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Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiences

Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

Cleric’s are not priests, they’re not anointed by a religious organisation. Cleric’s are made by Gods. Gods are shaped by Cleric’s. More than any of the faithful, Clerics have a unique trait that allows them to connect their soul to a celestial deity. It’s not an act of faith as we understand it, and yet it’s imminently instinctual bond. As their bond grows, they bring more and more of their deities influence into the world, Shining light into dark places and restoring order to life and death.  

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Class Features

Spellcasting

As a conduit for divine power, you beseech your deity for spells to help you on your journey. Your Spells are directly from your god as you cannot create your own spells.  

Spellcasting Focus

You can use a Holy Symbol or Holy Regalia added to your Armour, Shield, Weapon (if appropriate) as a divine spellcasting focus. This usually costs 5gp to create and add, but is essential.  

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 Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of Cleric Spells that are available for you to cast, choosing from the Cleric Spell List. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level Cleric, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.  

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Cleric Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a Cleric spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when Making an Attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Ritual Casting

You can cast any rituals in the Cleric Spell List, and ritual scrolls you find and transfer into your Tome of Holy Rites.  

Cantrip Versatility

You can replace a cantrip you know with another cantrip available to you on a long rest.  

Divine Domain

Choose a single domain, corresponding to your deity of choice (Options are at the bottom of the page). Your choice grants you Domain Spells (included at the bottom of the Cleric Spell List), Proficiency in a Holy Weapon significant to your deity, 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, and 17th levels.  

Holy Order

You have dedicated yourself to one of the following sacred roles, either on your own or as part of a religious order. Choose one of the following options: Protector: Trained for battle, you gain Heavy Armour Training, and your choice of Martial Weapons Proficiency or an Exotic Weapon Proficiency of your choice. Scholar: Studying and teaching about lore of the gods and the multiverse, you gain Proficiency in two of the following Skills of your choice: Arcana, History, Nature, Persuasion, and Religion. If you already have proficiency with that skill you gain Expertise. Whenever you make an Ability Check using either Skill, you gain a bonus to the check equal to your Wisdom Modifier. Thaumaturge: Delving deeper into your divine magical abilities, you can prepare one extra cantrip, however this does not need to be from the Divine Spell list. This counts as a Cleric spell for you. See your Spellcasting feature for more information on preparing Spells. In addition, you regain one expended use of your Channel Divinity whenever you finish a Short Rest.  

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 three such effects: Turn Undead, Harness Divine Power, 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. When you use such an effect from this class, the DC equals your Cleric spell save DC. You can use Channel Divinity a number of times equal to half your Cleric level, regaining expended Channel Divinities on a Long Rest.  

Channel Divinity: Turn Undead

As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it suffers the Dazed and Frightened conditions even if it was otherwise immune to these affects, for 1 minute. If the undead suffers any damage or you are Incapacitated or dead, this affect ends.  

Channel Divinity: Harness Divine Power

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).  

Ability Score Improvement or Feat

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you can take a Feat from the Feats List.  

Smite Undead

Starting at 5th Level, you can cause your Turn Undead feature to smite the undying; whenever you use Turn Undead, you can roll a number of d8s equal to half your Cleric level 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.  

Blessed Strikes

Starting at 7th level, in battle, you are blessed with divine might. When a creature takes damage from one of your spells 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. When you reach 14th level, the extra damage increases to 2d8.  

Advanced Holy Order

At 9th level, your sacred duties have expanded, allowing you to choose a second option from the Holy Order feature.  

Divine Intervention

Beginning at 11th 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 Piety score, 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 2d6 days. Otherwise, you can use it again after you finish a Long Rest. At 18th level, your call for intervention succeeds automatically, no roll required, and you regain the use after 2d4 days.  

Epic Boon

You gain an Epic Boon Feat of your choice.


Starting Equipment

Roll 5d4 x10gp

  Cleric’s come into their power during the end of adolescence, chosen randomly by a mysterious divine presence for their soul’s composition and natural tendencies. All clerics have a modest training in medium armour and shields before they’re first adventure, but the source of their gifts can massively change their starting point. Check the divine domains for individual build suggestions.


Subclass Options

Forge Domain

You are a servant of Moradin, the Dwarven Allfather. While you might not necessarily be a Dwarf, you are definitely an inventor, an artist, a creator pure and simple. Moradin has control of the act of creation and while making matter from nothing is beyond your skill (for now) you can create new art. Your armour and weapons are far more ornate than any blacksmith would dream, your devices have golden filagree on the sides, each thing you create and work on a sign of devotion to your God.   Divine Cloth: Salamander Orange, Crimson Red
Divine Metal: Whitesteel
Cleric Title: Sonnlinor   Soul-Forger Builds
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Maul (3d4 bludgeoning): 10lb, 50gp or Warhammer (1d8/d10 bludgeoning): 2lb, 15gp
4 Light Hammer (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Holy Rites of Moradin (50gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Travellers Smith Tools (20gp) containing a backpack, a small anvil, bellows, charcoal and sets of pliers, tongs, hammers, chisels and a punch. Proficiency allows you to repair and reinforce metal structures, as well as design metal parts.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with Smithing, Warhammers, Mauls, and Cavalry Maces.  

Domain Spells

Your worship of the Font of Creation grants you access to certain spells of fire and creation. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a Weapon or Armour. At the end of a long rest, you can bless one object and grant it the ability to hold and extra Runic enchantment. This feature remains until you bestow it on a different object. Once you use this feature, you can’t use it again until you finish a long rest.  

Channel Divinity: Artisan’s Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a non-magical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object. 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 non-magical item that contains metal, such as a key, if you possess the original during the ritual.  

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you fire resistance and a +1 AC bonus to armour.  

Saint of Forge and Fire

At 10th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage and resistance to bludgeoning, piercing, and slashing damage.  

Grave Domain

You are a servant of Kelemvor, The Watcher of Sin. You have a coldness about you that other people can sense, not hostility but the impassioned touch of the God of Death. But this closeness to death gives you a profound understanding and humility to humanities blights. When the widows and widowers grieve you feel it most keenly of all and seek to comfort them. When the spirits of the dead are restless and evil comes to or from their graves you are moved to give them true rest above all other considerations. Though you worship Death, you fight for Life.   Divine Cloth: Bone White, Pewter Grey
Divine Metal: Electrum
Cleric Title: Doomguide   Tomb Guardian Builds
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Halberd/Glaive/War Scythe (1d10 slashing, Reach 1): 8lb, 35gp or War Pick/War Sickle (1d8 piercing): 2lb, 10gp
Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp or a Light Crossbow (1d8 piercing, range 80/320ft, Ammunition, Loading, Two-Handed): 5lb, 25gp
Holy Rites of Kelemvor (50gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with War Sickles, Greatswords, War Scythes.  

Domain Spells

Your devotion to the grieving and solemnity of death grants you access to certain spells in the cleansing of undead. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.  

Sentinel at Death’s Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack 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.  

Keeper of Souls

At 10th 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 30 feet of you, you or one ally of your choice that is within 30 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.  

Knowledge Domain

You are a servant of Angharradh, the Elven Trinity Goddess. The unified aspects of femininity, knowledge, and Elf-kind. She acts as a conduit between the Weave, the Shadowweave and the Faerie, providing knowledge to mortals and allowing them to share that power. Her Church was a place for arcane magical instruction and teaching the commonfolk, with their members being refered to as Wise Women or Sages. Your faith instructs you to find ignorance and purge it with learning.   Divine Cloth: Cerulean & Cream White
Divine Metal: Quicksilver
Cleric Title: Loremaster   Wise Woman Builds
Staff (1d6/d8 bludgeoning): 4lb, 2sp, or Morningstar (1d8 slashing): 4lb, 10gp
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Buckler (+1 AC), 3lb, 10gp
Holy Rites of the Trinity (50gp)
Scholar’s Pack (14 gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with all Arcane Spellcaster Foci, Morningstars, and Arcana.  

Domain Spells

Your worship of the Weave grants you access to certain spells typically known to wizards. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Flash of Insight

When you choose this domain at 1st level, you can summon power from a well of mental energy at your core. When you make a Lore check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1). You can use this feature a number of times equal to your proficiency bonus, you regain expended uses after an hour.  

Channel Divinity: Outsider Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below CR 1/2. At eighth level it banishes CR 1, 11th level CR 2, 14th level CR 3, and 17th level CR 4 or lower.  

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.  

Visions of the Past

At 10th 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   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   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

You are a servant of Sune, Goddess of Love and Romance. You are beautiful, absolutely flawless. And in your darkest moments you wonder if you're flawless because Sune loves you or Sune loves you because your flawless. With her blessing you are gifted with protecting the life and beauty of your companions. While other clerics can knit flesh and heal wounds, you leave the skin perfect as your healing is enhanced above all others. Old scars removed and even their hair more luscious. You also act as an agent for romance, cultivating it like a gardener in all those around you.   Divine Cloth: Butter Yellow and Snow White
Divine Metal: Icesteel
Cleric Title: Heartwarder   Adonis Builds
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Icesteel Rapier (1d8 piercing, Finesse): 2lb, 25gp
3 Lance (1d12 piercing, Reach 1, Heavy): 6lb, 10gp
Saddled White Horse (50gp), a four hooved beast of burden, common throughout the realms for the wealthy and privileged people of the world. These one is made for riding, bridled and saddled with moderate packs.
Holy Rites of Sune (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume (2gp) A collection of great smelling things to ensure you do too.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with Rapiers and Lances, and either Insight, Performance or Persuasion (your choice).  

Domain Spells

Your worship of healing and love grants you access to certain spells to help companions in their desires. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Disciple of Life

Also starting at 1st Level, your Healing Spells are more effective. Whenever you use a spell of 1st Level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 1d8 + your Wisdom modifier (This ability does not stack with other class features that boost healing magic).  

Channel Divinity: Preserve Life

Starting at 2nd Level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.  

Blessed Healer

Beginning at 6th level, the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 1d8 + your Wisdom modifier (This ability does not stack with other class features that boost healing magic).  

Supreme Healing

Starting at 10th 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

You are a servant of Selune, the Moon Maiden. A protector of the woods and travellers, often with a mandate to travel far from civilization. While Kelemvor focuses on undeath, your mandate is broader; including fiends from Baator and Tarterus, lycanthropes from the Old Wild Forgotten Places, and newer stranger things from beyond our reality. To bring the radiance of moonlight into the darkest of places, you are armed with a traditional 'Moonblade' of Selune, and shielded by a light brighter than the noon day sun, a gift from the God of the Sun Akkitos to his lost love.   Divine Cloth: Hickory Brown and Juniper Green
Divine Metal: Silver
Cleric Title: Mystic   Moon-Maiden Builds
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Buckler (+1 AC): 3lb, 10gp
Short Moonblade (1d6 piercing, Light, Finesse): 2lb, 50gp
Holy Rites of Selune (50gp)
Longbow (1d8 piercing, range 150/600ft, Ammunition, Heavy, Two-Handed): 2lb, 50gp
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Bridled Donkey (8gp), a ill-tempered but very strong donkey with a pack saddle and bridle. While they cannot be ridden, they do solve your encumbrance issues.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with Shortswords, Longswords, Longbows, and the Light cantrip.  

Domain Spells

Your worship of nature and the Moon grants you access to certain spells of light and shadow. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be Blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Radiance of the Moon

Starting at 2nd level, you can use your Channel Divinity to harness moonlight, 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 total cover from you is not affected.  

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.  

Corona of Light

Starting at 10th level, you can use your action to activate an aura of moonlight 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.  

Order Domain

You are a servant of Asgoroth, Royal Dragonfather. Concerned with order and to a degree, control, you believe that a well functioning society is key to true Good. Administration, accountability and divine mandate in Rulers are values you cherish above all others. Your resolve is strong enough to overwhelm entire mobs and you have experience in commanding and being heard. Often if you come from a place with negative stigmas towards Dragons you also use the symbol of a Lion as a representative for his holy crown. You also have a level of respect from and to dragons being a representative of their God... if they're a theological one. Asgoroth is understanding of his servants against less devote Dragons.   Divine Cloth: Royal Purple, Vermilion Red
Divine Metal: Gold
Cleric Title: Concordant   High Judge Builds
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Pike/Longspear (1d10 piercing, Reach 1): 12lb, 35gp or Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Holy Rites of Asgoroth (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume (2gp) A collection of great smelling things to ensure you do too.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with Flails, Longspears, and Intimidation or Persuasion skill (your choice).  

Domain Spells

Your worship of civilsation and leadership grants you access to certain spells of command and fear. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.  

Channel Divinity: Order’s Demand

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.  

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.  

Order’s Wrath

Starting at 10th 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.  

Tempest Domain

A servant of Akkitos, Stormbringer and Sun Keeper. Your god is the youngest of the surviving Pantheon, but also the most energetic. Bringer of powers your God acts frequently on the world bringing life through the suns rays and death through horrific storms. A brief affair with Selune as a demigod turned him to a lovesick fool and now as a God of the Sun he is forever seperated from her. You bring safety to the chosen few shipwrecked, the special and the good from his storms of lighting or sand, and bring change and chaos to places that have become stale and rotten.   Divine Cloth: Sapphire Blue, Honey Orange
Divine Metal: True Brass
Cleric Title: Weatherwise   Stormlord Builds
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Urgrosh (1d12 slashing, Reach 1, Heavy, Two-Handed): 12lb, 45gp or Battleaxe (1d8/d10 slashing): 4lb, 15gp
4 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Holy Rites of Akkitos (50gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with Martial Weapons, and the Urgosh.  

Domain Spells

Your worship storms and chaos grants you access to certain spells of thunder and lightning. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: 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.  

Thunderous Strike

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

Stormborn

At 10th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Trickery Domain

A servant of Lucian, the Trickster and Puppetmaster. Your god is a survivor above all things. Considered the least of the Gods, Lucian has learnt that knowledge and cunning are far more important than brute strength. He sends agents to collect knowledge on the Celestial Gate, and of all the gods does the most to protect their secrets. As his servant you are concerned with protecting secrets and helping against deceit. Enemy to Fey and their Courts you protect against their insidious ways or protect those blessed by Lucian, the Thieves and Rogues of the world.   Divine Cloth: Midnight Black, Golden Yellow
Divine Metal: Feybane
Cleric Title: Maskarran   Shadowsabre Builds
Studded Leather (12 + Dex mod AC): 11lb, 45gp and Buckler (+1 AC): 3lb, 10gp
Sabre (1d8 slashing, Finesse): 3lb, 25gp and Scimitar (1d6 slashing, Light, Finesse): 2lb, 10gp or Falchion (2d6 slashing, Finesse, Heavy, Two-Handed): 5lb, 50gp
Shortbow (1d6, 80/320 range, Ammunition): 2lb, 25gp
Thieves’ Tools (25gp) and Holy Rites of Lucian (50gp)
Burglar’s Pack (4 gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiencies with Finesse Martial Weapons, Glaives, Stealth, Poisoning and Thievery.  

Domain Spells

Your worship of trickery and cunning grants you access to certain spellsof illusion and deception. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Cleric Spell List. The spell counts as a Cleric Spell for you, but it doesn’t count against the number of Cleric Spells you know. These spells can’t be replaced when you gain a level in this class.  

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  

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. 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, attacks against you have disadvantage, given how distracting the illusion is to the target.  

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As a bonus action, you can magically turn Invisible until the end of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.  

Improved Duplicity

At 10th 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.


Created by

Falme.

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