Air Acolyte
At 1st level, your
knowledge of all things related to air allows you a +1 on all saving
throws vs. harmful attacks against you that relate to breathing, such as
poisonous clouds.
Elemental Proficiency
At 1st level, you can
turn earth creatures with your Turn Undead ability, and you gain proficiency with all ranged weapons.
Channel Divinity
Winds of Wrath -- At 2nd level when you use a ranged
weapon attack, can re-roll the number of damage dice equal to your wisdom
modifier. You must keep the re-rolls. This effect lasts for 1 minute.
Channel Divinity
Animal Communication -- At 6th level, you can speak
with all forms of flying beasts.
Channel Divinity
Divine Strike -- At 8th level, this acts the same as
all of the other Divine Strike abilities except you can only use it on
ranged weapon attacks and it deals piercing damage.
Channel Divinity
Winged Shapechanger -- At 18th level, you can use
this ability. It is the same as the Wizard Transmutation ability found on
page 119 of the PH, but you can only turn in to flying creatures of
challenge rating 3 or lower.
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Animal Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Animal Friendship |
Speak with Animals |
3rd |
Beast Sense |
Conjure Animals |
5th |
Conjure Woodland
Beings |
Dominate Beast |
7th |
Conjure Fey |
Regenerate* |
9th |
Shape Change |
True Resurrection* |
* = as per spell but only works on animals
Bonus Proficiency
At first level, you gain proficiency in Animal
Handling.
Animal Advocate --
Starting at 1st level, Animals will not see you as a threat and will only attack you if: 1.
ordered to by a master they are loyal to. 2. compelled by a spell. 3. you
attack them. If they are guarding something, they will not attack you
unless you infringe upon their guarded space or attack them.
Channel Divinity
Animal Acuities -- At 2nd level, you can use your
Channel Divinity to heighten your 5 senses (touch, taste, sight, sound,
and hearing). You gain the ability to make a proficiency check for any
instance where your senses come into play. You will add your proficiency
bonus plus your constitution bonus to all checks.
Channel Divinity
Pack Protector -- At 6th level, you can use your
Channel Divinity to project your power to protect friendly animals in your
presence. If any such animals that are within 30' of you are attacked by
magic you can use your reaction to give them resistance to the creature
against that instance of the damage.
Channel Divinity
Divine Strike -- At 8th level, this acts the same as
all of the other Divine Strike abilities.
Channel Divinity
Bane/Bless Beasts -- At 17th level, you can choose
to use your Channel Divinity to cause Bane or Bless on beasts. For Bane,
any beasts within 60' of 4 HD or less (up to 60 total hit dice) will
automatically flee in fear from you for 3d6 rounds. 5 HD or above will
gain a DC 16 wisdom save or flee. For Bless, all friendly beasts within
60' will gain a +2 to attacks and all saving throws.
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Balance Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Bane |
Bless |
3rd |
Augury |
Calm Emotions |
5th |
Clairvoyance |
Dispel Magic |
7th |
Banishment |
Divination |
9th |
Greater
Restoration |
Scrying |
Bonus Proficiency
At first level, you gain proficiency in Animal
Handling.
Promoter of Balance
Starting at 1st level, you have the ability to bring balance to a
situation. This means you can project your power to any single creature
you choose (as well as yourself) within 30' and provide them with a +1
bonus to their attacks and saving throws.
Channel Divinity
Help/Hinder -- At 2nd level, you can use your
Channel Divinity to provide help to your allies or hindrance to those
opposing you. You can project your power to any number of creatures equal
to 1 + your charisma modifier within 30' and provide them with advantage (help) or
disadvantage (hinder). This effect lasts for 1 minute and requires
concentration.
Channel Divinity
Divine Synch -- At 6th level, you can use your
Channel Divinity to reflect attacks or aid. If you are attacked in any way
(magical, physical, etc.) and you miss your save, the attacker must make
the same save or suffer whatever effects you suffered. This can also be
used when you are the recipient of friendly spells, such as haste. So if
an ally casts haste on you, they would gain haste as well. This only
applies to one attack, spell, etc. So if you are attacked with three
different spells from three different attackers, you must pick which one
the Divine Synch will apply to.
Channel Divinity
Divine Strike -- At 8th level, this acts the same as
all of the other Divine Strike abilities.
Detect Imbalance -- At
17th level, you can use your Channel Divinity to ascertain the greatest
cause of imbalance in the area. You must spend at least 1 minute in
meditation and prayer and up to a number of minutes equal to your wisdom
score. During this time, you can determine what is causing an imbalance in
the area (up to a mile distant). You will know if the imbalance is due to
a creature, magical event, or other. You will be able to pinpoint the
location of the imbalance. You will be able see a shadowy image of what it
is and will recognize it once you see it.
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Chaos Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Create/Destroy
Water |
Fog Cloud |
3rd |
Blindness/Deafness |
Enhance Ability |
5th |
Dispel Magic |
Sleet Storm |
7th |
Blight |
Dimension Door |
9th |
Contagion |
Insect Plague |
Bonus Proficiency
At 1st level, you have proficiency in the Deception
skill.
Channel Divinity
Chaotic Influence -- At 2nd level, you can use
your Channel Divinity to introduce chaos in a situation for a single
opponent for two rounds. Any one creature of your choice that attacks you
will make a DC 15 save vs. their dexterity. A fail means one of their
attacks fail because they tripped, stumbled, lost concentration, or any
other similar reason. If the affected creature has multiple attacks, the
succeeding attacks will not be affected. This applies to spells as well as
physical attacks. The range on this effect is 30' and it lasts for 2
attack rounds.
Channel Divinity
Divine Discord -- At 6th level, you can use your
Channel Divinity to cause problems for your enemies. All enemies within
60' will suffer a -4 to their attack rolls due to a disruption in their
morale. The effect lasts one round.
Channel Divinity
Divine Strike -- At 8th level, this acts the same as
all of the other Divine Strike abilities (1d8 points of damage once per
attack and 2d8 at 14th level).
Channel Divinity
Resonance Shift -- At 17th level, you can use your
Channel Divinity to cause chaos to erupt in an 80' radius around you.
Enemies of Lawful alignment will suffer a -4 to attacks, saves, and skill
checks used against you. You will receive a +4 to attacks, saves, and
skill checks used against Lawful enemies within the area of effect. This
effect lasts for 3 rounds.
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Dark Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Darkvision (2nd
lv. spell) |
Sleep |
3rd |
Blindness/Deafness |
Darkness |
5th |
Blinding Smite* |
FNondetection |
7th |
Evard's Black
Tentacles |
Guardian of Faith |
9th |
Cloudkill |
Modify Memory |
*no light in the spell's description, Radiant =
Necrotic, meaning their eyes turn black
Bonus Cantrip
At 1st level, you gain the ability to cast Eldritch
Blast. Also at 1st level, you gain proficiency with Perception and
Stealth.
Channel Divinity
Snuff out the Light -- At 2nd level, you can use
your Channel Divinity to extinguish one light source per cleric level. If
the light source is magical, you and the DM both roll 1d20s. If your roll
is higher than that of the DM, you are successful. Ties are rerolled.
Channel Divinity
Darkness -- At 6th level, you can use your Channel
Divinity to cast the Darkness spell or the Darkvision spell without using
up a spell slot. The duration of this ability is 1 minute.
Divine Strike -- At 8th level, this acts the same as all of the other
Divine Strike abilities except that Radiant gets changed to Necrotic
damage.
Channel Divinity
Creature of Darkness -- At 17th level, you can use
your Channel Divinity to cast an effect that is the same as the Wizard
Spell Transmutation Shapechanger ability found on page 119, but you can
only turn into nocturnal creatures of CR 3 or lower.
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Death Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
False Life |
Ray of Sickness |
3rd |
Blindness/Deafness |
Ray of
Enfeeblement |
5th |
Animate Dead |
Vampiric Touch |
7th |
Blight |
Death Ward |
9th |
Anti-Life Shell |
Cloudkill |
Bonus Proficiency
At 1st level, you gain proficiency with martial
weapons.
Reaper
Also at 1st level, you learn one necromantic cantrip of your choice from any spell list. When you cast a
necromancy cantrip that normally targets only one creature, the spell can
instead target two creatures within range and within 5' of each other.
Channel Divinity
Touch of Death -- At 2nd level, you can use your
Channel Divinity to destroy another creature's life force by touch. When
you hit a creature with a melee attack, you can use Channel Divinity to
deal extra necrotic damage to the target. The damage equals 5 + twice your
level.
Channel Divinity
Inescapable Destruction -- At 6th level, your
ability to channel negative energy becomes more potent. Necrotic damage
dealt by your spells and Channel Divinity options ignores resistance to
necrotic damage.
Channel Divinity
Divine Strike -- At 8th
level, you gain the ability to infuse your weapon strikes with necrotic
energy. Once on each of your turns when you hit a creature with a weapon
attack, you can choose to deal an extra 1d8 necrotic to the target. When
you reach 14th level, the extra damage increases to 2d8.
Channel Divinity
Improved Reaper -- At 17th level, when you cast a
necromancy spell of 1st through 5th level that targets only one creature,
the spell can instead target two creatures that are within 5' of each
other. If the spell consumes its material components, the cleric must
provide them for each target.
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Destruction Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Thunderous Smite |
Wrathful Smite |
3rd |
Branding Smite |
Knock |
5th |
Blinding Smite |
Vampiric Touch |
7th |
Rusting Grasp |
Staggering Smite |
9th |
Cloudkill |
Destructive Wave |
Bonus Cantrip/Proficiency
At 1st level, you gain the Acid Splash cantrip.
Also, at 1st level, you gain proficiency with all martial weapons.
Channel Divinity
Smite of Doom -- At 2nd level, you can use your
Channel Divinity to smite an opponent with a single attack. When you successfully hit with a
smite, it deals maximum damage. This lasts for 1 minute.
Channel Divinity
Make it Hurt -- At 6th level, you can use your
Channel Divinity to deal an extra 1d4 pts of damage (+1 per cleric level)
per attack when successfully hitting with a melee
attack. This lasts for 1 minute.
Divine Strike -- At 8th
level, you gain the ability to infuse your weapon with holy magic. 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.
Channel Divinity
Drink My Pain -- At 17th level as a reaction, you can use your
Channel Divinity to transfer damage. Whenever you take damage from any
source, you can funnel that pain to any target with 60' of you. If they
fail a constitution saving throw, they take an equal amount of damage. If
they make a successful saving throw, they only take half of that damage.
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Earth Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Arms of Hadar* |
Wrathful Smite |
3rd |
Glitterdust |
Shatter |
5th |
Elemental Weapon
(acid) |
Stone Shape |
7th |
Conjure Minor
Elemental (earth) |
Transmute Rock |
9th |
Conjure Elemental
(earth) |
Wall of Stone |
*Spell's description is modified so that the arms
are made from stone and dirt and they deal bludgeoning damage instead
Bonus Cantrip/Proficiency
At 1st level, you gain the ability to cast the
Mending cantrip. Also, you gain proficiency with martial weapons and heavy
armor.
Channel Divinity
Fellowship of Stone -- At 2nd level, you can use
your Channel Divinity to affect stones. You can cause a number of small stones
the size of sling bullets that are within 30' of you. The number you can
affect is one at 2nd level and then one for each additional level up to a
total of 6 (at 7th level). You cause the stones to strike a single target
within 30/120' of you. Their attack bonus is equal to your own ranged
attack bonus. This ability
doesn't work if there are no stones present in the surrounding area. Each
stone deals 1d4 points of bludgeoning damage. The effect lasts for one
round.
Channel Divinity
Hibernation of Earth -- At 6th level, you can use
your Channel Divinity to meld into the Earth. Treat it as a Meld into
Stone spell, with the exception that the surface or object can be stone or
any earthly material that is softer than stone.
Elemental Wrath -- At
8th level, you gain an advantage in battle. You have the advantage when
attacking Air, Fire, and Water Elementals. Once per long rest, you can
have attacks that target the other forms of elementals deal maximum
damage. At 14th level, you can use this ability twice per long rest.
Channel Divinity
Earth Elemental -- At 17th level, you can use your
Channel Divinity to change yourself. Once per long rest, you can become a
medium
earth or stone elemental. This lasts for a number of rounds equal to your
cleric level.
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Evil Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Bane |
Protection from
Good |
3rd |
Enthrall |
Phantasmal Force |
5th |
Bestow
Curse |
Fear |
7th |
Evard's Black Tentacles |
Phantasmal Killer |
9th |
Dominate Person |
Mislead |
Bonus Cantrips
At 1st level, you gain the ability to cast the
cantrips Poison Spray and Shocking Grasp.
Channel Divinity
Evil's Cloak -- At 2nd level, you can use your
Channel Divinity to protect yourself with evil. When you choose a single
enemy within 30', they must make a wisdom save or suffer doubt about why
they should attack you. If they make the save, they are unaffected. A
failed save means they suffer a -2 to hit you with melee and range attaks,
and a 10% fail
chance on any spell they try to cast on you. This affect lasts for 1
minute.
Channel Divinity
Evil Sense -- At 6th level, you can use your Channel
Divinity to determine if those around you intend you harm or identify any creature
with a good alignment (whether they intend you harm or not). This
lasts for 1 minute and has a range of 60'.
Divine Strike -- At 8th
level, you can use your Channel Divinity as a divine strike the same as
that described in the 5th ed. PH with the exception that your attacks do
an additional 1 point of damage per level vs. good-aligned enemies.
Channel Divinity
Beacon of Evil -- At 17th level, you can use your
Channel Divinity to inspire. When you spend a round
concentrating, your divine presence causes allies of evil alignment to
fight harder and/or become more effective at what they are doing. This
means that those within 80' of you will gain advantage on all attack rolls
involving melee attacks. They will also enjoy a +2 to their dc check when
opponents are saving vs. their magical attacks. This effect lasts for 2
minutes.
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Fire Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Burning Hands |
Searing Smite |
3rd |
Continual Flame |
Heat Metal |
5th |
Elemental Weapon
(fire) |
Fireball |
7th |
Conjure Minor
Elemental (fire) |
Wall of Fire |
9th |
Conjure Elemental
(fire) |
Planar Binding
(fire) |
Bonus Cantrips
At 1st level, you gain the ability to cast the
cantrip Produce Flame.
Turn Water Creatures
At 1st level, you can use your turn undead ability
on water creatures.
Channel Divinity
Sculpt Spells -- At 2nd level, you can use your
Channel Divinity as the wizard's Evocation ability found on page 117 of
the 5th ed. PH.
Channel Divinity
Wreathed in Holy Fire -- At 6th level, you can use
your Channel Divinity for this ability. Any creature that ends its turn
within a 5' radius of you must make a dexterity saving throw or take 2d6
points of fire damage. On a failed saving throw, they take half damage.
Undead take full damage on a failed saving throw. If you move and
creatures enter into this radius, they also need to make a saving throw.
This effect lasts for 1 minute.
Channel Divinity
Burn the Unholy -- At 8th level, you can use your
Channel Divinity for this ability. Any turned undead (using the channel
divinity) also take 1d6 fire damage per cleric level on a failed dexterity
saving throw. If they make the save, they take no damage. Undead that are
destroyed are burned into a pile of ashes.
Channel Divinity
Burning Martyr -- At 17th level, you can use your
Channel Divinity for this ability. Use your action to activate an aura of
holy fire around you. This lasts for 1 minute (regardless of whether you
are still alive or dead by then). This aura, which moves with you, is
centered on you and it has a 60' radius. Your enemies within this radius
get disadvantage on dex saving throws and your allies get advantage.
Enemies that fail the saving throw will take 10d6 fire damage, and those
that make the save take half damage.
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Good Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Detect Good/Evil |
Protection from
Evil |
3rd |
Aid |
Calm Emotions |
5th |
Beacon of Hope |
Daylight |
7th |
Guardian of Faith |
Locate Creature |
9th |
Dispel Evil |
Mass Cure Wounds |
Bonus Cantrips
At 1st level, you gain the ability to cast the
cantrips Friends and Light.
Channel Divinity
Good's Embrace -- At 2nd level, you can use your
Channel Divinity to protect yourself with good. When you choose a single
enemy within 30', they must make a wisdom save or suffer doubt about why
they should attack you. If they make the save, they are unaffected. A
failed save means they suffer a -2 to hit you with melee or a 10% fail
chance on any spell they try to cast on you. This affect lasts for 1
minute.
Channel Divinity
Good's Intuition -- At 6th level, you can use your Channel
Divinity to determine if those around you intend you harm or identify any
creature with an evil alignment (whether they intend you harm or not). This
lasts for 1 minute and has a range of 60'.
Divine Strike -- At 8th
level, you gain 1d8 points of damage per attack and 2d8 at 14th
level. Additionally, your attacks do an additional 1 point of
damage per level vs. evil-aligned enemies.
Channel Divinity
Good's Inspiration -- At 17th level, you can use
your Channel Divinity to inspire. When you spend a round
concentrating, your divine presence cause allies of good alignment to
fight harder and/or become more effective at what they are doing. This
means that those within 80' of you will gain advantage on all attack rolls
involving melee attacks. They will also enjoy a +2 to their dc check when
opponents are saving vs. their magical attacks. This effect lasts for 2
minutes.
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Healing Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Cure Wounds |
Healing Word |
3rd |
Lesser Restoration |
Prayer of Healing |
5th |
Mass Healing Word |
Revivfy |
7th |
Aura of Life |
Guardian of Faith |
9th |
Creation |
Mass Cure Wounds |
Bonus Cantrip/Proficiency
At 1st level, you gain the ability to cast the
cantrip Mending. You also gain the ability, as an action, to stabilize any character
at 0 hp three times per day. You regain the three applications after a
long rest.
Channel Divinity
Field Medic -- At 2nd level, you can use your
Channel Divinity for this ability. As an action you touch a single creature
and
heal it for 1d8 plus 1/cleric level. This also slows the effects of any
kind of poison or disease by half. So if a poison kills in 4 rounds, this
ability will slow it so that death occurs in 8 rounds (always round up).
Channel Divinity
Affliction Shield -- At 6th level, you can use your
Channel Divinity for this ability. You and allies within a 60' radius of
you will be immune to any afflictions that harm the body, such as disease,
poison, rot, etc. This ability works whether the afflictions are natural
or magical, and lasts for 1 minute. The shield properties will not affect
someone who is already afflicted, only new afflictions that they subject
to while under the shield.
Channel Divinity
Delay Death -- At 8th level, you can use your
Channel Divinity for this ability, which lasts 1 minute. When any ally within an 80' radius
of the cleric reaches 0 hit points, they are magically placed at 10 hit
points. After that, any ally who has benefited from the Delay Death
once may not receive the benefit from the same cleric until the cleric has
had a long rest and recast Delay Death. The ability does not apply to the
cleric who cast it, only his/her allies. The cleric can benefit from a
Delay Death cast by another cleric they are an ally of.
Channel Divinity
Life Anchor -- At 17th level, you can use your
Channel Divinity for this ability. You and all allies within an 80' radius
will be unable to die, even if they miss their saves. Their life forces
will simply remain anchored to their bodies for a period of 3 minutes.
This works even if a hit from an undead creature would otherwise kill the
character and turn them into an undead creature. After the 3 minute
period, the life force is released and any delayed effects come into play.
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Law Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Command |
Unseen Servant |
3rd |
Branding Smite |
Suggestion |
5th |
Clairvoyance |
Sending |
7th |
Aura of Purity |
Dominate Beast |
9th |
Dominate Person |
Hallow |
Bonus Cantrip/Proficiency
At 1st level, you can cast the cantrip Message. You
also gain proficiency in the History
skill.
Channel Divinity
Law and Order -- At 2nd level, you can use
your Channel Divinity to introduce order into a situation for a single
ally for one round. Any ally of your choice will automatically hit on one
of its attacks (if it has multiple attacks). If the ally is casting a
spell, they will automatically make any concentration checks and add a +1
to their dc save for the enemy their spell is directed at. The range on
this effect is 30' and it lasts for 2 attack rounds.
Channel Divinity
Word of Law -- At 6th level, you can use your
Channel Divinity to command your enemies. All enemies within
60' will make a DC 15 wisdom save. Those who save are unaffected. Those
who fail are under the effects of a Command spell (as per page 222 of the
5th ed. PH).
Divine Strike -- At 8th
level, your attack does an additional 1d8 points of damage and 2d8 at 14th
level..
Channel Divinity
Lawful Sanctuary -- At 17th level, you can use your
Channel Divinity to create a safe haven for you and your allies within an 80' radius around you
as if you had cast a mass Sanctuary Spell (as per page 272 of the 5th ed.
PH).
In addition, those of chaotic alignment entering the affected area will suffer
2d4 points of wracking pain per round. This ability also prevents scrying. This
effect lasts for 3 rounds.
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Luck Domain
Cleric Level |
1st Domain
Spell |
2nd
Domain Spell |
1st |
Bane |
Sanctuary |
3rd |
Alter
Self |
Mirror
Image |
5th |
Blink |
Counterspell |
7th |
Confusion |
Freedom of Movement |
9th |
Mislead |
Passwall |
Bonus Cantrip
At 1st level, you gain the ability to cast the
cantrip Minor Illusion.
Proficiency Boost
At 1st level, you gain the ability to add +2 to any
skill check of your choice. This can be done once per day for every three
cleric levels. So, a 3rd level cleric can use the boost twice per day
while a 6th level cleric can us it three times, etc. You must
declare that you intend to use this before any rolls are made.
Channel Divinity
Luck of the Roll -- At 2nd level, you can use your
Channel Divinity for this ability. After your or an ally makes a roll that
is unfavorable, you may declare that you're using your ability and effect
a re-roll. This can be done for you or any ally within 30' of you.
Channel Divinity
Good Luck -- At 6th level, you can use your Channel
Divinity to gain the Luck Feat. This effect lasts for 1 minute.
Channel Divinity
Blind Luck -- At 8th level, you can use your Channel
Divinity for this ability. Enemies casting spells at you or your allies
within a 80' radius will have a 50% chance that the spell will affect one
of their allies instead. This roll is only made if you or any of
your allies missed their save. For area of effect spells, each ally that
misses a save will make the 50% luck check. For every ally that makes a
successful roll, one enemy will suffer the effect of the spell. The enemy
affected will still get an appropriate save against the spell effects.
Fate's Luck -- At 17th
level, you can use your Channel Divinity for this ability. Any action you
take will come with the favorable luck of your deity. This means that any
decision you make will give you the best favorable result. This means that
you will always hit your intended target. Spells do maximum damage and/or
have the maximum effect on those you cast them on. Allies within an 80'
radius benefit from your luck, as well, except that the benefit only works
50% of the time. The effect lasts 1 minute.
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Magic Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Detect Magic |
Identify |
3rd |
Magic Weapon |
Nystul's Magic
Aura |
5th |
Dispel Magic |
Magic Circle |
7th |
Arcane Eye |
Polymorph |
9th |
Teleportation
Circle |
Telekinesis |
Arcane Blessing
At 1st level, you get a proficiency in the Arcana
skill and you can choose any one Wizard cantrip.
Bonus Cantrip
You can choose any one Sorcerer cantrip.
Channel Divinity
Regain Mana -- At 2nd level, you can use your
Channel Divinity to regain a spell slot of any level.
Channel Divinity
School of Thought -- At 6th level, you can use your
Channel Divinity to pick one of the schools of magic. You treat spells
from that school as if they were cleric spells that you can prepare and
cast. Wisdom is still the basis for your spell casting.
Soul Burning -- At 8th
level, you can use your Channel Divinity for this ability. When you are
out of spell slots and have no more Channel Divinity uses, you can harm
yourself to cast another spell. For ever spell slot you wish to use, you
take 1d6 points of damage upon the completion of the spell. So, a cleric
wishing to cast a 7th level spell will suffer 7d6 damage. If a cleric's
hit point in using soul burning takes them lower than -10, they begin to
lose Constitution points. They lose a point for every 10 points past -10.
For example, a cleric who casts a 9th level spell through soul burning and
takes enough damage to put them at -30 will suffer a loss of 3
Constitutions points that can only be restored by a Greater Restoration
spell. The damage taken by using sould burning represents the
burning of your soul or divine essence to make that spell happen.
Arcane's Chosen -- At
17th level, you can use your Channel Divinity for this ability. You have
advantage on all saving throws vs. spells from your chosen school of
magic. So for example if you choose the evocation school for your School
of Thought ability, and an evocation spell is hurled at you, you would
have advantage on that saving throw.
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Moon Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Faerie Fire |
Sleep |
3rd |
Darkvision |
Moonbeam |
5th |
Fly |
Remove Curse |
7th |
Dominate Beast |
Polymorph |
9th |
Dream |
Hold Monster |
Light of the Moon
At 1st level, when you are bathed in the light of
the moon, you gain advantage on your attack rolls.
Bonus Cantrip
At 1st level, you gain the cantrip Light.
Channel Divinity
Soothe the Beast -- At 2nd level, you can use your
Channel Divinity for this ability. You can target a druid in its wild shape
or a werecreature in its monstrous form. If they fail an intelligence
saving throw, they return once more to their original form.
Channel Divinity
Wild Shape -- At 6th level, you can use your Channel
Divinity to use wild shape as per the druid ability. The duration is 1
minute.
Channel Divinity
Moon's Healing Light -- At 8th level, when the light of the moon is
illuminating you and the target of your healing spells (at least half moon
or better in the sky), they receive
maximum healing.
Moon's Luck -- At 17th
level, you can use your Channel Divinity for this ability. You gain the
Lucky Feat when you are bathed in the light of the moon (at least half moon or better in the sky).
You have a number of luck points equal to half of your cleric level
rounded down.
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Protection Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Protection from Evil/Good |
Shield |
3rd |
Aid |
Protection from
Poison |
5th |
Protection from
Energy |
Spirit Guardians |
7th |
Fire Shield |
Guardians of Faith |
9th |
Circle of Power |
Wall of Force |
Bonus Cantrips
At 1st level, you gain the cantrips Blade Ward
and Resistance.
Channel Divinity
Saving Grace -- At 2nd level, you can use your
Channel Divinity to add +2 to all saving throws for you and
your allies for 1 minute. The range is 30'.
Channel Divinity
Protective Wing -- At 6th level, you can use your
Channel Divinity for this ability. You and any ally within 30' of you gain
a +3 to AC and a +3 to their saving throws. This lasts for 1 minute.
Channel Divinity
Ward of the Weak -- At 8th level, you can use your
Channel Divinity for this ability. You have a divine ward that absorbs
damage that you take. That ward has hit pints equal to your cleric level
plus your wisdom modifier. If you see a creature harmed within 30' of you,
you can choose to have the damage go to the ward instead. If the hit
points of the ward reaches zero, any further damage hurts you instead.
Once you create the ward, you can't create it again until you have a long
rest.
Channel Divinity
Resistance -- At 17th level, you can use your
Channel Divinity to gain the special ability called Spell Resistance (page
116 of the 5th ed. PH). The effect lasts 2 minutes.
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Strength Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Compelled Duel |
Jump |
3rd |
Enhance Ability
(strength or constitution) |
Enlarge/Reduce |
5th |
Haste |
Slow |
7th |
Deathward |
Freedom of
Movement |
9th |
Banishing Smite |
Bigby's Hand |
Bonus Proficiencies
At 1st level, you gain proficiency with Athletics.
Channel Divinity
Feat of Strength -- At 2nd level, you can use your
Channel Divinity for this ability. You can add +2 to any dice roll that
requires strength, such as pushing, pulling, breaking, throwing,
attacking, etc.
Channel Divinity
Tavern Brawler -- At 6th level, you can use your
Channel Divinity to gain the feat Tavern Brawler as described in the 5th
ed. PH.
Channel Divinity
Grappler -- At 8th level, you can use your Channel
Divinity to gain the feat Grappler as described in the 5th ed. PH.
Bestow Strength -- At
17th level, you can use your Channel Divinity for this ability. By
touching a creature, you can give them your Channel Divinity: Feat of
Strength ability. If they don't perform a feat of strength within 1
minute, the effect ends. All those touched fall under the same
restrictions and limitations of its use as if they were all one character.
For example, if you can use Channel Divinity 3 times per day and touch 2
other people, if you all use that ability then you or they can no longer
use that ability until after you've had a long rest.
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Sun Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Magic
Missile |
Searing Smite |
3rd |
Flame Blade |
Scorching Ray |
5th |
Beacon
of Hope |
Daylight |
7th |
Fire
Shield |
Wall
of Fire |
9th |
Conjure Elemental (fire) |
Flame
Strike |
Bonus Cantrips
At 1st level, you gain the ability to cast the
cantrips Light and Sacred Flame.
Channel Divinity
Radiance -- At 2nd level, you can use your Channel
Divinity for this ability. You cause light and warmth to radiate from you
for a distance of 30'. The effect cancels any magical darkness in the
radius. Any ally attacked with cold-based spells will only take half
damage or save for no damage. This effect lasts for 1 minute.
Channel Divinity
Righteous Glare -- At 6th level, you can use your
Channel Divinity for this ability. Any creature you cast your gaze upon
will roll a DC 15 wisdom save or be partially blinded for 1 minute. This
means they will take a -2 penalty on their attack rolls. You may also
choose to turn your gaze upon an ally, inspiring them and giving them a +2
to their attack rolls. This lasts 1 for one minute.
Channel Divinity
Divine Strike -- At 8th level, you can use
your Channel Divinity cause a bolt of heat to radiate from your hand to
strike an enemy, causing 2d8 points of damage plus 1 point per 2 cleric
levels. There is no save and the bolt always hits its target.
Channel Divinity
Sunspot -- At 17th level, you can use your Channel
Divinity for this ability. If you meditate for 1 minute, you can locate
anyone you have seen before as long as the sun is shining on them
somewhere in the world. If you locate them, you can send them a short 25
word message. They cannot respond.
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Water Domain
Cleric Level |
1st
Domain Spell |
2nd
Domain Spell |
1st |
Create/Destroy
Water |
Fog Cloud |
3rd |
Blur |
Misty Step |
5th |
Create Food/Water |
Gaseous Form |
7th |
Conjure Minor
Elemental (water) |
Ice Storm |
9th |
Cone of Cold |
Conjure Elemental
(water) |
Turn Fire Creatures
At 1st level, you can turn fire creatures using
your turn undead ability.
Natural Swimmer
You have proficiency with the Athletics skill and
your swim speed is the same as your movement rate.
Channel Divinity
Water Walk -- At 2nd level you can use your Channel
Divinity ability to walk on water as if using the Water Walk Spell, but
the duration is 1 minute per cleric level.
Channel Divinity
Freezing & Melting -- At 6th level, you can use your
Channel Divinity ability. By touching the surface of a body of water, you
can instantly freeze it solid. It remains completely frozen for 1 minute
and then it will begin to melt normally or remain frozen if the
temperature is below the freezing point. You can also instantly melt ice
to water (doing the opposite of the above-mentioned stuff). You can freeze
or melt 10 cubic feet of water or ice per cleric level.
Blessings of the Dark Depths
-- At 8th level, you can never drown, and at 14th level you don't take
damage from deep ocean pressure.
Channel Divinity
Breathe in Vain -- At 17th level, you can use your
Channel Divinity for this ability. A bolt of water vapor springs forth
from your hand and flies up to 150' to a point of your choosing. Anyone
within a 40' radius from the center of that point will have their lungs
begin to fill with water. They need to make 3 constitution saving throws
to expel the water from their lungs or drown. See the drowning rules in
the 5th ed. PH for other clarifications.
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