,
- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include {@deity Kelemvor}, {@deity Wee Jas|Greyhawk}, the ancestral spirits of {@deity the Undying Court|Eberron}, {@deity Hades|Greek}, {@deity Anubis|Egyptian}, and {@deity Osiris|Egyptian}. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
| Cleric Level | Spells |
|---|---|
| 1st | {@spell bane}, {@spell false life} |
| 3rd | {@spell gentle repose}, {@spell ray of enfeeblement} |
| 5th | {@spell revivify}, {@spell vampiric touch} |
| 7th | {@spell blight}, {@spell death ward} |
| 9th | {@spell antilife shell}, {@spell raise dead} |
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the {@spell 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.
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind {@quickref Cover||3||total cover} and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't {@condition incapacitated}. Once you use it, you can't do so again until the start of your next turn.
You gain proficiency with one type of {@item Artisan's Tools|XPHB} of your choice and in two of the following skills of your choice: {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Nature|XPHB}, or {@skill Religion|XPHB}. You have {@variantrule Expertise|XPHB} in those two skills.
{@i Unearth Secrets and Master the Mind}
The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.
Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as {@deity Oghma|Faerûnian|FRHoF} and {@deity Gond|Faerûnian|FRHoF}, among many others.
When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | {@spell Command|XPHB}, {@spell Comprehend Languages|XPHB}*, {@spell Detect Magic|XPHB}*, {@spell Detect Thoughts|XPHB}*, {@spell Identify|XPHB}*, {@spell Mind Spike|XPHB}* |
| 5 | {@spell Dispel Magic|XPHB}, {@spell Nondetection|XPHB}, {@spell Tongues|XPHB}* |
| 7 | {@spell Arcane Eye|XPHB}*, {@spell Banishment|XPHB}, {@spell Confusion|XPHB} |
| 9 | {@spell Legend Lore|XPHB}*, {@spell Scrying|XPHB}*, {@spell Synaptic Static|XPHB} |
As a {@action Magic|XPHB} action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.
You gain {@variantrule telepathy|XPHB} out to 60 feet. When you use this {@variantrule telepathy|XPHB}, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).
Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.
As a {@variantrule Bonus Action|XPHB}, you magically expand your mind to the future. For 1 hour, you have {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).
You can manipulate the balance between life and death, granting you the following benefits.
Pull of Death.
Once per turn, when you deal damage to a creature that's missing any {@variantrule Hit Points|XPHB} by casting a spell or by hitting with an attack roll, that creature takes an extra {@damage 1d4} Necrotic damage. This extra damage increases to {@dice 1d6} when you reach Cleric level 11.
Return to Life.
You can cast {@spell Spare the Dying|XPHB} as a {@variantrule Bonus Action|XPHB}.
Additionally, when you would normally roll one or more dice to restore {@variantrule Hit Points|XPHB} to a creature at 0 {@variantrule Hit Points|XPHB} with a spell or Channel Divinity, don't roll those dice for the healing; instead, use the highest number possible for each die. For example, instead of restoring {@dice 2d4} {@variantrule Hit Points|XPHB} to a creature at 0 {@variantrule Hit Points|XPHB} with a spell, you restore 8.
{@i Embody Deific Forces of Death}
The Grave Domain concerns itself with the boundary between life and death. To those who tap into this domain's power, death is a natural and inevitable part of the multiverse. Such Clerics seek to destroy undead and shepherd spirits.
The magic of this domain also allows these Clerics to stave off death for a time. But this is merely a delay of death, not a denial of it, for the grave will always claim its due.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | {@spell Detect Evil and Good|XPHB}, {@spell False Life|XPHB}, {@spell Gentle Repose|XPHB}, {@spell Ray of Enfeeblement|XPHB}, {@spell Spare the Dying|XPHB} |
| 5 | {@spell Revivify|XPHB}, {@spell Vampiric Touch|XPHB} |
| 7 | {@spell Blight|XPHB}, {@spell Death Ward|XPHB} |
| 9 | {@spell Dispel Evil and Good|XPHB}, {@spell Raise Dead|XPHB} |
As a Bonus Action, you present your Holy Symbol and expend a use of Channel Divinity to curse one creature you can see within 30 feet of yourself until the start of your next turn. While cursed, the creature has {@variantrule Disadvantage|XPHB} on attack rolls and saving throws.
When you or an ally you can see hits the cursed target with an attack roll, you can end the curse early (no action required) to make the attack deal extra Necrotic or Radiant damage (your choice) equal to your Cleric level.
When you or a {@status Bloodied|XPHB} creature you can see within 60 feet of yourself is hit with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve that attack's damage (round down). If the triggering attack roll was a {@variantrule Critical Hit|XPHB}, any effects triggered by a {@variantrule Critical Hit|XPHB} are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Your deep connection to this domain renders you a hallowed harbinger of death, granting you the following benefits.
Enhanced Necromancy.
When you cast a spell of level 5 or lower from the Necromancy school that targets one creature, or when you cast a spell from the {@book Grave Domain Spells table|RHW|1|Grave Domain Spells}, you can expend a use of Channel Divinity to target a second creature within the spell's range. If the spell requires costly or consumed Material components, you must provide Material components for each target.
Keeper of Souls.
When an enemy dies within 60 feet of you, you or one creature you can see within 60 feet of yourself regains {@variantrule Hit Points|XPHB} equal to twice your Cleric level. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition. Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, unless you expend a level 6+ spell slot (no action required) to restore your use of it.
{@i Soothe the Hurts of the World}
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
When a spell you cast with a spell slot restores {@variantrule Hit Points|XPHB} to a creature, that creature regains additional {@variantrule Hit Points|XPHB} on the turn you cast the spell. The additional {@variantrule Hit Points|XPHB} equal 2 plus the spell slot's level.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | {@spell Aid|XPHB}, {@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB} |
| 5th | {@spell Mass Healing Word|XPHB}, {@spell Revivify|XPHB} |
| 7th | {@spell Aura of Life|XPHB}, {@spell Death Ward|XPHB} |
| 9th | {@spell Greater Restoration|XPHB}, {@spell Mass Cure Wounds|XPHB} |
As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to evoke healing energy that can restore a number of {@variantrule Hit Points|XPHB} equal to five times your Cleric level. Choose {@status Bloodied|XPHB} creatures within 30 feet of yourself (which can include you), and divide those {@variantrule Hit Points|XPHB} among them. This feature can restore a creature to no more than half its {@variantrule Hit Points|XPHB|Hit Point} maximum.
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores {@variantrule Hit Points|XPHB} to one creature other than you, you regain {@variantrule Hit Points|XPHB} equal to 2 plus the spell slot's level.
When you would normally roll one or more dice to restore {@variantrule Hit Points|XPHB} to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring {@dice 2d6} {@variantrule Hit Points|XPHB} to a creature with a spell, you restore 12.
{@i Bring Light to Banish Darkness}
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | {@spell Burning Hands|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Scorching Ray|XPHB}, {@spell See Invisibility|XPHB} |
| 5th | {@spell Daylight|XPHB}, {@spell Fireball|XPHB} |
| 7th | {@spell Arcane Eye|XPHB}, {@spell Wall of Fire|XPHB} |
| 9th | {@spell Flame Strike|XPHB}, {@spell Scrying|XPHB} |
As a {@action Magic|XPHB} action, you present your {@item Holy Symbol|XPHB} and expend a use of your Channel Divinity to emit a flash of light in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from yourself. Any magical {@variantrule Darkness|XPHB}—such as that created by the {@spell Darkness|XPHB} spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to {@dice 2d10} plus your Cleric level on a failed save or half as much damage on a successful one.
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on the attack roll, causing light to flare before it hits or misses.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
You regain all expended uses of your Warding Flare when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 2d6} plus your Wisdom modifier.
As a {@action Magic|XPHB} action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet. Your enemies in the {@variantrule Bright Light|XPHB} have {@variantrule Disadvantage|XPHB} on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
{@i Make Mischief and Challenge Authority}
The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.
As a {@action Magic|XPHB} action, you can choose yourself or a willing creature within 30 feet of yourself to have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. This blessing lasts until you finish a {@variantrule Long Rest|XPHB} or you use this feature again.
As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the {@condition Incapacitated|XPHB} condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
Cast Spells.
You can cast spells as though you were in the illusion's space, but you must use your own senses.
Distract.
When both you and your illusion are within 5 feet of a creature that can see the illusion, you have {@variantrule Advantage|XPHB} on attack rolls against that creature, given how distracting the illusion is to the target.
Move.
As a {@variantrule Bonus Action|XPHB}, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | {@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Pass without Trace|XPHB} |
| 5th | {@spell Hypnotic Pattern|XPHB}, {@spell Nondetection|XPHB} |
| 7th | {@spell Confusion|XPHB}, {@spell Dimension Door|XPHB} |
| 9th | {@spell Dominate Person|XPHB}, {@spell Modify Memory|XPHB} |
Whenever you take the {@variantrule Bonus Action|XPHB} to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
Shared Distraction.
When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have {@variantrule Advantage|XPHB}.
Healing Illusion.
When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of {@variantrule Hit Points|XPHB} equal to your Cleric level.
{@i Inspire Valor and Smite Foes}
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a {@variantrule Reaction|XPHB} to do so.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | {@spell Guiding Bolt|XPHB}, {@spell Magic Weapon|XPHB}, {@spell Shield of Faith|XPHB}, {@spell Spiritual Weapon|XPHB} |
| 5th | {@spell Crusader's Mantle|XPHB}, {@spell Spirit Guardians|XPHB} |
| 7th | {@spell Fire Shield|XPHB}, {@spell Freedom of Movement|XPHB} |
| 9th | {@spell Hold Monster|XPHB}, {@spell Steel Wind Strike|XPHB} |
As a {@variantrule Bonus Action|XPHB}, you can make one attack with a weapon or an {@variantrule Unarmed Strike|XPHB}. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.
You can expend a use of your Channel Divinity to cast {@spell Shield of Faith|XPHB} or {@spell Spiritual Weapon|XPHB} rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require {@status Concentration|XPHB}. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the {@condition Incapacitated|XPHB} condition, or die.
You gain {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.