Cleric

Subclasses:

A Miraculous Priest of Divine Power

Core Cleric Traits

Primary Ability

Wisdom

Hit Point Die

D8 per Cleric level

Saving Throw Proficiencies

Wisdom and Charisma

Skill Proficiencies

Choose 2: History, Insight, Medicine, Persuasion, or Religion

Weapon Proficiencies

Simple weapons

Armor Training

Light and Medium armor and Shields

Starting Equipment

Choose A or B: (A) Mail Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7GP; or (B) 110GP

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes-where gods dwell-and channel it to bolster people and battle foes.

Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn't rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

Becoming a Cleric ...

As a Level 1 Character

As a Multiclass Character

Cleric
Level Proficiency Bonus Features Channel Divinity Uses Divine Power Cantrips Known Max Prepared Spells --Spell Slots per Spell Level--
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Divine Order 3 4 2 0 0 0 0 0 0 0 0
2 +2 Channel Divinity, Harness Divine Power 2 1 3 5 3 0 0 0 0 0 0 0 0
3 +2 2 1 3 6 4 2 0 0 0 0 0 0 0
4 +2 Ability Score Improvement, Cantrip Versatility 2 1 4 7 4 3 0 0 0 0 0 0 0
5 +3 Sear Undead 2 1 4 9 4 3 2 0 0 0 0 0 0
6 +3 3 2 4 10 4 3 3 0 0 0 0 0 0
7 +3 3 2 4 11 4 3 3 1 0 0 0 0 0
8 +3 Ability Score Improvement 3 2 4 12 4 3 3 2 0 0 0 0 0
9 +4 Rapture 3 2 4 14 4 3 3 3 1 0 0 0 0
10 +4 Divine Intervention 3 2 5 15 4 3 3 3 2 0 0 0 0
11 +4 3 2 5 16 4 3 3 3 2 1 0 0 0
12 +4 Ability Score Improvement 3 2 5 16 4 3 3 3 2 1 0 0 0
13 +5 Stalwart Faith 3 2 5 17 4 3 3 3 2 1 1 0 0
14 +5 3 2 5 17 4 3 3 3 2 1 1 0 0
15 +5 3 2 5 18 4 3 3 3 2 1 1 1 0
16 +5 Ability Score Improvement 3 2 5 18 4 3 3 3 2 1 1 1 0
17 +6 3 2 5 19 4 3 3 3 2 1 1 1 1
18 +6 4 3 5 20 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 4 3 5 21 4 3 3 3 3 2 1 1 1
20 +6 Greater Divine Intervention 4 3 5 22 4 3 3 3 3 2 2 1 1

Class Features

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. See the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, 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 Long Rest.

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 Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith 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 the number increases, choose additional spells from the Cleric spell list 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 Long Rest, 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 Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 1: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Your training with weapons allows you to use the mastery property of one weapon of your choice with which you have proficiency.

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 2: Channel Divinity

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 Short Rest, and you regain all expended uses when you finish a Long Rest. 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.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points 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 d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol 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 Frightened and Incapacitated 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 Incapacitated condition, or if you die.

Level 2: Harness Divine Power

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: level 2, once; level 6, twice; level 18, thrice. You regain all expended uses when you finish a Long Rest.

Level 4: Cantrip Versatility

Whenever you reach a level in this class that grants a Feat, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the Cleric spell list.

Level 5: Sear Undead

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8, currently [[lookup @abilities.wis.mod]]) 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.

Level 9: Rapture

Whenever you cast a level 1+ Cleric spell, you can expend a number of Hit Die equal to half of the spell slot used to regain Hit Points. The total number of Hit Dice expended by this feature cannot be more than your Wisdom modifier (minimum of 1).

Once you use this feature to expend a number of Hit Dice equal to your Wisdom modifier (minimum of 1) you must finish a Long Rest in order to be able to use this feature again.

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, you can choose either Extend Magic or Beseech Divinity for its effect.

Extend Magic. Choose any Cleric spell of level 5 or lower that doesn't require a Reaction 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 Long Rest.

Beseech Divinity. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level plus your Wisdom modifier (minimum of 0), your deity intervenes. Your DM chooses the effect.

If your deity intervenes, you cannot use the Beseech Divinity feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

Level 13: Stalwart Faith

You have Advantage on all saving throws to avoid or end the dazed, exhaustion{Exhausted} and weakened condition. Additionally, you gain Immunity to the possessed condition.

Level 20: Greater Divine Intervention

You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.

Subclasses

Arcana Domain

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.

Level Features
3 Arcana Domain Spells, Arcane Initiate, Channel Divinity: Abjure the Explanar
6 Spell Breaker
8 Divine Empowerment*
17 Arcane Mastery

Level 3: Arcana Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.

Arcana Domain Spells
Cleric LevelSpells
3rdDetect Magic, Magic Missile, Arcanist's Magic Aura, Silence
5thDispel Magic, Magic Circle
7thArcane Eye, Resilient Sphere
9thTelekinesis, Teleportation Circle

Level 3: Arcane Initiate

You gain proficiency in the Arcana skill, and you can add your Wisdom modifier to any Arcana check you make. If you already have this proficiency, you gain proficiency in one skill of your choice from the list of skills available to Clerics at 1st level. You gain two additional cantrips of your choice from the Wizard spell list. For you, these cantrips count as Cleric cantrips, but they do not count against the number of Cleric cantrips you know.

You also can prepare a number of spells from the Wizard spell list of a level you are able to cast equal to twice your Proficiency Bonus. Spells prepared in this way count as Cleric spells for you and count against the number of Cleric spells that you may prepare. The level of these spells cannot exceed your Wisdom modifier.

Level 3: Channel Divinity: Abjure the Explanar

As a Magic action, you present your holy symbol and each Aberration, Celestial, Elemental, Fey, or Fiend within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes 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. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

Furthermore, after you reach 5th level, when a creature fails its saving throw against your Abjure the Explanar feature, the creature is banished for 1 minute (as in the Banishment spell, no Concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Cleric LevelBanishes Creatures of CR
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Level 6: Spell Breaker

When you restore Hit Points to an ally with a level 1+ spell, 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.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

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

Level 17: Arcane Mastery

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.

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities of this domain are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder, pain, disease or poison, and the underworld.

Level Features
3 Death Domain Spells, Reaper, Channel Divinity: Touch of Death
6 Inescapable Destruction
8 Divine Empowerment*
17 Improved Reaper

Level 3: Death Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.

Death Domain Spells
Cleric LevelSpells
3rdFalse Life, Ray of Sickness, Blindness/Deafness, Ray of Enfeeblement
5thAnimate Dead, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Cloudkill

Level 3: Reaper

You gain one Necromancy cantrip from any spell list. For you, this cantrip counts as a Cleric cantrip. When you cast a Necromancy cantrip that normally targets only one creature, you can instead target two creatures within range.

At Cleric level 6, you can further increase the number of creatures targeted by your Necromancy cantrips by expended a use of your Harness Divine Power (no action required) when casting. Each use expended in this way, increases the number over targets by one.

Level 3: Channel Divinity: Touch of Death

You can use Channel Divinity to destroy another creature's life force by touch.

When you hit a creature with a melee attack or a Necromancy cantrip, you can use Channel Divinity to deal extra Necrotic damage to one target. The damage is a number of d10s eqaul to your Wisdom modifier plus your Cleric level.

Level 6: Inescapable Destruction

Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your Cleric spells and Channel Divinity options ignores Resistance to Necrotic damage.

Additionally, when you prepare your spells, you can prepare any Necromancy spell or any spell that deals Necrotic damage from any spell list of a level you are able to cast. Spells prepared in this way count as Cleric spells for you.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

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

Level 17: Improved Reaper

When you cast a Necromancy spell that targets only one creature, the spell can instead target two creatures within range. If the spell consumes its material components, and you must provide them for each target.

You can further increase the number of targets of your Necromancy spells by expending a use of your Harness Divine Power (no action required) when casting. Each use expended in this way increases the number of targets by one.

Forge Domain

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.

Level Features
3 Forge Domain Spells, Blessing of the Forge, Channel Divinity: Artisan's Blessing
6 Soul of the Forge
8 Divine Empowerment*
17 Saint of Forge and Fire

Level 3: Forge Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.

You also learn the Mending cantrip, which does not count against the number of Cleric cantrips you know.

Forge Domain Spells
Cleric LevelSpells
3rdIdentify, Searing Smite, Heat Metal, Magic Weapon
5thElemental Weapon, Protection from Energy
7thFabricate, Wall of Fire
9thAnimate Objects, Creation

Level 3: Blessing of the Forge

You gain the ability to imbue magic into a weapon, shield, or armor. At the end of a Long Rest, you can touch one nonmagical object that is a suit of armor, shield, or a simple or martial weapon. Until the end of your next Long Rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a shield, or a +1 bonus to attack and damage rolls if it's a weapon.

Alternatively, you can use your Harness Divine Power to imbue magic into a weapon, shield or armor in the same way during a Short Rest.

Once you use this feature, you cannot use it again until you finish a Long Rest.

Level 3: Channel Divinity: Artisan's Blessing

You can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of 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.

Level 6: Soul of the Forge

Your mastery of the forge grants you special abilities:

Resistance. You gain Resistance to Fire damage.

Defense. While wearing Heavy Armor, you gain a +1 bonus to AC.

Improved Mending. Your Mending cantrip now has a casting time of one action. Additionally, constructs or objects that have more than 0 Hit Points can spend up to your Wisdom modifier (minimum of 1) Hit Dice to regain Hit Points when they are the target of your Mending cantrip. If the target does not normally have Hit Dice, then they instead regain 1 Hit Point.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

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

Level 17: Saint of Forge and Fire

Your blessed affinity with fire and metal becomes more powerful, you gain the following features:

Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Persistence. You ignore the penalties to all D20 Tests and Save DCs as a result of Exhaustion.

Immunity. You have Immunity to Fire damage.

Grave Domain

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 Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. 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.

Level Features
3 Eyes of the Grave, Grave Domain Spells, Circle of Mortality, Spare the Dying - Grave Domain
6 Sentinel at Death's Door
8 Divine Empowerment*
17 Keeper of Souls

Level 3: Eyes of the Grave

You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As a Magic action, you can open your awareness to detect undead. Until the end of your next turn, you are able to see invisible undead and you know the location of any undead within 60 feet of you even through total cover, and that is not protected from Divination magic. This sense does not 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.

Level 3: Grave Domain Spells

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.

Grave Domain Spells
Cleric LevelSpells
3rdBane, False Life, Gentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead

Level 3: Circle of Mortality

You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Hit Points with a spell to a creature at 0 Hit Points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which does not 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.

Level 3: Spare the Dying - Grave Domain

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

Level 6: Sentinel at Death's Door

You gain the ability to impede death's progress. When you cast your Spare the Dying cantrip on a creature they can spend a number of Hit Die equal to your Wisdom modifier (minimum of 1) to regain Hit Points and are no longer Unconscious.

Additionally, when you or a creature you can see within 30 feet of you suffers a critical hit, you can take a Reaction to turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Alternatively, you can use your Harness Divine Power to regain all expended uses of your Sentinel at Death's Door feature.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

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

Level 17: Keeper of Souls

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. If the enemy has more than 10 Hit Dice then you can also end one condition on the chosen creature. You can use this feature only if you are not Incapacitated. Once you use it, you cannot do so again until the start of your next turn.

Knowledge Domain

The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention.

Level Features
3 Blessings of Knowledge*, Knowledge Domain Spells, Impart Understanding, Channel Divinity: Knowledge of the Ages
6 Channel Divinity: Read Thoughts
8 Divine Empowerment*
17 Visions of the Past

Level 3: Blessings of Knowledge*

Your connections with the Knowledge Domain confers the following benefits:

Languages. You learn two languages of your choice.

Expertise. You become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion; and can use your Wisdom modifier in place of your Intelligence modifier with the chosen skills.

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

Level 3: Knowledge Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.

Knowledge Domain Spells
Cleric LevelSpells
3rdCommand, Identify, Augury, Suggestion
5thNondetection, Speak with Dead
7thArcane Eye, Confusion
9thLegend Lore, Scrying

Level 3: Impart Understanding

You are able to take a reaction to take the Help action for a creature that is performing a task you are aiding them with. If you are proficient or have expertise in the ability check the creature makes they can reroll one of the dice once.

At Cleric level 6, you can add half your Proficiency Bonus, rounded down, to any ability check you make that does not already include your Proficiency Bonus.

Level 3: Channel Divinity: Knowledge of the Ages

You can use your Channel Divinity to tap into a divine well of knowledge. As a Magic action, you choose one skill or tool. You have proficiency with the chosen skill or tool until you complete a Short or Long Rest or you use this ability again.

Level 6: Channel Divinity: Read Thoughts

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 a Magic 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 take a Magic action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Radiant damage. At Cleric level 14, the extra damage on weapon attacks increases to 2d8.

Level 17: Visions of the Past

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain Concentration during that time, as if you were casting a spell.

Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

Life Domain

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.

Level Features
3 Life Domain Spells, Disciple of Life, Channel Divinity: Preserve Life
6 Blessed Healer
8 Divine Empowerment*
17 Supreme Healing

Level 3: Life Domain Spells

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.

Life Domain Spells
Cleric LevelSpells
1stBless, Cure Wounds
3rdAid, Lesser Restoration
5thBeacon of Hope, Revivify
7thAura of Life, Death Ward
9thGreater Restoration, Mass Cure Wounds

Level 3: Disciple of Life

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal your Proficiency Bonus plus the spell slot's level.

Foundry Note

This feature includes a healing activity. Set the scale to the spell slot level you cast and it will provide a healing roll for you.

Level 3: Channel Divinity: Preserve Life

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Foundry Note

The Heal activity does not automatically restrict the HP gained to 50% of the target's max.

Level 6: Blessed Healer

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to your Proficiency Bonus plus the spell slot's level.

Foundry Note

This feature includes a healing activity. Set the scale to the spell slot level you cast and it will provide a healing roll for you.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Radiant damage. At Cleric level 14, the extra damage on weapon attacks increases to 2d8.

Level 17: Supreme Healing

When you would normally roll one or more dice to restore Hit Points 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 2d6 hit points to a creature, you restore 12.

Foundry Note

This feature does not automate the maximizing of all of your rolls.

Light Domain

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.

Level Features
3 Channel Divinity: Radiance of the Dawn, Light Domain Spells, Warding Flare
6 Improved Flare
8 Divine Empowerment*
17 Corona of Light

Level 3: Channel Divinity: Radiance of the Dawn

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness - such as that created by the Darkness spell - in that area are dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.

Level 3: Light Domain Spells

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.

Light Domain Spells
Cleric LevelSpells
3rdBurning Hands, Faerie Fire, Flaming Sphere, Scorching Ray
5thDaylight, Fireball
7thGuardian of Faith, Wall of Fire
9thFlame Strike, Scrying

Level 3: Warding Flare

When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage 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, currently @abilities.wis.mod). You regain all expended uses when you finish a Long Rest.

Foundry Note

The Flare activity includes a 30 foot emanation for identifying impacted creatures. It does not automate the Disadvantage.

Level 6: Improved Flare

You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.

In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.

Foundry Note

This feature does not automatically update Warding Flare to refresh on a Short Rest. You must edit the item and set the Recovery period to Short Rest.

The Heal activity includes the Temporary Hit Point healing.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Radiant damage. At Cleric level 14, the extra damage on weapon attacks increases to 2d8.

Level 17: Corona of Light

As a Magic 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 Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance 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 Long Rest.

Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. 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.

Level Features
3 Nature Domain Spells, Acolyte of Nature, Channel Divinity: World Shaking
6 Dampen Elements
8 Divine Empowerment*
17 Flesh of Wood and Stone

Level 3: Nature Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.

Nature Domain Spells
Cleric LevelSpells
3rdAnimal Friendship, Speak with Animals, Barkskin, Spike Growth
5thPlant Growth, Wind Wall
7thDominate Beast, Grasping Vine
9thDestructive Wave, Tree Stride

Level 3: Acolyte of Nature

You may select an extra cantrip from the Cleric or Druid spell lists. When you prepare your spells, you can prepare a number of spells from the Druid spell list of a level you are able to cast equal to twice your Proficiency Bonus. Spells prepared in this way count as Cleric spells for you and count against the number of Cleric spells that you may prepare. The level of these spells cannot exceed your Wisdom modifier.

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Level 3: Channel Divinity: World Shaking

You cause the ground to shake in a position near you. Choose a 10 foot radius area of ground within 30 feet of you. Creatures in that area must make Dexterity saving throws against your spell DC. Creatures that fail their saving throw take 1d8 Bludgeoning damage plus a number of d8's equal to half your Cleric level (rounded up), and are knocked Prone. Being knocked prone in this way causes creatures to take damage as if they enters the area for the first time for spells like Spirit Guardians or Cloud of Daggers. Creatures that make their saving throw take half damage and are not knocked prone. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Level 6: Dampen Elements

When you or a creature within 30 feet of you takes Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to grant Resistance to the creature against that instance of the damage.

Alternatively, you can extend this protection to a number of creatures equal to your Wisdom modifier (minimum of 1) by expending a use of your Harness Divine Power (no action required) as a part of this Reaction.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

In addition, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of Cold, Fire, or Lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 17: Flesh of Wood and Stone

Your flesh takes on a wood like quality or becomes craggy like stone. You gain Immunity to Poison damage and the Poisoned condition, Immunity to the Dazed condition and any Critical Hit against you counts as a normal hit instead.

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Level Features
3 Order Domain Spells, Bonus Proficiencies*, Voice of Authority
6 Embodiment of the Law
8 Divine Empowerment*
17 Order's Wrath

Level 3: Order Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Order Domain Spells table, you thereafter always have the listed spells prepared.

Order Domain Spells
Cleric LevelSpells
3rdCommand, Heroism, Hold Person, Zone of Truth
5thMass Healing Word, Slow
7thCharm Monster, Compulsion
9thDominate Person, Hold Monster

Level 3: Bonus Proficiencies*

You gain proficiency in the Intimidation or Persuasion skill (your choice), and can use your Wisdom Modifier instead of Charisma for the chosen skill. If you already have both of these skill proficiencies, you gain proficiency in one skill of your choice from the list of skills available to Clerics at 1st level.

Level 3: Voice of Authority

You can invoke the power of law to embolden an ally to attack. If you cast a level 1+ spell and target an ally with the spell, that ally can take a Reaction immediately after the spell to make one weapon attack or Unarmed Strike against a creature of your choice that you can see.

If the spell targets more than one ally, you choose which ally.

At Cleric level 6, when an ally makes an attack with a Reaction granted by your Voice of Authority, you may make a single weapon attack with a weapon you are holding or Unarmed Strike as a part of any action you take until the end of your next turn.

Level 6: Embodiment of the Law

You have become remarkably adept at channeling magical energy to compel others.

If you cast a level 1+ Enchantment spell, 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.

After casting a spell like this, your next melee or ranged attack, or Cleric cantrip deals bonus damage equal to half your Cleric level until the start of your next turn.

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, or you can expend a use of your Harness Divine Power to regain all expended uses of this feature.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

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

Level 17: Order's Wrath

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Empowerment 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 deals damage to the cursed creature, the target also takes 2d8 Psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Peace Domain

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.

Level Features
3 Peace Domain Spells, Emboldening Bond, Implement of Peace*, Channel Divinity: Balm of Peace
6 Protective Bond
8 Divine Empowerment*
17 Expansive Bond

Level 3: Peace Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.

Peace Domain Spells
Cleric LevelSpells
3rdHeroism, Sanctuary, Aid, Warding Bond
5thBeacon of Hope, Sending
7thAura of Purity, Resilient Sphere
9thGreater Restoration, Telepathic Bond

Level 3: Emboldening Bond

You can forge an empowering bond among people who are at peace with one another. As a Magic action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your Proficiency Bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to any D20 Test it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Implement of Peace*

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice). If you already have all these proficiencies, you gain proficiency in one skill of your choice from the list of skills available to Clerics at 1st level.

Level 3: Channel Divinity: Balm of Peace

As a Magic action, you can use your Channel Divinity to 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 twice your Wisdom modifier (minimum of 2 Hit Points). A creature can receive this healing only once whenever you take this action.

Level 6: Protective Bond

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 take a Reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

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

Level 17: Expansive Bond

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.

Tempest Domain

Gods whose portfolios include the Tempest domain 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.

Level Features
3 Tempest Domain Spells, Wrath of the Storm, Channel Divinity: Destructive Wrath
6 Thunderbolt Strike
8 Divine Empowerment*
17 Stormborn

Level 3: Tempest Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.

Tempest Domain Spells
Cleric LevelSpells
3rdFog Cloud, Thunderwave, Gust of Wind, Shatter
5thCall Lightning, Lightning Bolt
7thControl Water, Ice Storm
9thCircle of Power, Destructive Wave

Level 3: Wrath of the Storm

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can take a Reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 Lightning or Thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Level 3: Channel Divinity: Destructive Wrath

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.

Level 6: Thunderbolt Strike

When you deal damage Radiant or Necrotic damage with a spell, you can change the damage type to Lightning or Thunder (your choice). When you deal Lightning or Thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Lighting or Thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 17: Stormborn

You are Immune to Lightning and Thunder damage.

You also have a Fly Speed equal to your current Speed whenever you are not underground or indoors.

Trickery Domain

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.

Level Features
3 Trickery Domain Spells, Blessing of the Trickster, Channel Divinity: Invoke Duplicity
6 Trickster's Transposition
8 Divine Empowerment*
17 Improved Duplicity

Level 3: Trickery Domain Spells

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.

Trickery Domain Spells
Cleric LevelSpells
3rdCharm Person, Disguise Self, Invisibility, Pass without Trace
5thHypnotic Pattern, Nondetection
7thConfusion, Dimension Door
9thDominate Person, Modify Memory

Level 3: Blessing of the Trickster

As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Stealth checks. This blessing lasts until you finish a Long Rest or you use this feature again.

Level 3: Channel Divinity: Invoke Duplicity

As a Bonus Action, 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 Incapacitated 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 Advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.

Level 6: Trickster's Transposition

Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.

Foundry Note

This feature includes a Transpose activity for tracking the use of your Bonus Action but you will have to manually swap your Token and the Duplicate's position.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. At Cleric level 14, the extra damage increases to 2d8.

Level 17: Improved Duplicity

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 Advantage.

Healing Illusion. When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.

Foundry Note

Thsi feature includes an activity for the Healing Illusion but it does not automate the advantage against creatures within 5 feet of the illusion.

Twilight Domain

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.

Level Features
3 Twilight Domain Spells, Eyes of Night, Vigilant Blessing, Channel Divinity: Twilight Sanctuary
6 Steps of Night
8 Divine Empowerment*
17 Twilight Shroud

Level 3: Twilight Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.

Twilight Domain Spells
Cleric LevelSpells
3rdFaerie Fire, Sleep, Moonbeam, See Invisibility
5thAura of Vitality, Tiny Hut
7thAura of Life, Greater Invisibility
9thCircle of Power, Mislead

Level 3: Eyes of Night

You can see through the deepest gloom. You have Darkvision out to a range of your Wisdom modifier (minimum of 1) times 30 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 a Magic action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you cannot do so again until you finish a Long Rest.

Starting at 3rd level, you can expend a level 2+ spell slot to share it again.

Level 3: Vigilant Blessing

The night has taught you to be vigilant. As a Magic action, you give one creature you touch (including possibly yourself) Advantage on their next Initiative roll. This benefit ends immediately after the roll or if you use this feature again.

Level 3: Channel Divinity: Twilight Sanctuary

You can refresh your allies with soothing twilight.

As a Magic action, you present your holy symbol and use your Channel Divinity. 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 lose your Concentration. Whenever a creature ends its turn in the sphere, you can grant that creature one of these benefits:

Health. The creature gets Temporary Hit Points equal to 1d6 plus your Cleric level.

Cleansing. The creature ends one effect on it causing it to be Charmed, Dazed, Frightened.

Level 6: Steps of Night

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 Fly Speed equal to your 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.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Radiant damage. At Cleric level 14, the extra damage on weapon attacks increases to 2d8.

Level 17: Twilight Shroud

The twilight that you summon offers a protective embrace: you and your allies have Half Cover while in the sphere created by your Twilight Sanctuary, and you are no longer required to maintain Concentration on your Twilight Sanctuary.

War Domain

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.

Level Features
3 War Domain Spells, War Priest, Channel Divinity: Guided Strike
6 War God's Blessing
8 Divine Empowerment*
17 Avatar of Battle

Level 3: War Domain Spells

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.

War Domain Spells
Cleric LevelSpells
3rdGuiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
5thCrusader's Mantle, Spirit Guardians
7thFire Shield, Freedom of Movement
9thHold Monster, Steel Wind Strike

Level 3: War Priest

As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once, currently @abilities.wis.mod). You regain all expended uses when you finish a Short or Long Rest.

Additionally, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Level 3: Channel Divinity: Guided Strike

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 Reaction to do so.

Foundry Note

The Guide Yourself activity doesn't consume a reaction.

The Guide Another Creature activity does.

Level 6: War God's Blessing

When you cast a level 1+ Cleric spell with a casting time of one action or less, you may immediately make a single weapon attack with a weapon you are holding or Unarmed Strike as a part of that same action or Bonus Action against a target within range of your weapon or Unarmed Strike.

At Cleric level 14. you may immediately make a single weapon attack with a weapon you are holding or Unarmed Strike as part of the same action or Bonus Action against a target within range of your weapon or Unarmed Strike with a Cleric cantrip with a casting time of one action or less.

Alternatively, you can use your Harness Divine Power to regain all expended uses of your War Priest feature.

Level 8: Divine Empowerment*

You now add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Alternatively, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. At Cleric level 14, the extra damage increases to 2d8.

Level 17: Avatar of Battle

You gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Additionally, whenever you maintain Concentration on level 1+ spells you gain Temporary Hit Points equal to the spell's level plus your Wisdom modifier (minimum of 1) at the start of each turn.

Foundry Note

The Gain Temporary Hit Points activity allows you to specify the spell level to grant yourself the appropriate number of Temporary Hit Points.