THE SHARED REFERENCE Adventurer

Class

Cleric

Official reference · PHB · 2014

Hit die
8
Spellcasting
full
Subclass title
Divine Domain

Level progression

LevelProficiency BonusCantrips Known1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots6th-level slots7th-level slots8th-level slots9th-level slots
1+23200000000
2+23300000000
3+23420000000
4+24430000000
5+34432000000
6+34433000000
7+34433100000
8+34433200000
9+44433310000
10+45433320000
11+45433321000
12+45433321000
13+55433321100
14+55433321100
15+55433321110
16+55433321110
17+65433321111
18+65433331111
19+65433332111
20+65433332211

Class features

LEVEL 1

Spellcasting

As a conduit for divine power, you can cast cleric spells. See 10 for the general rules of spellcasting and 11 for a selection of class=cleric.

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 class=cleric 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.

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 as a spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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.

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.

LEVEL 2

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: Harness Divine Power

2nd-level cleric optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Divine Domain feature

At 2nd level, you gain a feature from your Divine Domain.

LEVEL 4

Ability Score ImprovementASI

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility

4th-level cleric optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the level=0.

LEVEL 5

Destroy Undead (CR 1/2)

Starting at 5th level, when an challenge rating=[&0;&1/2] fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

LEVEL 6

Channel Divinity

Beginning at 6th level, you can use your Channel Divinity twice between rests.

Divine Domain feature

At 6th level, you gain a feature from your Divine Domain.

LEVEL 8

Ability Score ImprovementASI

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 1)

Starting at 8th level, when an challenge rating=[&0;&1] fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domain feature

At 8th level, you gain a feature from your Divine Domain.

LEVEL 10

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.

LEVEL 11

Destroy Undead (CR 2)

Starting at 11th level, when an challenge rating=[&0;&2] fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 14

Destroy Undead (CR 3)

Starting at 14th level, when an challenge rating=[&0;&3] fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 17

Destroy Undead (CR 4)

Starting at 17th level, when an challenge rating=[&0;&4] fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domain feature

At 17th level, you gain a feature from your Divine Domain.

LEVEL 18

Channel Divinity

Beginning at 18th level, you can use your Channel Divinity three times between rests.

LEVEL 19

Ability Score ImprovementASI

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 20

Divine Intervention Improvement

At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Domain

Knowledge Domain

Level 1 · Knowledge Domain

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

At each indicated cleric level, you add the listed spells to your spells prepared.

Knowledge Domain Spells

Cleric LevelSpells
1stcommand, identify
3rdaugury, suggestion
5thnondetection, speak with dead
7tharcane eye, confusion
9thlegend lore, scrying

Level 2 · Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Level 6 · Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Level 8 · Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Object Reading

Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading

As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Life Domain

Level 1 · 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).

At each indicated cleric level, you add the listed spells to your spells prepared.

Life Domain Spells

Cleric LevelSpells
1stbless, cure wounds
3rdlesser restoration, spiritual weapon
5thbeacon of hope, revivify
7thdeath ward, guardian of faith
9thmass cure wounds, raise dead

Level 2 · 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.

Level 6 · 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.

Level 8 · 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.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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.

Light Domain

Level 1 · Light Domain

Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

At each indicated cleric level, you add the listed spells to your spells prepared.

Light Domain Spells

Cleric LevelSpells
1stburning hands, faerie fire
3rdflaming sphere, scorching ray
5thdaylight, fireball
7thguardian of faith, wall of fire
9thflame strike, scrying

Level 2 · Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has 3 from you is not affected.

Level 6 · Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Level 8 · Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Nature Domain

Level 1 · Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

At each indicated cleric level, you add the listed spells to your spells prepared.

Nature Domain Spells

Cleric LevelSpells
1stanimal friendship, speak with animals
3rdbarkskin, spike growth
5thplant growth, wind wall
7thdominate beast, grasping vine
9thinsect plague, tree stride

Level 2 · Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Level 6 · Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Level 8 · 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Tempest Domain

Level 1 · Tempest Domain

Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

At each indicated cleric level, you add the listed spells to your spells prepared.

Tempest Domain Spells

Cleric LevelSpells
1stfog cloud, thunderwave
3rdgust of wind, shatter
5thcall lightning, sleet storm
7thcontrol water, ice storm
9thdestructive wave, insect plague

Level 2 · Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Level 6 · Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Level 8 · 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Trickery Domain

Level 1 · Trickery Domain

Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

At each indicated cleric level, you add the listed spells to your spells prepared.

Trickery Domain Spells

Cleric LevelSpells
1stcharm person, disguise self
3rdmirror image, pass without trace
5thblink, dispel magic
7thdimension door, polymorph
9thdominate person, modify memory

Level 2 · Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Level 6 · Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Level 8 · Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

War Domain

Level 1 · War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

At each indicated cleric level, add the listed spells to your spells prepared.

War Domain Spells

Cleric LevelSpells
1stdivine favor, shield of faith
3rdmagic weapon, spiritual weapon
5thcrusader's mantle, spirit guardians
7thfreedom of movement, stoneskin
9thflame strike, hold monster

Level 2 · Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Level 6 · Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Level 8 · 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Death Domain

Level 1 · 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).

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Death Domain Spells

Cleric LevelSpells
1stfalse life, ray of sickness
3rdblindness/deafness, ray of enfeeblement
5thanimate dead, vampiric touch
7thblight, death ward
9thantilife shell, cloudkill

Level 2 · 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.

Level 6 · 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.

Level 8 · 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.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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.

Arcana Domain

Level 1 · 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 SCAG and SCAG, as well as SCAG 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.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Arcana Domain Spells

Cleric LevelSpells
1stdetect magic, magic missile
3rdmagic weapon, Nystul's magic aura
5thdispel magic, magic circle
7tharcane eye, Leomund's secret chest
9thplanar binding, teleportation circle

Level 2 · 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 use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then 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 below.

Arcane Banishment

Cleric levelBanishes Creatures of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Level 6 · Spell Breaker

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.

Level 8 · Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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.

Ambition Domain (PSA)

Level 1 · Ambition Domain (PSA)

Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.

At each indicated cleric level, add the listed spells to your spells prepared.

Ambition Domain Spells

Cleric LevelSpells
1stbane, disguise self
3rdmirror image, ray of enfeeblement
5thbestow curse, vampiric touch
7thdeath ward, dimension door
9thdominate person, modify memory

Level 2 · Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Level 6 · Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Level 8 · Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Knowledge Domain (PSA)

Level 1 · Knowledge Domain (PSA)

Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.

Kefnet's domain is identical to the Knowledge domain in the Player's Handbook.

Solidarity Domain (PSA)

Level 1 · Solidarity Domain (PSA)

Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.

At each indicated cleric level, add the listed spells to your spells prepared.

Solidarity Domain Spells

Cleric LevelSpells
1stbless, guiding bolt
3rdaid, warding bond
5thbeacon of hope, crusader's mantle
7thaura of life, guardian of faith
9thcircle of power, mass cure wounds

Level 2 · 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.

Level 6 · Oketra's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Level 8 · 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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.

Strength Domain (PSA)

Level 1 · Strength Domain (PSA)

It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.

At each indicated cleric level, add the listed spells to your spells prepared.

Strength Domain Spells

Cleric LevelSpells
1stdivine favor, shield of faith
3rdenhance ability, protection from poison
5thhaste, protection from energy
7thdominate beast, stoneskin
9thdestructive wave, insect plague

Level 2 · Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Level 6 · Rhonas's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.

Level 8 · 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Zeal Domain (PSA)

Level 1 · Zeal Domain (PSA)

The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.

At each indicated cleric level, add the listed spells to your spells prepared.

Zeal Domain Spells

Cleric LevelSpells
1stsearing smite, thunderous smite
3rdmagic weapon, shatter
5thhaste, fireball
7thfire shield (warm shield only), freedom of movement
9thdestructive wave, flame strike

Level 2 · Channel Divinity: Consuming Fervor

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.

When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Level 6 · Resounding Strike

At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Level 8 · 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can't use it again until you finish a long rest.

Forge Domain

Level 1 · 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.

At each indicated cleric level, add the listed spells to your spells prepared.

Forge Domain Spells

Cleric LevelSpells
1stidentify, searing smite
3rdheat metal, magic weapon
5thelemental weapon, protection from energy
7thfabricate, wall of fire
9thanimate objects, creation

Level 2 · 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 source=phb, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Level 6 · Soul of the Forge

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.

Level 8 · 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.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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

Level 1 · 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 Spells

Cleric LevelSpells
1stbane, false life
3rdgentle repose, ray of enfeeblement
5threvivify, vampiric touch
7thblight, death ward
9thantilife shell, raise dead

Level 2 · 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.

Level 6 · 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.

Level 8 · Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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

Level 1 · Order Domain

The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, DMG, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and DMG.

The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

At each indicated cleric level, you add the listed spells to your spells prepared.

Order Domain Spells

Cleric LevelSpells
1stcommand, heroism
3rdhold person, zone of truth
5thmass healing word, slow
7thcompulsion, locate creature
9thcommune, dominate person

Level 2 · Channel Divinity: Order's Demand

Starting at 2nd level, 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.

Level 6 · Embodiment of the Law

At 6th level, you 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.

Level 8 · 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Order's Wrath

Starting at 17th level, 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

Level 1 · 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 DeityPantheon
SCAGElven
SCAGDwarven
BoldreiEberron
SCAGHalfling
EldathForgotten Realms
SCAGGnomish
PaladineDragonlance
RaoGreyhawk

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 LevelSpells
1stheroism, sanctuary
3rdaid, warding bond
5thbeacon of hope, sending
7thaura of purity, Otiluke's resilient sphere
9thgreater restoration, Rary's telepathic bond

Level 2 · 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.

Level 6 · 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.

Level 8 · Potent Spellcasting

8th-level Peace Domain feature

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

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · 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

Level 1 · 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 DeityPantheon
BoldreiEberron
CelestianGreyhawk
Dol ArrahEberron
HelmForgotten Realms
IlmaterForgotten Realms
MishakalDragonlance
SelûneForgotten Realms
YondallaHalfling

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 LevelSpells
1stfaerie fire, sleep
3rdmoonbeam, see invisibility
5thaura of vitality, Leomund's tiny hut
7thaura of life, greater invisibility
9thcircle of power, mislead

Level 2 · 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.

Level 6 · 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.

Level 8 · 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.

Level 8 · Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Twilight Shroud

17th-level Twilight Domain feature

The twilight that you summon offers a protective embrace: you and your allies have 3 while in the sphere created by your Twilight Sanctuary.

Art Domain

Level 1 · Art Domain

A woman wrapped in colorful fabrics dancing at the edge of a canal, her mind only focused on her heart and her art. The movements carry a melody belonging to the stars unveiled, and it reminds those watching her of whatever belief lies in their spirits and minds. The art is heavenly. The woman understands it better than anyone. She believes in herself and lets her faith find its true nature through her hands and takes shape in the fabric of the world as the opus she fleshes out.

In an atelier nearby, a sculptor molds what the earth has given him: stone and soil. Sweating and working hard on a hot summer's day to finalize the touches of his hammer, he can finally call the statue his magnum opus. The shape mesmerizes its viewers and invokes the deepest feelings within viewers' hearts and offers a glimpse into a world they believe in. The power of the hand's craft is one of the best ways to put faith out to everyone, for every believer.

Art is more than an inspirational calling to you: it is the search for the divine itself. By expressing your ideas, your thoughts, your imagination with all the colors in your mind, you find a divine calling in your heart. Your belief finds its way through your art. Your talents show your dedication, your art pieces prove your faith, and through you, whichever power, ideal or deity you believe in finds its voice and presence in the world.

Art domain clerics could be followers of Apollo, Dionysus, Aphrodite, Artemis, Athena, or Hephaestus from Hellenic mythology (or their Roman counterparts), Odin or Bragi from Norse mythology, or a deity of the arts from another pantheon. They could also follow the footsteps of great artists, singers, and poets in the ancient world, such as Orpheus, Homer, Sappho, or the West African griots. Work with your GM to find a divine inspiration that fits into your game.

At each indicated cleric level, you add the listed spells to your spells prepared:

Art Domain Spells

Cleric LevelSpells
1marvelous performance, illusory taunt
3amplify feelings, calm emotions
5majestic performance, slow
7fabricate, freedom of movement
9disrupt one's weave, telekinesis

Level 1 · Beauty of the Art

You choose an aspect of the art and channel your divine inspiration with it.

Sculpture: Your touch becomes a deadly one and invokes the beauty captured in stillness. You have proficiency with Mason's tools and Woodcarver's tools, and you have access to the following abilities:

  • You have the ability to momentarily immobilize your enemies, by turning their limbs to stone for a very limited time. When you hit a creature with an attack, you can expend a spell slot to force them to succeed on a Constitution saving throw. On a failed save, it loses half of its movement speed. If you score a critical hit, its speed is reduced to 0. You can concentrate on this as if you are concentrating on a spell for 1 minute. You can only have 1 creature affected by this at the same time.
  • If you spend 250 gp worth of materials (e.g.: the blood of a fiend killed under the moonlight, an enchanted whetstone, etc.) and perform a 10 minute ritual with those materials, you can end the petrified condition on a creature.
  • You learn the mending cantrip, and it doesn't count against your known cantrips. It is a cleric cantrip for you. You choose a portion of dirt or stone that you can see within 60 ft. and that fits within a 1-foot cube. You manipulate it and cause it to have shapes and writings appear on them, or make a surface made of stone (5-foot cube) difficult terrain for 10 minutes.
  • Your unarmed melee attacks deal double damage to objects. Additionally, once per day as a bonus action, you can make your hands take on a hard, marble-like form. While like this, you can make two unarmed melee attacks when you take the Attack action; these unarmed strikes use your Wisdom modifier and deal 1d6 + your Wisdom modifier bludgeoning damage. Your hands revert to their original form immediately after you make your unarmed attacks, or after a number of minutes equal to your Wisdom modifier. You can't use this feature again until you finish a long rest.

Painting: Your connection with colors, light, paintings, drawings, and the visible world increases significantly. You have proficiency with Painter's supplies and have access to the following abilities:

  • You learn the minor illusion cantrip. It's a cleric cantrip for you, and it doesn't count against the cantrips you know; you can also cast the silent image spell at will; it also doesn't count against the spells you can prepare each day.
  • You have Advantage on ability checks to detect illusions.
  • You can invoke your divine inspiration by spreading the colorful world of the canvases to your enemies or your allies. You learn the color spray spell, which does not count against the number of spells you know. You can cast it at 1st level without expending a spell slot or material components once per long rest.
  • Select a color that you can see within 120 ft. of you. For the next 10 minutes, each creature carrying this color within 60 ft. of you is affected by one of the following effects. You can use this a number of times equal to your Wisdom modifier and regain all expended uses on a long rest.
  • They must succeed on a Wisdom saving throw against your spell save DC. On a failed save, they experience the illusions chosen by you as if they were real. Their reaction towards the chosen illusions are determined by the GM. They remain affected until they are no longer carrying the chosen color or until they leave your 60 ft. range. On a successful save, the target is immune to this effect for 24 hours.
  • All have Advantage against being charmed.
  • All have Advantage on Stealth checks.

Music: Either by singing or playing an instrument (or both), you invoke the divine notes that fill your heart with devotion and bring down wrath upon your enemies. You gain proficiency in a musical instrument of your choice and gain the abilities below. You have access to these abilities as long as you can speak.

  • You ignore somatic components for cleric spells.
  • You gain the ability to use the following Orisons. You can use them a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. You can also use one of them if you expend a spell slot.
  • Stunning Orison: As an action, you force an enemy that can hear your music within 60 ft. to succeed on a Wisdom saving throw; on a failure, they can only use one of the following for its next turn: bonus action, action, or reaction.
  • Charming Orison: As an action, you force an enemy that can hear your music within 60 ft. to succeed on a Wisdom saving throw or they can't attack an ally of your choice, can't target them with a harmful or negative affecting spell, or include them in a harmful spell or similar effect until the end of your next turn.

Dancing: Your devotion and dedication can't fit in your body and must be expressed with divine movements. You gain the following abilities:

  • Your movement speed increases by 10 ft.
  • Your Armor Class increases by 2 unless your speed becomes 0.
  • When you are forced to make a saving throw other than Wisdom, you add your Wisdom modifier to the roll.

Level 1 · Actions of the Wise

You gain proficiency in a Charisma skill of your choice. You can use Wisdom instead of Charisma for that skill, representing your mental fortitude and confidence in your divine cause.

Level 2 · Channel Divinity: Expression of Desires

Starting at Level 2, you can simply gaze into someone's soul and understand it better. You force a creature within 5 ft. of you to succeed on a Charisma saving throw against your spell save DC or you learn their alignment and their intent toward you. If they fail by 5 or more, they speak aloud a desire from their heart that they are reluctant to share with most people.

Level 6 · Allure of the Art

By level 6, your abilities in your pursuit have flourished greatly. Your chosen aspect gets more powerful in the following ways:

Sculpture: Your connection with the myriad shapes and grains of stone increases.

Two times a day, you can attempt to touch a creature with a melee spell attack. On a hit, it is marked by you and starts to become petrified. If you hit the marked creature two more times in the next minute, it is completely petrified. Your first hit causes the creature to lose 10 ft. of movement until the end of your next turn, and the second hit causes the creature to lose half of their movement. On the third hit, makes the target completely petrified for 1 hour. If you expend a 3rd level spell slot right after the third hit as a reaction, the petrified condition's duration can be increased up to 8 hours.

Painting: Your way with the colors of the world greatly increases.

When you choose a color not carried or worn by creatures, you can choose an object or surface within 60 ft. of you. It may act as a point of origin for your spells for 1 minute; for example, even if you are 20 ft. away from a creature who is within 5 ft. of the selected point, you can cast a touch spell on it. In addition, you can cause a 10-foot cube surface or wall that has the chosen color to be affected by one of the options below:

  • It is ignited by fire. Any creature within 5 ft. of the area must succeed on a Dexterity saving throw or take 2d6 fire damage and 2d6 radiant damage or half as much on a successful save.
  • If it's a surface, it is covered with ice. It is now difficult terrain, and creatures that spend at least 5 ft. of movement there must succeed on a Dexterity saving throw or fall prone.
  • You can make any shape, color, writing or similar appear for 10 minutes. It can be a moving picture, but it can't leave the area of effect. For example, you can simulate a devil's mouth that is moving.

In addition, when you cast a spell, you can ignore verbal components. You can do so two times and regain the ability to do so when you finish a long rest.

Music: Your song reaches the clouds and carries the tone of your devotions.

When you use an Orison, you can expend a spell slot to increase its duration to 1 minute, but you must concentrate on it as if you are concentrating on a spell, and you must be able to speak.

Dancing: Your movements carry the essences of your divinity better than before.

You can take the Dodge action as a bonus action on your turn unless your speed is 0.

Level 6 · Pursuit of Greatness

Rather than taking an Allure of the Art ability, you can choose another aspect from Level 1: Beauty of the Art.

Level 8 · Blessed by the Art

Your artistic expression affects your battle prowess. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Level 17 · Arte Magnifica

The power of expression is supreme within you, and it cannot be contained. You can invoke a word as an action to restore all of your expended spell slots that are 5th level or lower. For each slot that was not expended when you use this feature, you gain 2 temporary hit points for each level that is unused. For example, if you have 4 of the 1st level spell slots and 1 of the 3rd level spell slots that were unexpended when you use this feature, you gain 14 temporary hit points. Alternatively, you can give these temporary hit points to an ally of your choice within 60 ft. of you that you can see.

Spell list

Cantrips

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

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