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Cleric Class Details

The Cleric class in this document is a divine spellcaster that draws power from gods, with primary abilities centered around Wisdom and a variety of class features that enhance their spellcasting and combat capabilities. Clerics can choose from different subclasses, such as Life, Light, and Trickery, each providing unique spells and abilities. Key features include spellcasting, Channel Divinity, and the ability to heal or deal damage, making them versatile support characters in gameplay.
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0% found this document useful (0 votes)
14 views30 pages

Cleric Class Details

The Cleric class in this document is a divine spellcaster that draws power from gods, with primary abilities centered around Wisdom and a variety of class features that enhance their spellcasting and combat capabilities. Clerics can choose from different subclasses, such as Life, Light, and Trickery, each providing unique spells and abilities. Key features include spellcasting, Channel Divinity, and the ability to heal or deal damage, making them versatile support characters in gameplay.
Copyright
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We take content rights seriously. If you suspect this is your content, claim it here.
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Cleric Class Details

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) 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

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.

Cleric Class Features

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,

which appear on the Cleric spell list.

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

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.

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.

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.

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 3: Cleric Subclass

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.

Level 4: Ability Score Improvement

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,

12, and 16.

Level 5: Sear Undead

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

end the turn effect.

Level 7: Blessed Strikes

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

extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 10: Divine Intervention

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.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.

Divine Strike

The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting

When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of

yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

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.

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

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 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 2 plus the spell slot’s level.

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.

Cleric Level Prepared Spells

3 Aid, Bless, Cure Wounds, Lesser Restoration

5 Mass Healing Word, Revivify

7 Aura of Life, Death Ward

9 Greater Restoration, Mass Cure Wounds

Level 3: 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.

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 2 plus the spell slot’s level.

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 with a spell,

you restore 12.

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 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.

Cleric Level Prepared Spells

3 Burning Hands, Faerie Fire, Scorching Ray, See Invisibility

5 Daylight, Fireball

7 Arcane Eye, Wall of Fire

9 Flame Strike, Scrying

Level 3: 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 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

failed save or half as much damage on a successful one.

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). You regain all expended uses when you finish

a Long Rest.

Level 6: Improved Warding 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.

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 of the Dawn and any spell that deals Fire or Radiant damage.

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

finish a Long Rest.

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 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 Dexterity (Stealth) checks.

This blessing lasts until you finish a Long Rest or you use this feature again.

Level 3: 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 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.

Cleric Level Prepared Spells

3 Charm Person, Disguise Self, Invisibility, Pass without Trace

5 Hypnotic Pattern, Nondetection

7 Confusion, Dimension Door

9 Dominate Person, Modify Memory

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.

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.

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 3: 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.

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.

Cleric Level Prepared Spells

3 Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon

5 Crusader’s Mantle, Spirit Guardians

7 Fire Shield, Freedom of Movement

9 Hold 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). You regain all expended uses when you finish a Short or Long Rest.

Level 6: War God’s Blessing

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

again, have the Incapacitated condition, or die.

Level 17: Avatar of Battle

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

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.

Arcana Domain Spells


Cleric Level Spells

1st detect magic, magic missile

3rd magic weapon, Nystul’s magic aura

5th dispel magic, magic circle

7th arcane eye, Leomund’s secret chest

9th planar binding, teleportation circle

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

spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make

a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until

it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30

feet of you. It also can’t take reactions. For its action, it can 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

threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Cleric Level Banishes Creatures of CR …

5th 1/2 or lower

8th 1 or lower

11th 2 or lower

14th 3 or lower

17th 4 or lower

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

underworld (Hades and Hel).

Death Domain Spells


Cleric Level Spells

1st false life, ray of sickness

3rd blindness/deafness, ray of enfeeblement

5th animate dead, vampiric touch

7th blight, death ward

9th antilife shell, cloudkill

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.

Channel Divinity: Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The

damage equals 5 + twice his or her cleric level.

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

spells and Channel Divinity options ignores resistance to necrotic damage.

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

reaches 14th level, the extra damage increases to 2d8.

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

them for each target.

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.

Forge Domain Features

Cleric Level Feature

1st Domain Spells, Bonus Proficiencies, Blessing of the Forge

2nd Channel Divinity: Artisan’s Blessing

6th Soul of the Forge

8th Divine Strike (1d8)

14th Divine Strike (2d8)

17th Saint of Forge and Fire

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.

Forge Domain Spells

Cleric Level Spells

1st identify, searing smite

3rd heat metal, magic weapon

5th elemental weapon, protection from energy

7th fabricate, wall of fire

9th animate objects, creation


Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

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.

Channel Divinity: Artisan's Blessing

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

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.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

You gain resistance to fire damage.

While wearing heavy armor, you gain a +1 bonus to AC.

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

damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

You gain immunity to fire damage.

While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

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.

Grave Domain Features

Cleric Level Feature

1st Domain Spells, Circle of Mortality, Eyes of the Grave

2nd Channel Divinity: Path to the Grave

6th Sentinel at Death’s Door

8th Potent Spellcasting

17th Keeper of Souls

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.

Grave Domain Spells

Cleric Level Spells

1st bane, false life

3rd gentle repose, ray of enfeeblement

5th revivify, vampiric touch

7th blight, death ward

9th antilife shell, raise dead

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

of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

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

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.

Channel Divinity: Path to the Grave

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.

Sentinel at Death’s Door

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

web of obligations that create order and security in a chaotic multiverse.

Order Deities
Example Deity Pantheon

Aureon Eberron

Bane Forgotten Realms

Majere Dragonlance

Pholtus Greyhawk

Tyr Forgotten Realms

Wee Jas Greyhawk

Domain Spells

1st-level Order Domain feature

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

Handbook for how domain spells work.

Order Domain Spells

Cleric Level Spells

1st command, heroism

3rd hold person, zone of truth

5th mass healing word, slow

7th compulsion, locate creature

9th commune, dominate person

Bonus Proficiencies

1st-level Order Domain feature

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.

Channel Divinity: Order’s Demand

2nd-level Order Domain feature

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.

Embodiment of the Law

6th-level Order Domain feature

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

you finish a long rest.

Divine Strike

8th-level Order Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon

attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to

2d8.

Order's Wrath

17th-level Order Domain feature

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

Example Deity Pantheon

Angharradh Elven

Berronar Truesilver Dwarven

Boldrei Eberron

Cyrrollalee Halfling

Eldath Forgotten Realms

Gaerdal Ironhand Gnomish

Paladine Dragonlance

Rao Greyhawk

Domain Spells

1st-level Peace Domain feature

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells

work.

Peace Domain Spells


Cleric Level Spells

1st heroism, sanctuary

3rd aid, warding bond

5th beacon of hope, sending

7th aura of purity, Otiluke’s resilient sphere

9th greater restoration, Rary’s telepathic bond

Implement of Peace

1st-level Peace Domain feature

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

1st-level Peace Domain feature

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures

within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or

until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a 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.

Channel Divinity: Balm of Peace

2nd-level Peace Domain feature

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without

provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit

points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever

you take this action.

Protective Bond

6th-level Peace Domain feature

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to

take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the

first creature. The second creature then takes all the damage instead.

Potent Spellcasting
8th-level Peace Domain feature

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

Expansive Bond

17th-level Peace Domain feature

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other.

Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

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

Example Deity Pantheon

Boldrei Eberron

Celestian Greyhawk

Dol Arrah Eberron

Helm Forgotten Realms

Ilmater Forgotten Realms

Mishakal Dragonlance

Selûne Forgotten Realms

Yondalla Halfling

Domain Spells

1st-level Twilight Domain feature

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain

spells work.
Twilight Domain Spells

Cleric Level Spells

1st faerie fire, sleep

3rd moonbeam, see invisibility

5th aura of vitality, Leomund’s tiny hut

7th aura of life, greater invisibility

9th circle of power, mislead

Bonus Proficiencies

1st-level Twilight Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Twilight Domain feature

You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were

bright light and in darkness as if it were dim light.

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

1st-level Twilight Domain feature

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next

initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius,

and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are 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.

You end one effect on it causing it to be charmed or frightened.

Steps of Night

6th-level Twilight Domain feature

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically

give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your

proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

8th-level Twilight Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon

attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

17th-level Twilight Domain feature

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.

Cleric Level Spells

1st false life, sleep

3rd hold person, ray of enfeeblement

5th haste, slow

7th blight, stoneskin

9th dominate person, hold monster

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

extra necrotic damage equal to 2 + the spell’s level.

Channel Divinity: Crimson Bond

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

senses. When the connection ends, the bond is lost.

Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.

Channel Divinity: Blood Puppet


Starting at 6th level, you can use your Channel Divinity to briefly control a creature’s actions—whether that creature is living or dead. As an

action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a

Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw,

and isn’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

to do one of the following:

Interact with an object

Make a single attack

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

extra damage increases to 2d8.

Vascular Corruption Aura

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

damage and isn’t poisoned.

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.

Channel Divinity: Create Healing Draft

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

use it again until you finish a long rest.

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,

the extra damage increases to 2d8.

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

up arms when their homes or allies need protection.

Keeper Domain Spells

Cleric Level Spells

1st command, hunter's mark

3rd calm emotions, warding bond

5th beacon of hope, spirit guardians

7th death ward, guardian of faith

9th hallow, telepathic bond

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

finish a long rest.

Bonus Proficiencies

Also at 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Persuasion skill.

Channel Divinity: Divine Initiative

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

charmed, frightened, paralyzed, or stunned, you can remove that condition.


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.

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.

Duty Over Death

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

portent for fell deeds and bad luck.

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.

Cleric Level Spells

1st faerie fire, silent image

3rd invisibility, moonbeam

5th hypnotic pattern, major image

7th greater invisibility, hallucinatory terrain

9th dream, passwall

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.

Channel Divinity: Blessing of the Full Moon

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

or Survival) checks involving smell or made to track a creature.

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.

Channel Divinity: Mind of Two Moons

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

disadvantage. On a failure, you lose concentration on both spells.

Empowered Cantrips

Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).

Eclipse of Ill Omen

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.

Shadow Domain Spells


Cleric Level Spells

1st bane, false life

3rd blindness/deafness, darkness

5th blink, fear

7th black tentacles, greater invisibility

9th cone of cold, dream

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.

Channel Divinity: Shadow Grasp

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

feature even if the target is in an area where it casts no shadow.

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

equal to your proficiency bonus.

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