Cleric
Class ListQuick Start
- 16 STR, 12 DEX, 13 CON, 10 INT, 16 WIS, 8 CHA. Races: Hill Dwarf, Water Genasi, Firbolg, Lizardfolk, Tortle, Warforged, Centaur, or Variant HumanHill Dwarf, Water Genasi, Firbolg, Lizardfolk, Tortle, Warforged, Centaur, or Variant Human
- 9 HP, +6 HP per level. Armor: Scale Mail and Shield, 17 ACScale Mail and Shield, 17 AC. Extra Init: +1 Initiative. Saves: +5 Wis, +1 Cha+5 Wis, +1 Cha
- Equipment: Warhammer (+5, 1d8+3), light crossbow (+3, 1d8+1), 20 bolts, explorer's pack, shield, holy symbolWarhammer (+5, 1d8+3), light crossbow (+3, 1d8+1), 20 bolts, explorer's pack, shield, holy symbol
- Skills: +5 Medicine, +2 Insight
Spells: (1st) guiding bolt, healing word, command, shield of faith, (Cantrips): toll the dead, guidance, word of radiance+5 Medicine, +2 Insight
[b]Spells:[/b] (1st) [spell]guiding bolt[/spell], [spell]healing word[/spell], [spell]command[/spell], [spell]shield of faith[/spell], (Cantrips): [spell]toll the dead[/spell], [spell]guidance[/spell], [spell]word of radiance[/spell]. - Background: Sailor with +5 Athletics, +5 Perception
Multiclass Options: Fighter or MonkSailor with +5 Athletics, +5 Perception
[b]Multiclass Options:[/b] Fighter or Monk.
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Divine Domain | 3 | 2 | ||||||||||||||
2nd | +2 | Divine Domain Feature, Channel Divinity | 3 | 2 | 3 | |||||||||||||
3rd | +2 | 3 | 3 | 4 | 2 | |||||||||||||
4th | +2 | Ability Score Improvement | 4 | 3 | 4 | 3 | ||||||||||||
5th | +3 | Destroy Undead | 4 | 4 | 2 | 4 | 3 | 2 | ||||||||||
6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 2 | 4 | 3 | 3 | ||||||||||
7th | +3 | 4 | 4 | 3 | 4 | 3 | 3 | 1 | ||||||||||
8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 4 | 3 | 3 | 2 | |||||||||
9th | +4 | 4 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 1 | ||||||||
10th | +4 | Divine Intervention | 5 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | |||||||
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
13th | +5 | 5 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||||
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | 5 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||||
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Divine Intervention (Always Succeeds) | 5 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient) |
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient) |
(a) a light crossbow and 20 bolts or (b) any simple weapon |
(a) a priest’s pack or (b) an explorer’s pack |
A shield and a holy symbol |
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. |
1st
Spellcasting
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Divine Domain
Choose one domain related to your deity:
- Arcana (SCAG pg 125) [Utility]
- Death (DMG pg 96) [Damage]
- Forge (XGtE pg 18) [Tank]
- Grave (XGtE pg 19) [Utility]
- Knowledge (PHB pg 59) [RP Utility]
- [#Life Domain]Life[/#] (PHB pg 60) [Support]
- Light (PHB pg 60) [Damage]
- Nature (PHB pg 61) [Utility]
- Order (GGtR pg 25) [Tank]
- Tempest (PHB pg 62) [Damage]
- Trickery (PHB pg 62) [Utility]
- [#Twilight Domain]Twilight[/#] (UA) [Support]
- [#Unity Domain]Unity[/#] (UA) [Support]
- War (PHB pg 63) [Tank]
The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
[#Class Paths]Domain List[/#]
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the [spell]Spells Listing[/spell] for the cleric spell list.
[b]Cantrips[/b]
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell [spell]cure wounds[/spell], you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
[b]Spellcasting Ability[/b]
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
[b]Spell save DC[/b] = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier[/b] = your proficiency bonus + your Wisdom modifier
[b]Ritual Casting[/b]
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
[b]Spellcasting Focus[/b]
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
[title]Divine Domain[/title]
Choose one domain related to your deity:
[list][*]Arcana (SCAG pg 125) [Utility]
[*]Death (DMG pg 96) [Damage]
[*]Forge (XGtE pg 18) [Tank]
[*]Grave (XGtE pg 19) [Utility]
[*]Knowledge (PHB pg 59) [RP Utility]
[*][#Life Domain]Life[/#] (PHB pg 60) [Support]
[*]Light (PHB pg 60) [Damage]
[*]Nature (PHB pg 61) [Utility]
[*]Order (GGtR pg 25) [Tank]
[*]Tempest (PHB pg 62) [Damage]
[*]Trickery (PHB pg 62) [Utility]
[*][#Twilight Domain]Twilight[/#] (UA) [Support]
[*][#Unity Domain]Unity[/#] (UA) [Support]
[*]War (PHB pg 63) [Tank]
[/list]
The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
[#Class Paths]Domain List[/#]
[b]Domain Spells[/b]
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
2nd
Divine Domain Feature
[#Divine Domain]Divine Domain Feature[/#]
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
[#Divine Domain]Divine Domain Feature[/#]
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
[title]Channel Divinity[/title]
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
[b]Channel Divinity: Turn Undead[/b]
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the 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.
3rd
4th
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
5th
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown below:
- 5th level destroys 1/2 CR or lower.
- 8th level destroys 1 CR or lower.
- 11th level destroys 2 CR or lower.
- 14th level destroys 3 CR or lower.
- 17th level destroys 4 CR or lower.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown below:
[list][*]5th level destroys 1/2 CR or lower.
[*]8th level destroys 1 CR or lower.
[*]11th level destroys 2 CR or lower.
[*]14th level destroys 3 CR or lower.
[*]17th level destroys 4 CR or lower.
[/list]
6th
Channel Divinity (2/rest)
[#Channel Divinity]Channel Divinity (2/rest)[/#]
Divine Domain Feature
[#Divine Domain]Divine Domain Feature[/#]
[#Channel Divinity]Channel Divinity (2/rest)[/#]
[title]Divine Domain Feature[/title]
[#Divine Domain]Divine Domain Feature[/#]
7th
8th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]
Destroy Undead (CR 1)
[#Destroy Undead]Destroy Undead (CR 1)[/#]
Divine Domain Feature
[#Divine Domain]Divine Domain Feature[/#]
[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Destroy Undead (CR 1)[/title]
[#Destroy Undead]Destroy Undead (CR 1)[/#]
[title]Divine Domain Feature[/title]
[#Divine Domain]Divine Domain Feature[/#]
9th
10th
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
11th
Destroy Undead (CR 2)
[#Destroy Undead]Destroy Undead (CR 2)[/#]
[#Destroy Undead]Destroy Undead (CR 2)[/#]
12th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]
[#Ability Score Improvement]Ability Score Improvement[/#]
13th
14th
Destroy Undead (CR 3)
[#Destroy Undead]Destroy Undead (CR 3)[/#]
[#Destroy Undead]Destroy Undead (CR 3)[/#]
15th
16th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]
[#Ability Score Improvement]Ability Score Improvement[/#]
17th
Destroy Undead (CR 4)
[#Destroy Undead]Destroy Undead (CR 4)[/#]
Divine Domain Feature
[#Divine Domain]Divine Domain Feature[/#]
[#Destroy Undead]Destroy Undead (CR 4)[/#]
[title]Divine Domain Feature[/title]
[#Divine Domain]Divine Domain Feature[/#]
18th
Channel Divinity (3/rest)
[#Channel Divinity]Channel Divinity (3/rest)[/#]
[#Channel Divinity]Channel Divinity (3/rest)[/#]
19th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]
[#Ability Score Improvement]Ability Score Improvement[/#]
20th
Divine Intervention (Always Succeeds)
[#Divine Intervention]Divine Intervention (Always Succeeds)[/#]
[#Divine Intervention]Divine Intervention (Always Succeeds)[/#]
Class Paths
Life Domain
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Life Domain Spells
- 1st: bless, cure wounds
- 5th: beacon of hope, revivify
- 7th: death ward, guardian of faith
- 9th: mass cure wounds, raise dead
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Twilight Domain
The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.
Twilight Domain Spells
- 1st: faerie fire, sleep
- 3rd: darkness, invisibility
- 9th: circle of power, dream
Bonus Proficiencies
You gain proficiency with martial weapons and heavy armor.
Eyes of Night
Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; 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 give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
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.
Channel Divinity: Twilight Sanctuary
Starting at 2nd level, 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:
- Give it 1d8 temporary hit points.
- End one effect causing it to be charmed or frightened.
Steps of the Brave
Starting at 6th level, You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:
- You have advantage on saving throws against being frightened.
- If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.
Divine Strike
Starting 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
Midnight Shroud
Starting at 17th level, You can harness the shrouding power of night to protect your allies and stymie your foes.
Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
Unity Domain
A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.
Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
Unity Domain Spells
- 1st: heroism, shield of faith
- 3rd: aid, warding bond
- 5th: beacon of hope, sending
Emboldening Bond
You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, 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. The bond lasts for 1 hour or until you use this feature again.
You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.
Channel Divinity: Shared Burden
Starting at 2nd level, You can use your Channel Divinity to protect your allies through the strength of your shared bonds.
When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.
Protective Bond
Starting at 6th level, The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.
Potent Spellcasting
Starting at 8th level, You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Enduring Unity
Starting at 17th level, The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.
Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
- The creature has advantage on attack rolls, ability checks, and saving throws
- The creature gains resistance to all damage
- As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
[b]Life Domain Spells[/b]
[list][*]1st: [spell]bless[/spell], [spell]cure wounds[/spell]
[*]3rd: [spell]lesser restoration[/spell], [spell]spiritual weapon[/spell]
[*]5th: [spell]beacon of hope[/spell], [spell]revivify[/spell]
[*]7th: [spell]death ward[/spell], [spell]guardian of faith[/spell]
[*]9th: [spell]mass cure wounds[/spell], [spell]raise dead[/spell]
[/list]
[b]Bonus Proficiency[/b]
When you choose this domain at 1st level, you gain proficiency with heavy armor.
[b]Disciple of Life[/b]
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
[b]Channel Divinity: Preserve Life[/b]
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
[b]Blessed Healer[/b]
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
[b]Divine Strike[/b]
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
[b]Supreme Healing[/b]
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
[title]Twilight Domain[/title]
The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.
[b]Twilight Domain Spells[/b]
[list][*]1st: [spell]faerie fire[/spell], [spell]sleep[/spell]
[*]3rd: [spell]darkness[/spell], [spell]invisibility[/spell]
[*]5th: [spell]aura of vitality[/spell], [spell]Leomund's tiny hut[/spell]
[*]7th: [spell]aura of life[/spell], [spell]greater invisibility[/spell]
[*]9th: [spell]circle of power[/spell], [spell]dream[/spell]
[/list]
[b]Bonus Proficiencies[/b]
You gain proficiency with martial weapons and heavy armor.
[b]Eyes of Night[/b]
Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; 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 give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
[b]Vigilant Blessing[/b]
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.
[b]Channel Divinity: Twilight Sanctuary[/b]
Starting at 2nd level, 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:
[list][*]Give it 1d8 temporary hit points.
[*]End one effect causing it to be charmed or frightened.
[/list]
[b]Steps of the Brave[/b]
Starting at 6th level, You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:
[list][*]You have advantage on saving throws against being frightened.
[*]If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.
[/list]
[b]Divine Strike[/b]
Starting 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
[b]Midnight Shroud[/b]
Starting at 17th level, You can harness the shrouding power of night to protect your allies and stymie your foes.
Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
[title]Unity Domain[/title]
A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.
Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
[b]Unity Domain Spells[/b]
[list][*]1st: [spell]heroism[/spell], [spell]shield of faith[/spell]
[*]3rd: [spell]aid[/spell], [spell]warding bond[/spell]
[*]5th: [spell]beacon of hope[/spell], [spell]sending[/spell]
[*]7th: [spell]aura of purity[/spell], [spell]guardian of faith[/spell]
[*]9th: [spell]greater restoration[/spell], [spell]Rary's Telepathic Bond[/spell]
[/list]
[b]Emboldening Bond[/b]
You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, 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. The bond lasts for 1 hour or until you use this feature again.
You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.
[b]Channel Divinity: Shared Burden[/b]
Starting at 2nd level, You can use your Channel Divinity to protect your allies through the strength of your shared bonds.
When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.
[b]Protective Bond[/b]
Starting at 6th level, The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.
[b]Potent Spellcasting[/b]
Starting at 8th level, You add your Wisdom modifier to the damage you deal with any cleric cantrip.
[b]Enduring Unity[/b]
Starting at 17th level, The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.
Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
[list][*]The creature has advantage on attack rolls, ability checks, and saving throws
[*]The creature gains resistance to all damage
[*]As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
[/list]
Save & Load
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