Cleric Class Details
Cleric Class Details
Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP
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
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
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features
table.
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells,
Cantrips. You know three cantrips of your choice from the Cleric spell list.
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
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
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table.
Whenever that number increases, choose additional spells from the 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.
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.
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).
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
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
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your
career, you gain each of your subclass’s features that are of your Cleric level or lower.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8,
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together.
Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an
older book, use only the option you choose for this feature).
Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, 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.
The option you chose for Blessed Strikes grows more powerful.
Divine Strike
Potent Spellcasting
When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of
yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
You gain an Epic Boon feat or another feat of your choice for which you qualify.
select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.
Cleric Subclasses
A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is
named after a domain of existence that is favored by a god, pantheon, or religious order.
Life Domain
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
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
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 2 plus the spell slot’s level.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life
Domain Spells table, you thereafter always have the listed spells prepared.
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.
more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.
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 with a spell,
Light Domain
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
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.
5 Daylight, Fireball
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 is 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
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
a Long Rest.
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
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 of the Dawn and any spell that deals Fire or Radiant damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you
Trickery Domain
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
As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks.
This blessing lasts until you finish a Long Rest or you use this feature again.
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
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
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.
Domain Spells table, you thereafter always have the listed spells prepared.
Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the
illusion.
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
Shared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have
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.
War Domain
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
Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as
gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors
in any circumstance.
When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a
+10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.
Domain Spells table, you thereafter always have the listed spells prepared.
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). You regain all expended uses when you finish a Short or Long Rest.
You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast
either spell in this way, the spell doesn’t require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell
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. In the Realms, deities
of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate,
Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make
a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30
feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute
(as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain
Arcane Banishment
  Cleric Level                                                              Banishes Creatures of CR …
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that
creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to
your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
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
such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death
domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip
that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The
Inescapable Destruction
Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or
she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric
Improved Reaper
Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead
target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide
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. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Domain Spells
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells
work.
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that
is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item,
granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of 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
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Starting at 6th level, your mastery of the forge grants you special abilities:
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra
At 17th level, your blessed affinity with fire and metal becomes more powerful:
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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.
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells
work.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit
points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As
an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead
within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish
a long rest.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an
ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a
critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish
a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within
60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice.
You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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
Order Deities
  Example Deity                                                           Pantheon
Aureon Eberron
Majere Dragonlance
Pholtus Greyhawk
Domain Spells
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s
Bonus Proficiencies
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Voice of Authority
1st-level Order Domain feature
You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with
the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you
can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on
a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also
cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
You have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action
for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when
Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to
2d8.
Order's Wrath
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a
creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature
with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
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.
Peace Deities
Angharradh Elven
Boldrei Eberron
Cyrrollalee Halfling
Paladine Dragonlance
Rao Greyhawk
Domain Spells
You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells
work.
Implement of Peace
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Emboldening Bond
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures
within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or
until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled
to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
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.
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without
provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit
points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever
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 use its reaction to teleport to an unoccupied space within 5 feet of the
first creature. The second creature then takes all the damage instead.
Potent Spellcasting
8th-level Peace Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
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.
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.
Twilight Deities
Boldrei Eberron
Celestian Greyhawk
Mishakal Dragonlance
Yondalla Halfling
Domain Spells
You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain
spells work.
Twilight Domain Spells
Bonus Proficiencies
Eyes of Night
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number
of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t
do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Vigilant Blessing
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next
initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius,
and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature
(including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
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 flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
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.
Blood Domain
Developed in Wildemount by the Claret Orders, the Blood Domain centers around the understanding of the natural life force as it exists
within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of
sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell.
Gods who grant the power of the Blood Domain, including the Ruiner and the Matron of Ravens, direct their followers to tap into the
connection between body and soul, exploit the hidden reserves of will within one’s own vitality, and corrupt the bodies of others through
the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer
morals use the blood of others to achieve their own malevolent ends.
Domain Spells
You gain domain spells at the cleric levels listed in the Blood Domain Spells table.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Bloodletting Focus
Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a
damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes
Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which
you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).
While the bond is in effect, you can use an action to learn the target’s approximate distance and direction from you, as well as its current hit
points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to
connect with the target’s senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC.
On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target’s senses for a number of minutes
equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own
Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.
action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a
Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw,
and isn’t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.
On the affected creature or animated corpse’s turn, you can command it (no action required) to move up to half its speed and use its action
Do nothing
An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take actions unless you command
it to do so. Its game statistics are the same as when it was alive or conscious.
An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target,
your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).
At 17th level, you can use this feature to target a Huge or smaller creature or corpse.
Sanguine Recall
At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined
level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage
for each spell slot level recovered, which can’t be reduced in any way. You can’t use this feature again until you finish a long rest.
For example, if you’re an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-
level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.
Divine Strike
At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the
At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1
minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic
damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.
Once you use this feature, you can’t use it again until you finish a long rest.
Festus Domain
Gods of eating and drinking, such as Daghdha or Dionysus, promote the value of a good meal as much as they do the joy of sharing it with
friends. As a follower of this domain, you believe that a good feast can be enough to settle most wars. You may know this first-hand: perhaps
your life has been marred by poverty and survival with spoiled scraps, or maybe you’ve been blessed with lovingly-cooked meals and the joy
of a full stomach. Regardless of your origins, you recognize the magic of a good meal and the power it has on a person’s spirit and well-being.
Through your passion and devotion, you see mealtime as a joyous way to worship the magic of food and your chosen deity. You are a capable
chef with an appreciation of all food, both good and bad. You know that a foul meal can turn even the most veteran of stomachs against
themselves, and have learned to harness this power for yourself. Like food, most people will like you at your best, but everyone will fear you
at your worst.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor, martial weapons, brewer’s supplies, and cook’s utensils.
Table-Turner
At 1st level, you can cause an attacker’s own body to turn against itself. 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 Constitution saving throw against your cleric spell save DC. On a failed
save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison
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
Starting at 2nd level, you can use your Channel Divinity as an action to create a small and magically concentrated potion called a healing
draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A
creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any
undrunk healing draft turns to dust and is lost when you finish a short or long rest.
Strong Stomach
Starting at 6th level, your divinity and magically enhanced constitution have strengthened your natural defenses. You have advantage on
saving throws against poison, and you have resistance to acid and poison damage.
In addition, whenever you cast the create food and water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of
the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like.
Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you use this feature, you can’t
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 acid or poison damage (your choice) to the target. When you reach 14th level,
Invigorating Feast
At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique
protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being
charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to
six other willing creatures of your choice gain these benefits by partaking in the meal.
Once you use this feature, you can’t use it again until you finish a long rest.
Keeper Domain
The Keeper domain focuses on social bonds and well‑regulated communities. These communities might be as small as an adventuring party
or as large as a city, but all require safety and comfort to thrive. Keeper domain clerics excel in leadership positions and are the first to take
Blessed Chosen
Starting at 1st level, you can assert your divine will to protect your allies. When an enemy within 30 feet of you that you can see attacks one
of your allies, you can use your reaction to impose disadvantage on the attack roll before it hits or misses.
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
Bonus Proficiencies
Also at 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Persuasion skill.
Starting at 2nd level, you can use your Channel Divinity to enhance your allies’ potential.
As an action, you present your holy symbol and choose a number of creatures that you can see and that can see you within 60 feet of you,
up to a number equal to your Wisdom modifier (minimum of one). Each of them gains 5 temporary hit points. When a target gains these
temporary hit points, they can immediately use their reaction to make one weapon attack.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 6th level, 11 at 8th level, and 14
at 17th level.
Fighting Fit
At 6th level, you gain the ability to shore up your allies’ reserves. As a reaction, when you or an ally that you can see within 30 feet of you is
a long rest.
Hobbling Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, the target must make a Strength saving throw against your spell save DC or be knocked prone. When you reach 14th level,
the target’s speed is also halved until the start of your next turn.
Starting at 17th level, you can exert your power to call companions back from the brink of death. When an ally you can see within 60 feet of
you is reduced to 0 hit points but not killed outright, they instead remain conscious and regain hit points equal to half their maximum hit
points. You can use this feature only if you aren’t incapacitated. Once you use this feature, you can’t do so again until you finish a short or
long rest.
Moon Domain
Since the Founding, all mortal creatures have looked to the skies and sensed the power and mystery carried by Catha and Ruidus, the two
moons of Exandria. The Moonweaver herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and
granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a
Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and
reveal or conceal as they see fit. Most Moon clerics worship the Moonweaver herself, but her followers are as varied as the stars in the sky.
Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain.
Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through
lycanthropy.
Domain Spells
You gain domain spells at the cleric levels listed in the Moon Domain Spells table.
Clarity of Catha
When you choose this domain at 1st level, you learn to shine light upon the mind’s most dire moments, shielding those you protect. When a
creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on
the save.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of
your choice within 30 feet of you that you can see with one of the following blessings of your choice:
Blessing of the Watchful Moon. For 1 hour, the blessed creature’s speed increases by 10 feet, and it has advantage on Wisdom (Perception
Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of
the blessed creature’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria’s moons. By expending one use of Channel
Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon
Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with
Empowered Cantrips
Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).
At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you
even where the sky can’t be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot
radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you
create this eclipse, you can choose any number of creatures that are unaffected by it.
This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as
concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.
Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures
until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can’t regain hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Domain
The Shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark.
Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.
Cover of Night
When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already
have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.
Lengthen Shadow
Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your
shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target.
You can use this feature even if you are in an area where you cast no shadow.
When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.
Starting at 2nd level, you can use your Channel Divinity to turn a creature’s shadow against them. As an action, choose one creature that you
can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its
shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this
Fade to Black
At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become
invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency
bonus. You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Army of Shadow
At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures