Class
Cleric
Official reference · XPHB · 2024
- Hit die
- 8
- Spellcasting
- full
- Subclass title
- Cleric Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Channel Divinity | Cantrips | Prepared Spells | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots | 6th-level slots | 7th-level slots | 8th-level slots | 9th-level slots |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 0 | 3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | 2 | 3 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | 2 | 3 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | 2 | 4 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | 2 | 4 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | 3 | 4 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | 3 | 4 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 4 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 4 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 4 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class features
LEVEL 1
Spellcasting
You have learned to cast spells through prayer and meditation. See 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the class=Cleric later in the class's description.
Cantrips
You know three cantrips of your choice from the class=Cleric. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the class=Cleric.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the class=Cleric, as shown in the Cantrips column of the Cleric Features table.
Spell Slots
The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the class=Cleric. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the class=Cleric until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
LEVEL 2
Channel Divinity
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
LEVEL 3
Cleric Subclass
You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.
LEVEL 4
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
LEVEL 5
Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
LEVEL 6
Subclass Feature
You gain a feature from your Cleric Subclass.
LEVEL 7
Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
LEVEL 8
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 10
Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.
LEVEL 12
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 14
Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
Divine Strike
The extra damage of your Divine Strike increases to 2d8.
Potent Spellcasting
When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
LEVEL 16
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 17
Subclass Feature
You gain a feature from your Cleric Subclass.
LEVEL 19
Epic Boon
You gain an category=EB or another feat of your choice for which you qualify. Boon of Fate is recommended.
LEVEL 20
Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
Cleric Subclass
Nature Domain
Level 3 · Nature Domain
Level 3 · Channel Divinity: Charm Animals and Plants
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 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 3 · Tempest Domain
Level 3 · Channel Divinity: Destructive Wrath
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 17 · Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Death Domain
Level 3 · Death Domain
Level 3 · Channel Divinity: Touch of Death
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 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.
Ambition Domain (PSA)
Level 3 · Ambition Domain (PSA)
Level 3 · Channel Divinity: Invoke Duplicity
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 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 3 · Knowledge Domain (PSA)
Solidarity Domain (PSA)
Level 3 · Solidarity Domain (PSA)
Level 3 · Channel Divinity: Preserve Life
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 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 3 · Strength Domain (PSA)
Level 3 · Channel Divinity: Feat of Strength
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 17 · Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Zeal Domain (PSA)
Level 3 · Zeal Domain (PSA)
Level 3 · Channel Divinity: Consuming Fervor
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 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 3 · Forge Domain
Level 3 · Channel Divinity: Artisan's Blessing
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 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.
Order Domain
Level 3 · Order Domain
Level 3 · Channel Divinity: Order's Demand
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 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 3 · Peace Domain
Level 3 · Channel Divinity: Balm of Peace
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 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 3 · Twilight Domain
Level 3 · Channel Divinity: Twilight Sanctuary
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 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.
Life Domain
Level 3 · Life Domain
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Level 6 · Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
Level 17 · Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Light Domain
Level 3 · Light Domain
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.
Level 6 · Improved Warding Flare
You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
Level 17 · Corona of Light
As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Trickery Domain
Level 3 · Trickery Domain
Make Mischief and Challenge Authority
The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.
Level 6 · Trickster's Transposition
Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.
Level 17 · Improved Duplicity
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
Shared Distraction
When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.
Healing Illusion
When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.
War Domain
Level 3 · War Domain
Inspire Valor and Smite Foes
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
Level 6 · War God's Blessing
You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Level 17 · Avatar of Battle
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Knowledge Domain
Level 3 · Knowledge Domain
Unearth Secrets and Master the Mind
The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.
Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as FRHoF and FRHoF, among many others.
Level 6 · Unfettered Mind
You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).
Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.
Level 17 · Divine Foreknowledge
As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).
Grave Domain
Level 3 · Grave Domain
Embody Deific Forces of Death
The Grave Domain concerns itself with the boundary between life and death. To those who tap into this domain's power, death is a natural and inevitable part of the multiverse. Such Clerics seek to destroy undead and shepherd spirits.
The magic of this domain also allows these Clerics to stave off death for a time. But this is merely a delay of death, not a denial of it, for the grave will always claim its due.
Level 6 · Sentinel at Death's Door
When you or a Bloodied creature you can see within 60 feet of yourself is hit with an attack roll, you can take a Reaction to halve that attack's damage (round down). If the triggering attack roll was a Critical 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 17 · Divine Reaper
Your deep connection to this domain renders you a hallowed harbinger of death, granting you the following benefits.
Enhanced Necromancy
When you cast a spell of level 5 or lower from the Necromancy school that targets one creature, or when you cast a spell from the XPHB, you can expend a use of Channel Divinity to target a second creature within the spell's range. If the spell requires costly or consumed Material components, you must provide Material components for each target.
Keeper of Souls
When an enemy dies within 60 feet of you, you or one creature you can see within 60 feet of yourself regains Hit Points equal to twice your Cleric level. You can't use this feature if you have the Incapacitated condition. Once you use this feature, you can't use it again until you finish a Short or Long Rest, unless you expend a level 6+ spell slot (no action required) to restore your use of it.
Arcana Domain
Level 3 · Arcana Domain
Amplify Your Magical Power
Magic suffuses the multiverse and fuels both destruction and creation. Clerics with the Arcana Domain view magical knowledge not as power to be used in pursuit of personal ends, but as a gift they have the responsibility to share.
Gods associated with the Arcana Domain know the secrets and potential of magic intimately. These gods are often connected to knowledge, secrecy, or power.
Level 6 · Dispelling Recovery
Immediately after you cast a spell with a spell slot that restores Hit Points to a creature or ends a condition on a creature, you can cast Dispel Magic as part of that action, Bonus Action, or Reaction, and without expending a spell slot.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You also restore your use of it by expending one use of Channel Divinity (no action required).
Level 17 · Magical Mastery
You learn four level=6;7;8;9, one from each of levels 6, 7, 8, and 9. You thereafter always have those spells prepared. Whenever you gain a Cleric level, you can replace one of these spells with another level=6;7;8;9 of the same level.
Art Domain
Level 3 · 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 Level | Spells |
|---|---|
| 1 | marvelous performance, illusory taunt |
| 3 | amplify feelings, calm emotions |
| 5 | majestic performance, slow |
| 7 | fabricate, freedom of movement |
| 9 | disrupt one's weave, telekinesis |
Level 3 · 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 3 · 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 3 · 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.