Cleric
HAVE FAITH IN DIVERSIFICATION
Despite their supposed wisdom. many common clerics fail to grasp the simple concept of using the best tool for the job. To the devoted priest ofTempus, every problem is just begging to be solved by a formal declaration of war. A cleric of Bane has never met a minion they couldn't wait to kick around. Lathander's clerics are all sunshine and happiness. even when they should be hiding in dark places to avoid danger.
As a cleric in an DTP Incorporated campaign, you'll carefully choose your deity so that the domains of your divine patron synergize seamlessly with the goals of your franchise. But at the same time, you understand that the greatest thing about the gods is their prolificacy. With so many deities in so many pantheons, all of them have their own stock to sell. As such, even though you have your own personal favorite, you've also learned the
value of diversifying your divine portfolio, keeping an array of holy symbols and icons on hand for any occasion.
DIVINE DEALS
From the most notable nobles to the most humble members of the working class, everyone needs faith and spiritual guidance. And what better way to teach the value of faith to others than to make sure the value of faith is measured in gp. In addition to your franchise's regular operations. you always keep a sideline going in religious paraphernalia, selling specialized signature items to select markets. By showing the world that faith is your business, you can ensure that business is always booming.
Cleric
You start with the following equipment:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) a pistol and 2 loaded magazines or (c) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
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 points you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher. You regain all expended spell points when you finish a long rest. Level 1 to 5 spells costs an amount of spell points equal to the spell level.Level 6 and 7 spells cost is doubled.
Level 8 and 9 spells cost is tripled.
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 can cast. For example, if you are a 3rd-level cleric, you can cast at 2nd level. 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 at 1st-level or 2nd-level. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.Divine Domain
Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and your choice of either one combat or skill feat. As normal, you can’t increase an ability score above 20 using this feature.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Destroy Undead
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Arcana Domain Spells
Cleric Level | Spells |
---|---|
1st | detect magic, magic missile |
3rd | magic weapon, Nystul’s magic aura |
5th | dispel magic, magic circle |
7th | arcane eye, Leomund’s secret chest |
9th | planar binding, teleportation circle |
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can 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 a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
Cleric Level | Banishes Creatures of CR … |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 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 you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
City Domain
The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.
City Domain Spell List
Cleric Level | Spells |
---|---|
1st | Comprehend Languages, Remote Access |
3rd | Find Vehicle, Enkindle |
5th | Lightning Bolt, Protection from Ballistics |
7th | Locate Creature, Synchronicity |
9th | Commune with City, Shutdown |
Bonus Cantrip
When you choose this domain at 1st level, you gain the On/Off cantrip in addition to your chosen cantrips.
Bonus Proficiencies
Also starting at 1st level, you gain proficiency with martial weapons and proficiency with vehicles (land).
Heart of the City
From 1st level, you are able to tap into the spirit of community found in the city.
While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Channel Divinity: Spirits of the City
Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice). Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
Block Watch
Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature
with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
Express Transit
At 17th level, you can use mass transit routes to transport instantaneously to other points in the city.
Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar Teleport spell whose destination is a permanent Teleportation Circle you know.
Once you use this feature, you must finish a short or long rest before using it again.
Death Domain
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level | Spells |
---|---|
1st | false life, minor drain |
3rd | blindness/deafness, ray of enfeeblement |
5th | animate dead, life drain |
7th | blight, death ward |
9th | antilife shell, cloudkill |
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
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.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
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.
Forge Domain
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Forge Domain Spells
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
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 nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
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.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
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.
Gunpowder Domain
Clerics of the gunpowder domain seek to spread the word of their god through explosive weapons. They tend to be conquerers, protectors, or holy guardsman. Some even organize into special forces, reacting quickly to dangerous threats from the darkness beyond. Any diety can call this domain theirs, but they tend to be of lawful or neutral alignment.
Gunpowder Domain Spells
Cleric Level | Spells |
---|---|
1st | ice bayonet, frag blast |
3rd | branding smite, arc cannon |
5th | crash bullets, conjure barrage |
7th | drop shield, overcharging smite |
9th | conjure firing squad, wall of force |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in longarms and sidearms.
Holy Gunfighter
Starting at 1st level, your connection with your deity makes your gun strikes quick as lightning. You ignore the loading times and the reload property for longarms and sidearms. When you take the attack action on your turn, you can make one firearm attack roll as a bonus action. You can use the bonus attack 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: Divine Bullet
At 2nd level, you can use your Channel Divinity as a bonus action to infuse your gun with a bullet charged with divine energy. You can add your Wisdom modifier to your next firearm attack roll. On a hit, the bullet deals additional radiant damage equal to 2 + your cleric level (rounded down). Any creature of your choosing within 5 feet of the target takes radiant damage equal to half the damage dealt with the attack roll.
Channel Divinity: Godly Guidance
Once you reach 6th level, when making an attack roll with a firearm, you can use your Channel Divinity to implore your deity to guide your shot. You can make an attack roll at any creature within range, even if you cannot see them or if they are in full cover, as long as you are aware of them. Such creatures get a +3 bonus to their AC.
Holy Spellshot
When you reach 8th level, you can infuse your divine magic within a single bullet you fire. When you make a firearm attack roll, you can choose to cast a cantrip through the bullet instead. This spell cannot target more than one creature, and cannot have a range of self. Make the attack roll using your
Wisdom modifier instead of your Dexterity modifier. The bullet itself deals no damage, but if the spell requires a saving throw to be resisted, the creature automatically fails the save. If the spell requires an attack roll, it automatically succeeds, and is treated as a critical if the firearm attack was a critical.
At 14th level, you can use this feature when you cast a Cleric spell of 1st level or higher. Once you use this feature, you cannot use it again until you
complete a short or long rest.
Explosive Apotheosis
Once you reach 17th level, your affinity for guns and gunpowder makes you resistant to fire, thunder and lightning damage.
Additionally, when you hit with a firearm attack or cast a damaging cleric spell that targets only one creature, you can cause the bullet or the spell to explode, dealing extra damage equal to your cleric level to the creature and any creatures within 10 feet of it. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Grave Domain
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
Grave Domain Spells
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 a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Knowledge Domain
The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Knowledge Domain Spells
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending spell points. The target automatically fails its saving throw against the spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous 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
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Life Domain Spells
Cleric Level | Spells |
---|---|
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Light Domain
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
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 Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has 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.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Cleric Level | Spells |
---|---|
1st | befriend beast, speak with nature |
3rd | oakenhide, spike growth |
5th | plant growth, wind wall |
7th | command beast, lashing vine |
9th | insect plague, tree stride |
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
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.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
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.
Order Domain
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Order Domain Spells
Bonus Proficiencies
1st-level Order Domain feature
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Voice of Authority
1st-level Order Domain feature
You can invoke the power of law to embolden an ally to attack. If you cast a spell 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
2nd-level Order Domain feature
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
6th-level Order Domain feature
You have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school 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.
Divine Strike
8th-level Order Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Order's Wrath
17th-level Order Domain feature
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
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.
Peace Domain Spells
Cleric Level | Spells |
---|---|
1st | heroism, sanctuary |
3rd | aid, warding bond |
5th | beacon of hope, sending |
7th | aura of purity, Otiluke’s resilient sphere |
9th | greater restoration, Rary’s telepathic bond |
Implement of Peace
1st-level Peace Domain feature
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Emboldening Bond
1st-level Peace Domain feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Balm of Peace
2nd-level Peace Domain feature
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
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.
Potent Spellcasting
8th-level Peace Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
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.
Tempest Domain
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Tempest Domain Spells
Cleric Level | Spells |
---|---|
1st | fog cloud, thunderwave |
3rd | gust of wind, shatter |
5th | call lightning, sleet storm |
7th | control water, hailstorm |
9th | destructive wave, insect plague |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
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.
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.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Trickery Domain
Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Trickery Domain Spells
Cleric Level | Spell |
---|---|
1st | charm person, disguise self |
3rd | mirror image, pass without trace |
5th | blink, dispel magic |
7th | dimension door, animal transformation |
9th | dominate person, modify memory |
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself 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, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
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.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
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.
Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Twilight Domain Spells
Cleric Level | Spells |
---|---|
1st | faerie fire, sleep |
3rd | moonbeam, see invisibility |
5th | aura of vitality, arcane shelter |
7th | aura of life, greater invisibility |
9th | circle of power, mislead |
Bonus Proficiencies
1st-level Twilight Domain feature
You gain proficiency with martial weapons and heavy armor.
Eyes of Night
1st-level Twilight Domain feature
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell point to share it again.
Vigilant Blessing
1st-level Twilight Domain feature
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Channel Divinity: Twilight Sanctuary
2nd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
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.
Divine Strike
8th-level Twilight Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Twilight Shroud
17th-level Twilight Domain feature
The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
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: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God’s Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
WEALTH DOMAIN
The Wealth domain is a divine path followed by those who worship gods of riches, trade, and prosperity. Through their prayer and devotion to these deities (such as Lugh, Hermes, or Ptha), clerics of this domain are granted the power to manipulate wealth, fortune, and commerce to aid their allies and lead the way to success. These clerics are often found in bustling cities and markets, using their abilities to protect their congregation’s financial interests and to bring prosperity to their communities. Those who walk the path of the Wealth Domain are trusted and respected by merchants and financiers, and their blessings can mean the difference between success and ruin for those under their care. To them, they know first hand that money doesn’t grow on trees: it comes directly from the gods.
Wealth Domain Spells
Cleric Level | Spells |
---|---|
1st | identify, unseen servant |
3rd | knock, locate object |
5th | nondetection, tongues |
7th | fabricate, secret chest |
9th | mislead, teleportation circle |
DIMENSIONAL TREASURY
At 1st level, you gain the ability to store coins and gemstones in a special extradimensional space. You can use an action to store any number of coins or gemstones that you’re holding in this space; retrieving items stored in the space, up to an amount that you can carry, requires a bonus action. If you need a specific value of coins, you magically retrieve the exact amount. You always know the total value of any currency stored in the space. Furthermore, while holding a nonmagical item, you can study it over the course of 1 minute to magically learn its monetary value.
In addition, you gain proficiency in either the Deception or Persuasion skill (your choice). Whenever you make a Charisma check with regards to money, you can use your Wisdom modifier, instead of Charisma, for the roll.
HAND OF MIDAS
Also at 1st level, you can use an action to make a special melee spell attack against a target within your reach, using your cleric spell attack bonus. When you do, your hand shimmers with a golden glow, and on a hit, the target takes 1d12 radiant damage. This feature’s damage increases by 1d12 when you reach certain levels in this class: 5th level (2d12), 11th level (3d12), and 17th level (4d12).
If you roll a 12 on one or more of the damage dice, the target suffers an effect based on the number of 12s you rolled, as detailed below. For every 12 you roll on the damage dice, more and more of the target is magically turned to gold for the duration of the effect.
- One. The target’s speed is reduced to 0 until the start of your next turn.
- Two. The target is restrained until the start of your next turn.
- Three or more. The target is restrained until the start of your next turn, at which point it makes a Constitution saving throw against your cleric spell save DC. On a failed save, the target is petrified for 1 minute. It can repeat the saving throw against this effect at the end of each of its turns for the duration. On a success, the effect ends. Even if the target succeeds on the saving throw against the initial effect, it’s still restrained until the start of your next turn.
CHANNEL DIVINITY: GOLDEN CAULDRON
Starting at 2nd level, you can use your Channel Divinity to call for immediate commerce.
As an action, you present your holy symbol and conjure a Medium gilded cauldron on the ground in an unoccupied space you can see within 5 feet of you. The cauldron is a sphere that is roughly 5 feet in diameter with a 3-foot-diameter mouth. Any nonmagical object that isn’t being worn or carried that you place entirely within the cauldron immediately vanishes and turns into a number of coins: the exact
amount that it would sell for at a general merchant, or half the amount that it could typically be bought for. While there are coins in the cauldron, you can use an action to speak the name of any piece of mundane, nonmagical adventuring gear or equipment, including weapons, armor, tools, and trade goods (but not living creatures). If there is enough money in the cauldron, the appropriate number
of coins vanish and are replaced by the item.
Once the cauldron has created an amount of gold up to 5 times your cleric level, it can’t create any more coins until you use this Channel Divinity again. At the GM’s discretion, your deity may refuse to offer you any compensation for items placed in the cauldron. When this happens, the item magically appears on the ground in the nearest unoccupied space outside of the cauldron. The cauldron remains for 1 hour or until you dismiss it (no action required). It vanishes early if it’s ever more than 100 feet away from you or if it’s reduced to 0 hit points; its AC is equal to your cleric spell save DC, and it has a number of hit
points equal to 5 times your cleric level. The cauldron itself weighs 25 pounds.
For the duration, you can command the cauldron to move up to 30 feet using an action. When you do, the cauldron sprouts a pair of short arms and legs. At the end of this movement, you can then choose to deliver your Hand of Midas attack as if you were in its space; the cauldron then reaches out to touch the target. You must use your own senses when using this feature. At the end of the action, the
cauldron’s form returns to normal.
WEALTH POINTS
At 6th level, you gain a new way to barter with your deity, called wealth points. You have a number of wealth points equal to half your cleric level, rounded up, and you regain any spent points whenever you finish a long rest. You can spend wealth points in the following ways:
Influence
You can spend 1 wealth point to reroll a Charisma check that you fail. If you do so, you must use the new roll.
Power
You can use an action to spend 2 wealth points to regain an expended spell point.
Alternatively, you can spend 1 or more wealth points to automatically turn a number of damage dice from your Hand of Midas feature into a 12: one die (1 point), two dice (3 points), or three dice (5 points).
Safety
When you make a saving throw, you can spend a number of wealth points up to your Wisdom modifier to gain a +1 bonus to the roll for each point spent. You spend these points after making the saving throw, but before you know the results.
Riches
You can use an action to spend 1 or more wealth points to purchase one item, as if by your Golden Cauldron Channel Divinity; 1 wealth point is equal to 500 gp. Any item purchased with wealth points in this way appears in your open hand or at your feet (your choice). It is golden, obviously magical, and disappears after 1 hour. An item immediately corrodes and turns to dust if you attempt to use it as a
material component for a spell or if you attempt to sell or otherwise trade it.
Alternatively, you can spend 3 wealth points to create a special gilded chest in the nearest unoccupied space within 5 feet of you. The chest is 3 feet long, 2 feet wide, and 2 feet tall. It is magically weightless and can be used in place of the normal material components for the secret chest spell. When you cast the spell using this special chest, it doesn’t require you to have a Tiny replica of it. Instead, to recall the chest or send it back to the Ethereal Plane after casting the spell, you must use an action to spend 1 wealth point, in place of using
the replica. The gilded chest disappears from the Material Plane if you’re ever more than 30 feet away from it, ending the spell early and dropping its contents on the ground.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip and your Hand of Midas feature.
DIVINE COFFERS
By 17th level, your piety has earned you access to limitless wealth when used for divine purposes. When you cast a cleric spell that has a material component with a listed cost of no more than 1,000 gp, you can ignore the material component of that spell. Once you ignore a spell’s material component in this way, you can’t do so again when casting that spell until you finish a long rest.
In addition, your Golden Cauldron can remain indefinitely once you summon it, although its other restrictions still apply. When you command the cauldron to move, it can magically fly up to 30 feet, and at the end of its movement, you can choose to cast a spell as though you were in its space (instead of delivering your Hand of Midas attack). You must use your own senses, and the spell must have a casting time of 1 action.
Level | Proficiency Bonus | Features | Cantrips Known | Spell Points | Casting Level |
---|---|---|---|---|---|
1 | +2 | Spellcasting, Divine Domain | 3 | 1 + mod | 1st |
2 | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 2 + mod | 1st |
3 | +2 | - | 3 | 4 + mod | 2nd |
4 | +2 | Ability Score Improvement | 4 | 5 + mod | 2nd |
5 | +3 | Destroy Undead (CR 1/2) | 4 | 8 + mod | 3rd |
6 | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 10 + mod | 3rd |
7 | +3 | - | 4 | 12 + mod | 4th |
8 | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 14 + mod | 4th |
9 | +4 | - | 4 | 18 + mod | 5th |
10 | +4 | Divine Intervention | 5 | 21 + mod | 5th |
11 | +4 | Destroy Undead (CR 2) | 5 | 24 + mod | 6th |
12 | +4 | Ability Score Improvement | 5 | 24 + mod | 6th |
13 | +5 | - | 5 | 27 + mod | 7th |
14 | +5 | Destroy Undead (CR 3) | 5 | 27 + mod | 7th |
15 | +5 | - | 5 | 31 + mod | 8th |
16 | +5 | Ability Score Improvement | 5 | 31 + mod | 8th |
17 | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 36 + mod | 9th |
18 | +6 | Channel Divinity (3/rest) | 5 | 38 + mod | 9th |
19 | +6 | Ability Score Improvement | 5 | 41 + mod | 9th |
20 | +6 | Divine Intervention Improvement | 5 | 45 + mod | 9th |
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