Cleric Profession in Edras, Cradle of Monsters | World Anvil
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Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.   Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the deities with every foe's fall.   Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.   Clerics are intermediaries between the mortal world and the distant planes of the Brisingelion. As varied as those they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.  

Healers and Warriors

Divine magic, as the name suggests, is the power of the deities, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The deities don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.   Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.   Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the Brisingelion on their side.  

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their deities' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a deity at all. True clerics are rare in most hierarchies.   When a cleric takes up an adventuring life, it is usually because his or her deity demands it. Pursuing the goals of the Brisingelion often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.  

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody.   Once you've chosen a deity, consider your cleric's relationship to him or her. Did you enter this service willingly? Or did the deity choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?    
   

Spellcasting

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

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 cleric 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  

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.  

Divine Domain

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity (1/rest)

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. 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.  

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.  

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). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.  

Divine Domain feature

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

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Cantrip Versatility

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

Destroy Undead (CR 1/2)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

Channel Divinity (2/rest)

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

Divine Domain feature

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

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Destroy Undead (CR 1)

Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

Divine Domain feature

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

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.  

Destroy Undead (CR 2)

Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Destroy Undead (CR 3)

Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Destroy Undead (CR 4)

Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

Divine Domain feature

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

Channel Divinity (3/rest)

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

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Divine Intervention Improvement

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

Divine Domains

  Air
 
The motionless atmosphere of a sealed crypt. The gentle breeze of an idyllic picnic. The raging gales of a hurricane. All are the dominion of Oolene, Lady of the Moons. While the wind does sometimes surge into a gusting gale, the domain of Air also represents the tranquil calm of a still night, or the soothing breeze that sends ripples across the pond. It is the wind that lifts birds to soaring heights, and in every swooping eagle clerics of the Air domain see the hands of their deity at work. Free-willed and adventurous, these Clerics always let the ever-flowing winds guide them in their lives.  

Air Domain Spells

                                   
Cleric Level Spells
1st featherfall, fog cloud
3rd dust devil, gust of wind
5th fly, wind wall
7th conjure minor elementals (air), storm sphere
9th conjure elemental (air), control winds

Bonus Cantrip

When you choose this domain at 1st level, you gain the gust cantrip. This does not count toward the number of cantrips you know normally.  

Guided by the Wind

Beginning at 1st level, you gain proficiency with ranged martial weapons. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.  

Channel Divinity: Guardian Winds

  Starting at 2nd level, you can use your Channel Divinity to create a strong, protective wind. As an action, you cause wind to rapidly swirl around you for 1 minute. You gain a +1 bonus to your Armor Class, and ranged weapon attacks against you are made at disadvantage.  

Channel Divinity: Falling Sky

Beginning at 6th level, you are able to cause the air above an area to rush downward with incredible force, crushing creatures and objects under it.   As an action, you designate a point within 120 feet of you. Everything within a cylinder, with a radius of 20 feet and height of 60 feet, except those you designate, must make a Strength saving throw. Creatures and objects that fail the saving throw suffer bludgeoning damage equal to 2d10 + your cleric level and are knocked prone. Those that succeed suffer half the damage and are not prone.   Flying creatures within the area are forced to the ground before making the saving throw, but otherwise suffer no more additional effects than those already on the ground.  

Potent Spellcasting

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

Grasp of the Wind

Starting at 17th level, you can use the air to move objects and creatures around you, using it to cast telekinesis, which is considered a cleric spell for you.   You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
  Blood
The goddess of blood, Nimriel, Queen of Graves, draws her power from the literal life force of those who worship her. She requires blood sacrifices, less her vengeful eyes and servants descend upon you. Blood domain clerics can utilize the life forces innate in the blood of their enemies, their allies or even themselves. Great sacrifices become even greater boons for the followers of Nimriel. As they have power over the blood within living creatures, Blood Clerics also receive power in controlling certain aspects of life, such as disease.  

Blood Domain Spells

                                   
Cleric Level Spell
1st bane, ray of sickness
3rd hold person, ray of enfeeblement
5th feign death, vampiric touch
7th blight, divination
9th antilife shell, contagion

Bonus Proficiency

At 1st level you gain proficiency in the Medicine skill.  

Bloodletting Focus

From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.  

Channel Divinity: Blood Puppet

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.  

Channel Divinity: Blood of My Blood

Starting at 6th level, you can use your Channel Divinity to heal your allies at the cost of your own life. You use either an open wound or make a new one on yourself and feed creatures your own blood.   As an action, you can sacrifice up to half of your hitpoints and distribute double that number, split however you want, to up to three target creatures within 5 feet of you. You can't use this feature on an undead or a construct.  

Potent Spellcasting

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

Sanguine Recall

At 17th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.   For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th- level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.
  Celebration
Your deity is an awesome deity, and one who loves to throw excellent parties. Sielach, the Duchess of Trumpets, revels in the revelry of her rabblerousing retainers. While the obvious goals of fun and ensuring everyone can have a good time apply, there's no reason that a deity of celebration can't also pursue other ends - bringing peace to a war-torn land, freeing the hearts and minds of others from doubt and distress, and other noble ends that are always met with a good celebration!  

Celebration Domain Spells

                     
Cleric Level Spells
1st color spray, faerie fire
3rd enthrall, pyrotechnics
5th hypnotic pattern, major image
7th confusion, fabricate
9th animate objects, seeming
 

Bonus Cantrip

When you choose this domain at 1st level, you gain the dancing lights cantrip if you don't already know it. You do not need to maintain concentration on this cantrip, and you can create a number of lights equal to the normal value plus half your cleric level rounded up.  

Life of the Party

Also at 1st level, you gain proficiency in one of the following skills: Deception, Performance, or Persuasion.   Whenever you cast either the dancing lights cantrip or a spell from the Celebration Domain spell list, you gain temporary hit points equal to your Wisdom modifier that last for one minute.  

Channel Divinity: Water and Wine

At 2nd level, your god smiles on your party. You can use your Channel Divinity feature to transform up to fifty gallons of water into a magical ambrosia for one hour. Creatures that drink from the font must make a Wisdom saving throw against your cleric spell save DC or be charmed for one minute. Either way, the subject gains temporary hit points equal to your cleric level. This liquid can be bottled, but fades back into water after one hour.  

Channel Divinity: Cheerful Assistance

At 6th level, you can protect your friends from bad decisions. Whenever a creature within 60 feet of you that you can see makes a roll with disadvantage, you can use your reaction and Channel Divinity feature to enable them to roll with advantage instead.  

Potent Spellcasting

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

Grand Parade

At 17th level, your god brightens the world through you. Whenever you cast dancing lights, you and allies within 60 feet can move up to 30 feet as a reaction and also gain immunity to the frightened condition for 1 minute.
  Chaos
Manifesting in endless turbulence and perpetual change, Manem, Prince of the Depths, can bring both ruin and creation in equal measure. Clerics of this deity almost always seek to disrupt order, acting as harbingers of ends and new beginnings. You worship the unpredictable, and as such are able to control it. You sow the seeds of chaos and calamity where you stand, magic will bend to your chaotic reign.  

Chaos Domain Spells

Cleric Level Spells
1st chaos bolt, color spray
3rd crown of madness, phantasmal force
5th counterspell, blink
7th confusion, hallucinatory terrain
9th mislead, reincarnate

Bonus Proficiency

When you select this domain at 1st level, you gain proficiency with martial weapons.  

Discordant Manifestation

At 1st level, your connection to your deity disrupts everything around you. You can use your action to alter reality. Choose a number of 5-foot cubes equal to your cleric level that you can see within 30 feet of you. Within each cube, a random harmless effect occurs, creating difficult terrain in that space for 1 minute. You can ignore difficult terrain you create with this ability.   You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.  

Channel Divinity: Traitor's Trap

At 2nd level, you learn to ensnare those who would harm you. Whenever you are struck with a melee attack, you can use your Channel Divinity feature as a reaction to redirect the blow to a warbling tear in causality. You instantly teleport up to 15 feet and suffer no ill effect from the attack.   In your place, the tear in causality disrupts the existence of the attacker, causing their movement to drop to 0 until the end of their next turn.  

Channel Divinity: Invoke Chaos

Starting at 6th level, you can use your Channel Divinity to tap into the raw power of Chaos, trusting your relationship with the Weave.   As an action, roll twice on the Wild Magic Surge Table (PHB, Page 104) and choose one of the results to create a random magical effect centered on a point you can see within 60 feet. If the effect would target the caster, it targets whoever is standing in that space. If there is no target, it targets you.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fury of your god. 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 of a random type to the target. Roll on the chaos bolt table to determine what damage type the additional damage is. When you reach 14th level, the extra damage increases to 2d8.  

Formless Upheaval

At 17th level, once per Long Rest, when you use your Discordant Manifestation feature and target only spaces unoccupied by creatures, you can create a physical barrier of random, harmful material in each cube. Each cube has hit points equal to your cleric level and lasts for 1 minute. Attacks targeting a cube automatically hit. Once per turn when a creature hits a cube with a melee attack, it takes acid, cold, fire, force, or lightning damage (your choice) equal to your cleric level.
  Creation
From the smallest drop of dew, to the mighty Tarrasque, all things are created by a greater thing. In the case of many worlds or cultures, the deities collaborated to in the process of creation, and in some, it was the work of one figure. In Edras, it is Oros, the Infinite Spirit. Clerics who follow this path wish to unlock the secrets of creation, whether for good or evil. Of course, there is also an aspect of creation that clears away the rubble of the old before the new can be made; for every making, there is also an unmaking. Clerics gifted with the powers of the Creation domain are highly valued by the leaders of expeditions, as their ability to conjure up just what the expedition needs on a moment’s notice allows the group to quickly deal with any adversity that might come their way.  

Creation Domain Spells

Cleric Level Spells
1st create and destroy water, identify
3rd locate object, magic weapon
5th create food and water, tiny servant
7th fabricate, stoneshape
9th animate objects, creation
 

Bonus Cantrips

At 1st level, you learn the cantrips Mending and Prestidigitation if you do not already know them.  

Hands of the Artisan

At 1st level, you gain proficiency with three types of artisan's tools of your choice. Pick one of these tools - your proficiency bonus is doubled for any ability check involving this tool.  

Channel Divinity: Rite of Creation

Starting at 2nd level, you can use your Channel Divinity class feature as an action to instantly create an inanimate object that appears in your hand. The object may be made of vegetable matter, stone, or crystal, and in any shape you can imagine. It may not, however, depend on small, moving pieces (such as gears), be no larger than 3 feet on any one side, nor weigh more than 15 pounds. You have proficiency with any object created by this ability. Weapons created in this way count as magical for the purposes of bypassing resistances and immunities. The object disappears after 10 minutes, whenever you use this feature again, or if it takes any damage.  

Masterwork

Starting at 6th level, you may spend a week to create any common or uncommon magic item that you have seen before. You may only have one masterwork at a time. If your masterwork is ever used up or destroyed, you can spend one week to create another. At any time, you can spend 1 week to transform your masterwork from one form into another, becoming any other magic item of common or uncommon rarity.  

Powerful Spellcasting

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

Work of Divine Hands

At 17th level, when you use the Masterwork class feature, you can now create a common, uncommon, rare, or very rare item. Furthermore, you no longer need to be attuned to your masterwork in order to use it.
  Death
Death is the final door step, the eternal sleep. Many people fear it, but it is a part of the natural order. Everything and everyone will take this journey; even the deities and the multiverse itself. Death is the final truth, and therefore an integral part of life. Priests of Nimriel, Queen of Graves, accompany the dying on this last journey and help to ease the grief for the bereaved. They also hunt down those who try to upset the natural order by avoiding death or perverting it. They seek to destroy the undead wherever they can find them and oppose those who would use necromancy to prolong their life.  

Death Domain Spells

Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
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.
  Destruction
Some deities revel only in the crushing of walls and the burning of cities. The deity of destruction - Enmensur, Lord of Beasts - trains his clerics to oppose the forces of creation. He is not evil, but does maintain a strong tendency toward enforcing the eternal cycle of death and rebirth.   Clerics who follow Enmensur's aspect of destruction often have a deep personal connection with him. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with him for priesthood to destroy a single foe; other still simply worship Enmensur out of fear.  

Destruction Domain Spells

Cleric Level Spells
1st inflict wounds, thunderwave
3rd enlarge/reduce, shatter
5th fireball, lightning bolt
7th ice storm, storm sphere
9th cloud kill, destructive wave
 

Armed for Destruction

When you choose this domain at 1st level, you gain proficiency with martial weapons  

Destructive Fury

Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 damage bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability you cannot use it again until you complete a short or long rest.   When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the spell slot's level and a bonus to weapon damage rolls equal to one half the spell slot's level. This benefit lasts for one minute  

Channel Divinity: Sundering Invocation

Starting at 2nd level, you can use your Channel Divinity to channel destructive energy.   As an action, you touch a creature or an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your cleric level thunder damage on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage.  

Appetite for Destruction

Starting at 6th level, your destructive acts fuel further expression of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your reaction to immediately make one additional weapon attack.   You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest.  

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with divine 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 thunder damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.  

Hand of Devastation

Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of damage dice. You can then choose from among the rolled dice to determine the spell's damage. You must select dice that match the quantity and type normally rolled to determine the spell's damage.
  Dreams
Arhah, King of the Wilds, governs and protects this sacred state of rest. He watches over the peoples of the world as they slumber, allowing them to contemplate, dream, and rejuvenate in peace. Followers of Arhah may hold the act of sleep in an almost reverent light, a ritual in which one becomes as close to their deity as possible, and help others find the rest they deserve - or use it as a tool to redeem the wicked. Others look more to the realm of dreams, interpreting them for the common folk and using them as guidance in the waking world. Some followers of sleep destroy creatures that bring nightmares, such as night hags and elder brains, wherever they find them, and some dedicate themselves to such a purpose; expanding their quarries to creatures that terrorize and enslave the weak.  

Dreams Domain Spells

Cleric Level Spells
1st alarm, sleep
3rd calm emotions, phantasmal force
5th catnap, sending
7th confusion, mordenkainen's private sanctum
9th dream, scrying
 

Bonus Cantrip

When you choose this domain at 1st level, you gain the dreaming tide cantrip. For you, this cantrip counts as a cleric cantrip.  

Sleep Tight

When you choose this domain at 1st level, your ability to put others to sleep increases. When you cast the sleep spell, treat each d8 that rolls a 1 or 2 as though it rolled a 3. When you cast the Catnap spell, you may target up to 2 additional willing creatures.   Once you reach 17th level, when you cast the Astral Projection spell, the material components are not consumed.  

Channel Divinity: Banish Nightmares

Starting at 2nd level, you can use your Channel Divinity to ease the fears of others. As an action, you can end the frightened condition on every ally within 30 feet. Each ally whose frightened condition you end also gains advantage on their next attack roll before the beginning of your next turn and gains a number of temporary hit points equal to 1d6 + your cleric level.  

Sweet Dreams

Starting at 6th level, if you spend the entirety of a short rest sleeping, you and creatures of your choice who also slept within 60 feet of you during that time regain the maximum number of hit points from Hit Dice they choose to spend. Additionally, if you spend the entirety of a long rest sleeping, you and creatures of your choice who also slept within 60 feet of you during that time regain an additional 2 Hit Dice and recover an additional 2 Exhaustion at the end of the long rest.  

Potent Spellcasting

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

Power Nap

At 17th level, you can bestow true restfulness for a short time. As an action, you can touch a willing creature other than yourself. They become unconscious for ten minutes and can't be woken for the duration. When the creature wakes, they gain the benefits of a long rest. Once you've used this feature, you can't use it again until you finish a long rest.
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Hit Points   Hit Dice: 1d8   Hit Points at 1st Level: 8 + your Constitution modifier   Hit Points at Higher Levels: 8 + your Constitution modifier per Cleric level after 1st   Proficiencies   Armor: light armor, medium armor, shields   Weapons: simple weapons   Tools: none   Saving Throws: Wisdom, Charisma   Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.   Starting Equipment   You start with the following items, plus anything provided by your background.   *(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) any simple weapon   *(a) a priest's pack or (b) an explorer's pack   *A shield and a holy symbol   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.   Multiclassing   Ability Score Minimum: Wisdom 13   Armor: light armor, medium armor, shields

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