Arms and eyes upraised toward the sun and a prayer
on his lips, an elf begins to glow with an inner light that
spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe
in wide swaths to cut through the ranks of orcs
arrayed against him, shouting praise to the gods with
every foe’s falI.
Calling down a curse upon the forces of undeath, a
human lifts her holy symbol as light pours from it to
drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world
and the distant planes of the gods. As varied as the gods
they serve, clerics strive to embody the handiwork of
their deities. No ordinary priest, a cleric is imbued with
divine magic.
HEALERS AND WARRIORS
Divine magic, as the name suggests, is the power of
the gods, lIowing from them into the world. Clerics are
conduits for that power, manifesting it as miraculous
effects. The gods don’t grant this power to everyone who
seeks it, but only to those chosen to fuIfi11a high calling.
Harnessing divine magic doesn’t rely on study or
training. A cleric might learn formulaic prayers and
ancient rites, but the ability to cast cleric spells relies on
devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and
inspiring their allies with spells that harm and hinder
foes. They can provoke awe and dread, lay curses of
plague or poison, and even call down liames from heaven
to consume their enemies. For those evildoers who will
benefit most from a mace to the head, clerics depend on
their combat training to let them wade into melee with
the power of the gods on their side.
DIVINE AGENTS
Not every acolyte or officiant at a tem pIe or shrine is a
cleric. Some priests are called to a simple life of temple
service, carrying out their gods’ will through prayer and
sacrifice, not by magic and strength of arms. In some
cities, priesthood amounts to a political office, viewed
as a stepping stone to higher positions of authority and
involving no communion with a god at alI. True clerics
are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually
because his or her god demands it. Pursuing the goals
of the gods often involves braving dangers beyond the
walls of civilization, smiting evil or seeking holy relics in
ancient tombs. Many clerics are also expected to protect
3rd +2 3 4 2
4th +2 Ability Seore Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), 4 4 3 3
Divine Domain feature
7th +3 4 4 3 3 1
8th +3 Ability Seore Improvement, Destroy Undead 4 4 3 3 2
(CR 1), Divine Domain feature
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2
12th +4 Ability Seore Improvement 5 4 3 3 3 2
13th +5 5 4 3 3 3 2
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2
15th +5 5 4 3 3 3 2
16th +5 Ability Seore Improvement 5 4 3 3 3 2
17th +6 Destroy Undead (CR 4), 5 4 3 3 3 2
Divine Domain feature
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1
19th +6 Ability Seore Improvement 5 4 3 3 3 3 2 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2
THE CLERIC
Levei
1st
2nd
Proficieney
Bonus
+2
+2
Features
Spellcasting, Divine Domain
Channel Divinity (l/rest),
Divine Domain feature
Cantrips
Known
3
3
1st
2
3
-Spell Slots per Spell Level-
2nd 3rd 4th 5th 6th 7th 8th 9th
their deities’ worshipers, which ean mean fighting
rampaging ores, negotiating peaee between warring
nations, or sealing a portal that would allow a demon
prinee to enter the world.
Most adventuring clerics maintain some eonneetion to
established temples and orders of their faiths. A temple
might ask for a clerie’s aid, or a high priest might be in a
position to demand il.
CREATING A CLERIC
As you ereate a clerie, the most important question to
eonsider is whieh deity to serve and what principies you
want your eharaeter to embody, Appendix B includes
Iists of many of the gods of the multiverse, Cheek with
your DM to learn whieh deities are in your eampaign.
Onee you’ve ehosen a deity, eonsider your cleric’s
relationship to that god, Did you enter this servi cc
willingly? ar did the god ehoose you, impelling you into
service with no regard for your wishes? How do the
tem pie priests of your faith regard you: as a ehampion
or a troublemaker? What are your ultimate goals? Does
your deity have a special task in mind for you? ar are
you striving to prove yourself worthy of a great quest?
QUICK BUILD
Vou ean make a cleric quiekly by following these
suggestions. First, Wisdom should be your highest
ability seore, followed by Strength or Constitution.
Seeond, ehoose the aeolyte baekground.
CLASS FEATURES
As a clerie, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per clerie levei
Hit Points at 1st Levei: 8 + your Constitution modifier
Hit Points at Higher Leveis: 1d8 (or 5) + your
Constitution modifier per clerie levei after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Ali simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, lnsight, Medicine,
Persuasion, and Religion
EQ.UIPMENT
Vou start with the following equipment, in addition to
the equipment granted by your baekground:
(a) a mace or (b) a warhammer (if proficient)
(a) seale mai!, (b) leather armor, or (c) eha;n mai! (if
proficient)
(a) a light erossbow and 20 bolts or (b) any simple
weapon
(a) a priest’s paek or (b) an explorer’s paek
A shield and a holy symbol
Po\RT 1 CL’\ SES
5i
58
SPELLCASTING
As a conduit for divine power, you can cast cleric spells.
See chapter 10 for the general rules of spellcasting and
chapter 11 for the cleric spelllist.
CANTRIPS
At 1st levei, you know three cantrips of your choice from
the cleric spelllist. Vou learn additional cleric cantrips
of your choice at higher leveis, 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 spells of 1st levei and higher. To cast one of
these spells, you must expend a slot of the spell’s levei
or higher. Vou regain all expended spell slots when you
finish a long rest.
Vou prepare the list of cleric spells that are available
for you to cast, choosing from the cleric spelllist. When
you do 50, choose a number of cleric spells equal to
your Wisdom modifier + your cleric levei (minimum of
one spell). The spells must be of a leveI for which you
have spell slots.
For example, if you are a 3rd-Ievel c1eric, you have four
1st-levei and two 2nd-levei spell slots. With a Wisdom
of 16, your list of prepared spells can include six spells
of 1st or 2nd levei, in any combination. ]f you prepare
the 1st-levei spell cure wounds, you can cast it using
a 1st-levei or 2nd-levei slot. Casting the spell doesn’t
remove it from your list of prepared spells.
PART 1 I CLASSES
Vou 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 spelllevel for each spell on your listo
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells.
The power of your spells comes from your devotion to
your deity. Vou use your Wisdom whenever a c1eric spell
refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw
DC for a cleric spell you cast and when making an
attack roll with one.
Spell save De ~ 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
RITUAL CASTING
Vou can cast a cleric spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
SPELLCASTING Focus
Vou can use a holy symbol (found in chapter 5) as a
spellcasting focus for your cleric spells.
DIVINE DOMAIN
Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. Each
domain is detailed at the end of the class description,
and each one provides examples of gods associated
with it. Your choice grants you domain spells and olher
features when you choose it at 1st leveI. It also grants
you additional ways to use Channel Divinity when you
gain that feature at 2nd levei, and additional benefits at
6th, 8th, and 17th leveis.
DOMAIN SPELLS
Each domain has a list of spells-its domain spells-
that you gain at the c1eric leveis 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 spelllist, the spell is nonetheless a cleric spell for YOU.
CHANNEL DIVINITY
At 2nd levei, you gain the ability to channel divine
energy directly from your deity, using that energy to fuel
magical effects. Vou start with two such effects: Turn
Undead and an effect determined by your domain. Some
domains grant you additional effects as you advance in
leveis, as noted in the domain description.
When you use your Channel Divinity. you choose
which effect to create. Vou 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 c1eric spell save DC.
Beginning at 6th leveI, you can use your Channel
Divinity twice between rests, and beginning at 18th levei,
you can use it three times between rests. When you finish
a short or long rest, you regain your expended uses.
CHANNEL DIVINITY: TURN UNDEAD
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. lt also can’t take
reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the Dodge action.
ABILITY SCORE IMPROVEMENT
domains of Knowledge, Life, and Light. As a cleric, you
choose one aspect of your deity’s portfolio to emphasize,
and you are granted powers related to that domain.
Your choice might correspond to a particular sect
dedicated to your deity. Apollo, for example, could be
worshiped in one region as Phoebus (“radiant”) Apollo,
emphasizing his influence over the Light domain,
and in a different place as Apollo Acesius (“healing”),
emphasizing his association with the Life domain.
Alternatively, your choice of domain could simply be a
malter of personal preference, the aspect of the deity
that appeals to you most.
Each domain’s description gives examples of deities
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk,
Dragonlance, and Eberron campaign seltings, as well as
from the Celtic, Greek, Norse, and Egyptian pantheons
of antiquity.
KNOWLEDCE DOMAIN SPELLS
KNOWLEDGE DOMAIN
CHANNEL DIVINITY:
KNOWLEDGE OF THE AGES
Starting at 2nd leveI, 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 to01.
BLESSINGS OF KNOWLEDGE
At 1st leveI, you learn two languages of your choice.
Vou also become proficient in your choice of two of the
following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check
you make that uses either of those skills.
Spells
command, identify
augury, suggestion
nondeteetion, speak with dead
arcane eye, eanJusion
legend /ore, scrying
Cleric Levei
1st
3rd
5th
7th
9th
The gods of knowledge-including Oghma, Boccob,
Gilean, Aureon, and Thoth-value learning and
understanding above ali. 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 ali they cano Some gods
of knowledge pro mote the practical knowledge of craft
and invention, including smith deities like Gond, Reorx,
Onatar, Moradin, Hephaestus, and Goibhniu.
Starting at 5th leveI, when an undead fails its saving
throw against your Turn Undead feature, the creature is
instantly destroyed if its challenge rating is at or below a
certain threshold, as shown in the Destroy Undead table.
When you reach 4th leveI, and again at 8th, 12th, 16th,
and 19th leveI, 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.
DIVINE DOMAINS
DESTROY UNDEAD
Cleric Levei Destroys Undead ofCR …
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
DIVINE INTERVENTION
DESTROY UNDEAD
Beginning at 10th levei, you can call on your deity to
intervene on your behalf when your need is great.
1mploring 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 leveI, your deity intervenes. The DM
chooses the nature of the intervention; the effect of any
cleric spell or cleric domain spell would be appropriate.
lf 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 leveI, your call for intervention succeeds
automatically, no roll required.
In a pantheon, every deity has influence over different
aspects of mortallife and civilization, called a deity’s
domain. Ali the domains over which a deity has
influence are called the deity’s portfolio. For example,
the portfolio of the Greek god Apollo includes the
CHANNEL DIVINITY: READ THOUGHTS
At 6th leveI, you can use your Channel Divinity to read a
creature’s thoughts. Vou can then use your access to the
creature’s mind to command it.
P’\RT 1 C I ASSES
59
60
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 resl.
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 I minute.
During that time, you can use your action to end this
effect and cast the suggestion spell on the creature
without expending a spell si 01. The target automatically
fails its saving throw against the spell.
POTENT SPELLCASTING
Starting at 8th levei, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
VISIONS OF THE PAST
Starting at 17th levei, you can call up visions of the
past that relate to an object you hold or your immediate
surroundings. Vou spend at least I minute in meditation
and prayer, then receive dreamlike, shadowy glimpses
of recent events. Vou 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 spe11.
Once you use this feature, you can’t use it again until
you finish a short or long resto
Object Reading. Holding an object as you meditate,
you can see visions of the object’s previous owner.
After meditating for I 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 I 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 recenl.
Significant events typically involve powerful emotions,
such as battles and betrayals, marriages and murders,
births and funerais. However, they might also include
more mundane events that are nevertheless important
in your current situation.
LIFE DOMAIN
The Life domain focuses on the vibrant positive
energy-one of the fundamental forces of the universe-
that sustains alllife. The gods of life pro mote 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 Chauntea, Arawai, and Demeter), sun
gods (such as Lathander, Pelor, and Re-Horakhty), gods
PART 1 , CLASSES
of healing or endurance (such as IlIllatcr, Mishakal,
Apollo, and Diancecht), and gods of home and
community (such as Hestia, Hathor, and Boldrei).
LIFE DOMAIN SPELLS
Cleric Levei Spells
1st b/ess, cure wounds
3 rd lesser restoration, spiritual weapon
5th beacon ofhope, revivify
7th death ward, guardian offaith
9th mass cure wounds, roise dead
BONUS PROFICIENCY
When you choose this domain at I st levei, you gain
proficiency with heavy armor.
DISCIPLE OF LIFE
Also starting at 1st levei, your healing spells are more
effective. Whenever you use a spell of 1st levei or higher
to restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s leveI.
CHANNEL DIVINITY: PRESERVE LIFE
Starting at 2nd levei, 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 restorc a number of hit
points equal to five times your cleric leveI. Choose any
creatures within 30 feet of you, and divide those hit
points among them. This feature can restore a ereature
to no more than half of its hit point maximum. Vou can’t
use this feature on an undead or a construel.
BLESSED HEALER
Beginning at 6th levei, the healing spclls you cast on
others heal you as well. When you cast a spell of 1st
levei or higher that restores hit points to a creature
other than you, you regain hit points equal to 2 + the
spell’s leveI.
DIVINE STRIKE
At 8th levei, 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 Id8 radiant damage to
the targel. When you reach 14th levei, the extra damage
increases to 2d8.
SUPREM E HEALING
Starting at 17th levei, 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 2<16hit points to a
creature, you restore 12.
LIGHT DOMAIN
Gods of light-including Hehn, Lathander, Pholtus,
Branchala, the Silver Flame, Be1enus, Apollo, and
Re-Horakhty-promote the ideais af rebirth and
renewal, truth, vigilance, and beauty, often using the
symbol of the sun. Some af thcse go<lsare portrayed
as the sun itself or as a charioteer who guides the sun
across the sky. Olhers are tireless sentinels whose eyes
pierce every shadow and see through every deception.
Some are deities of heauty and artistry. who teach that
art is a vehic1e for the soul”s improvemenl. Clerics of a
god oflight are enlightened souls infused with radiance
and the power of (heir gods’ discerning vision, charged
with chasing away lies and burning away darkness.
LICHT DOMAIN SPELLS
Cleric Levei Spells
1st burning hand’,jaerie fire
3rd Jlaming ‘phere, ,eorching ray
5th day/ight,fireball
7th guardian offoith, wall offire
9th Jlame ,trike, ,crying
BONUS CANTRIP
When you choose this domain at 1st levei, you gain the
Jight cantrip ifyou don’t already know il.
WARDING FLARE
Also at 1st leveI, YOll can interpose divine light between
yourself and an altacking enemy. When you are altacked
bya 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 fiare before the attacker
before it hits or misses. An attacker that can’t be blinded
is immune to this feature.
Vou can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). Vou regain
ali expended uses when you finish a long resl.
CHANNEL DIVINITY: RADIANCE OF THE DAWN
Starting at 2nd leveI, 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 feel of
you must make a Constitution saving throw. A creature
takes radiant damage equal to 2d 1O + your c1eric leveI
on a failed saving throw, and half as much damage on a
successful one. A creature that has total cover from you
is not affected.
IMPROVED FLARE
Starting at 6th levei, you can also use your Warding
Fiare feature when a creature thal you can see within
30 feet of you attacks a creature other than YOU.
NATURE DOMAIN
Gods of nature are as varied as the natural world
itself, from illscrutable gods of the deep forests (such
as Silva nus, Obad-Hai, Chislev, Balinor, and Pan) to
friendly deities associated with particular springs and
groves (such as Eldath). Druids revere nature as a
whole and might serve one of these deities, practicing
mysterious rites and reciting all-but-forgolten prayers in
their own secret tongue. But many of these gods have
c1erics as well, champions who take a more active role
in advancing the interests of a particular nature god.
These c1erics 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.
POTENT SPELLCASTING NATURE DOMAIN SPELLS
Starting at 8th leveI, you add your Wisdom modifier to
the damage you deal with any c1eric cantrip.
CORONA OF LIGHT
Starting at 17th levei, you can use your action to activate
an aura of sunlight that Jasts for 1 minute or until you
dismiss it using another action. Vou emit bright light in
a 60-foot radius and dim light 30 feet beyond tha!. Your
enemies in the bright Iight have disadvalltage on saving
throws against any spell that deals fire or radiant damage.
Cleric Levei
1st
3rd
5th
7th
9th
Spells
animal friend,hip, speak with animais
bark,kin, ‘pike growth
plant growth, wind wall
dominate beast, gra’ping vine
inseet plague, tree stride
PART I CLASSES
6
ACOLYTE OF NATURE
At 1st leveI, you learn one druid cantrip of your choice.
Vou also gain proticiency in one of the following skills of
your choice: Animal Handling, Nature, or Survival.
righteousness or to encourage them to offer sacritices of
propitiation to ward off divine wrath.
TEMPEST DOMAIN SPELLS
TRICKERY DOMAIN
BONUS PROFICIENCIES
At 1st leveI, you gain proticiency with martia! weapons
and heavy armor.
STORMBORN
At 17th levei, you have a flying speed equal to
your current walking speed whenever you are not
underground or indoors.
Spells
fog c1oud, thunderwave
gust of wind, shatter
call fightning, sleet storm
control wate” ice storm
destructive wave, insect plague
Cleric Levei
1st
3rd
5th
7th
9th
DIVINE STRIKE
At 8th levei, you gain the ability to infuse your weapon
strikes with divine energy. Once on each ofyour turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra ld8 thunder damage to
the target. When you reach 14th levei, the extra damage
increases to 2d8.
THUNDERBOLT STRIKE
At 6th leveI, when you deallightning damage to a Large
or smaller creature, you can also push it up to 10 feet
away from YOU.
Gods of trickery-such as Tymora, Beshaba,
Olidammara, the Traveler, Gari Glittergold, and
Loki-are mischief-makers and instigators who stand
as a constant challenge to the accepted order among
both gods and mortais. 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
CHANNEL DIVINITY: DESTRUCTIVE WRATH
Starting at 2nd leveI, you can use your Channel Divinity
to wield the power of the storm with unchecked ferocity.
When you rolllightning or thunder damage, you can
use your Channel Divinity to deal maximum damage,
instead of rolling.
WRATH OF THE STORM
Also at 1st levei, you can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw.
The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
Vou can use this feature a number of times equal to
your Wisdom moditier (a minimum of once). Vou regain
ali expended uses when you tinish a long rest.
MASTER OF NATURE
At 17th leveI, you gain the ability to command animais
and plant creatures. While creatures are charmed by
your Charm Animais 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 turno
DAMPEN ELEMENTS
Starting at 6th leveI, when you or a creature within 30
feet of you takes acid, cold, tire, lightning, or thunder
damage, you can use your reaction to grant resistance to
the creature against that instance of the damage.
PART 1 I CLASSES
DIVINE STRIKE
At 8th levei, 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 Id8 cold, tire, or
lightning damage (your choice) to the target. When you
reach 14th leveI, the extra damage increases to 2d8.
Gods whose portfolios include the Tempest domain-
including Talos, Umberlee, Kord, Zeboim, the
Devourer, Zeus, and Thor-govern storms, sea, and
sky. They include gods of lightning and thunder, gods
of earthquakes, some tire 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
TEMPEST DOMAIN
CHANNEL DIVINITY: CHARM ANIMALS
AND PLANTS
Starting at 2nd levei, you can use your Channel Divinity
to charm animaIs and plants.
As an action, you present your holy symbol and invoke
the name of your deity. Each beast or plant creature that
can see you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is
charmed by you for 1 minute or until it takes damage.
While it is charmed by you, it is friendly to you and other
creatures you designate.
BONUS PROFICIENCY
Also at 1st leveI, you gain proticiency with heavyarmor.
6~
TRICKERY DOMAIN SPELLS
subterfuge, pranks, deception, and theft rather than
direct confrontation.
CHANNEL DIVINITY: CLOAK OF SHADOWS
Starting at 6th leveI, you can use your Channel
Divinity to vanish.
As an action, you become invisible until the end of your
next turno You become visible if you attack or cast a spell.
BLESSING OF THE TRICKSTER
Starting when you choose this domain at 1st levei, you
can use your action to touch a willing creature other
than yourseif to give it advantage on Dexterity (Stealth)
checks. This blessing lasts for I hour or until you use
this feature again.
Spells
divine favor, shield offaith
magic weapon, spiritual weapon
crusader’s mantle, spirit guardians
freedom of movement, stoneskin
fiame strike, hold monster
Clerie levei
1st
3rd
5th
7th
9th
CHANNEL DIVINITY: WAR GOD’S BLESSING
At 6th levei, 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. Vou make this choice after you see the roll, but
before the DM says whether the attack hits or misses.
CHANNEL DIVINITY: GUIDED STRIKE
Starting at 2nd levei, 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.
WAR PRIEST
From 1st !evel, your god delivers bolts of inspiration to
you while you are engaged in battle. When you use the
Attack action, you can make one weapon attack as a
bonus action.
Vou can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
ali expended uses when you finish a long rest.
BONUS PROFICIENCIES
At 1st levei, you gain proficiency with martial weapons
and heavy armor.
WAR DOMAIN SPELLS
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 ofviolence
as prayers. Gods of war include champions of honor
and chivalry (such as Torm, Heironeous, and Kiri-
Jolith) as well as gods of destruction and pillage (such
as Erythnul, the Fury, Gruumsh, and Ares) and gods of
conquest and domination (such as Bane, Hextor, and
Maglubiyet). Other war gods (such as Tempus, Nike,
and Nuada) take a more neutra! stance, promoting war
in ali its manifestations and supporting warriors in any
circumstance.
Spells
charm persan, disguise seI[
mirror imoge, pass without trace
blink, dispel magic
dimension door, po/ymorph
dominate person, modify memory
Clerie levei
1st
3rd
5th
7th
9th
CHANNEL DIVINITY: INvOKE DUPLICITY
Starting at 2nd levei, you can use your Channel Divinity
to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of
yourself that !asts for I minute, or until you lose your
concentration (as if you were concentrating on a spell).
The iIlusion 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 iIlusion’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.
DIVINE STRIKE
At 8th levei, 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 Id8
poison damage to the target. When you reach 14th levei,
the extra damage increases to 2d8.
IMPROVED DUPLICITY
At 17th levei, you can create up to four duplicates
of yourseif, 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.
WARDoMAIN
DIVINE STRIKE
At 8th levei, 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 Id8 damage of the
same type dealt by the weapon to the target. When you
reach 14th levei, the extra damage increases to 2d8.
War has many manifestations. lt 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
AVATAR OF BATTLE
At 17th levei, you gain resistance to bludgeoning, piercing,
and slashing damage from nonmagical weapons.