Cleric in Ferra | World Anvil
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Cleric

Information

Clerics are people who are capable of channeling the divine energy of gods through their body, at the cost of their life due to burning it away with how powerful divinity is. The cost isn't noticeable unless years of use is expended in a short period of time. Clerics are the closest to the domain they believe in and are the most capable of talking to divine beings like gods and dragons.

Sub-class Options

Deny
1st Level Feature
Did that happen?
At 1st level, you gain the ability to call upon a slight change to reality with denial to reroll a d20 roll that is made. When you or another creature makes a d20 roll for an ability check, attack roll, or saving throw, you can use your reaction to reroll the d20, provided that you can see the creature you are rerolling.   You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses after completing a long rest.   Divine Misdirection
Starting at 1st level, you have learned how to subtly manipulate the truth to achieve your goals. You gain proficiency in the Deception skill, and when you make a Deception check, you can add your Wisdom modifier to the roll.   In addition, when you use Divine Misdirection to deceive someone, your words are infused with a subtle divine power that reinforces the truth of your words. As a result, creatures that try to magically discern whether you are telling the truth have disadvantage on any Insight checks made to detect your deception.   2nd Level Channel Divinity
Gaslight
When you activate your Channel Divinity, you are able to add a bonus of +10 to any Charisma-based skill check you make to deceive others with lies.   Moreover, if you successfully deceive your target with your Charisma check, they will fully believe the falsehood that you presented to them, no matter how implausible or outrageous it may seem. This effect lasts for a period of time determined by your DM, and it may be broken if evidence to the contrary is presented or if the deceived individual has reason to doubt your story.   6th Level Feature
Who are you?
As a wielder of potent magic, you have the ability to deny the very existence of a living creature. As an action, you can choose one creature within range and force them to make a Constitution saving throw using your spell save DC. If they fail the saving throw, they will be stunned for one round, during which time they will act as if they have been banished.   This feature can only be used a number of times equal to your Wisdom modifier, and you will regain all expended uses after completing a long rest.
  8th level Feature
Denying Life & Death
You may wield your powerful magic to deny the reality of death or injury. You can choose to use this ability in one of two ways:  
  • As an action you can use it to bring a recently deceased creature back from the brink of death, restoring them to 1 hit point. This power can only be used on a creature that has been dead for 1 minute or less.
  • You can use this ability as a reaction to deny the existence of damage inflicted upon a creature that you can see, negating the damage as if it never occurred.
  You cannot use both features of this ability, and you can only use this ability once per long rest. Additionally, this power is not without limitations - It cannot undo the effects of damage that has already been sustained before the attack that killed them.   17th Level Feature
The True Denial
As a envoy of your divine liar god, you possess the rare ability to alter the course of history itself. Once every 1d4 weeks, you can unleash a True Deny, which functions similarly to a wish spell, but without the need for a spell slot.   With the True Denial, you can accomplish nearly anything, from reversing the outcome of a tragic event to erasing an entire moment from history. However, the use of such potent magic is not without risk - each time you use a True Deny, there is a chance that it may have unpredictable and potentially dangerous consequences.   It is worth noting, however, that unlike the traditional wish spell, you do not suffer the potential downsides associated with not casting an 8th level spell or lower effect.

Denial 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.


Hells
1st Level Feature
Hell's Contract
As an action, you may summon a magical contract to form a pact with another person. This contract cannot be destroyed unless both parties mutually agree to do so. You can only sustain contracts equal to your Wisdom modifier.   When forming a contract, you may choose from the following options:  
Contract of Life
You double the life span of the contract signer and they cannot be magically aged.   Contract of Magic
You grant a single spell slot to another creature, which is equal to half your cleric level rounded down.   Contract of Binding
Both the contract maker and the signer are bound by the terms of the contract and cannot break it or lie in any way. If the contract contains an impossible request, it will be broken. If anyone violates the terms of the contract, they must make a Constitution saving throw against the higher DC between the signer and the contract maker.
Hell's Return
As an action, you can expend one of your active contracts to either heal yourself or an ally within 60ft for 1d10 + WIS modifier. Additionally, you may expend a contract to recover a spell slot of your choice that is half your cleric level (rounded down) or lower. However, the benefits of the contract will be removed from the contractee after it's expended.   2nd Level Channel Divinity
You must choose 1 of the following 13 channel divinities and cannot change it unless you speak to your demon lord and have them agree to break your bond.   Veltik’s Grasp
As an action, you can select a target within 30 feet of you. The targeted creature must make a Wisdom saving throw or be stunned for 1 minute, as their soul is painfully clutched by Veltik. The target has an opportunity to repeat this saving throw at the end of each of their turns, and if they succeed, they will break free from Veltik's grasp.

Bezel Needle
By channelling the essence of Bezel, you can launch a needle towards a target creature within 60 feet. The needle causes the target to wither and weaken and uses your spellcasting modifier, dealing necrotic damage equal to twice your cleric level. Additionally, the creature has disadvantage on its next attack roll, ability check, or saving throw. If the needle hits its target, your channel divinity remains available as it isn’t expended.

Harmonus’ Mechanical Gateway
As an action, you can open a temporary portal to a Mechanical infernal plane, which allows you or a willing creature to travel there for a brief period of time. This ability functions similarly to the Blink spell, in that the creature will rapidly switch between the material plane and the infernal plane, becoming briefly intangible and difficult to hit. The creature will remain in the infernal plane for a maximum of one minute or until the feature is ended (As a free action), after which they will be automatically returned to the material plane.

Likel’s Parasitic Curse
As an action, you can curse a creature within 60 feet, the creature must make a successful Wisdom saving throw. While under this curse, the creature undergoes the effects of the Bestow Curse spell. The cursed creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the curse ends. On a failed save, the creature continues to suffer the curse's effects until it can successfully save against it or until the curse is lifted through other means.   Additionally, you can choose the curse to be another channel divinity from this subclass.

Winter Kings Pact
As an action, you can imbue a magical item with the icy power of your Hellish patron. For the next minute, any attacks made with the enchanted item deal an additional 1d8 cold damage.   In addition, you can use a bonus action to call forth a blast of frigid air in a 15-foot cone. Each creature in the area must make a Dexterity saving throw or take 2d6 cold damage and have their speed reduced by half until the end of their next turn.   Alternatively, you can choose to summon a random magical weapon or item from your demon lord's icy plane, which will remain in your possession for a number of hours equal to your cleric level. You can choose the same item you have received before or choose an entirely new random one.

Bite of The Never-Fulls Maw
As an action, you can open a temporary illusion of the maw of your demon lord and hurl a creature that you can see into its depths. The creature must make a Wisdom saving throw, and on a failed save, they take psychic damage equal to your cleric level at the start of their turns and are restrained for one minute or until they successfully make an Athletics check against your spell save DC.   While restrained, the creature is unable to move and its attacks are at disadvantage. The creature can repeat the skill check as an action on its turns, and on a success, it breaks free from the restraint and takes no further damage.

The Gold Eaters Fortification
As an action, you can expend a piece of gold and cause a burst of spores to erupt from it. The spores surround you and up to five willing creatures of your choice within 30 feet of you, granting them temporary hit points equal to the amount of gold expended. These temporary hit points cannot go past half the creature's maximum hit points. Additionally, the affected creatures gain resistance to poison damage for the next minute.   If you expend a piece of gold that has a gemstone embedded in it, the effect is enhanced. The temporary hit points granted are doubled, and the affected creatures also gain immunity to disease for the next hour.   If you instead expend a diamond worth at least 100 gp, the effect is further enhanced. The temporary hit points granted are tripled, and the affected creatures also gain immunity to both poison damage and the poisoned condition for the next hour.

Ciel's Tears
As an action, you can shed tears of divine energy, creating a burst of radiant energy that affects all creatures within a 20-foot radius centered on you. Each creature in the area must make a Wisdom saving throw or be blinded until the end of its next turn.   You can also use Ciel's Tears to create a temporary object of your choice within 5 feet of you. The object can be no larger than a 5-foot cube and must be made of non-living, non-magical material, such as wood or stone. The object persists for up to an amount of hours equal to your cleric level or until you dismiss it as a bonus action.   The type of object you can create depends on your cleric level. At 2nd level, you can create a small or simple object, such as a torch or a stool. At 5th level, you can create a medium-sized or complex object, such as a ladder or a chest. At 9th level, you can create a large or intricate object, such as a wagon or a statue.

Bite of Eternal Death
As an action, you can channel the power of the undead demon lord, sending a chilling bite as you bite a creature within 5 feet of you. The creature must make a Constitution saving throw or take poison damage equal to cleric level and become paralyzed for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the paralysis ends.   If the creature fails the saving throw and is undead or a construct, it is instead destroyed and reduced to dust. This effect does not work on creatures with a challenge rating higher than your cleric level.

Zarvu's Loyalty
As an action, you may present your holy symbol and summon a HellHound to aid you for a duration of one minute. The summoned creature shares your initiative and can be commanded using a bonus action on your turn.   The Hell Hound's AC is equal to 10 plus your Wisdom modifier, and its hit points are calculated as 1 plus your Wisdom modifier plus your Cleric level. The Hell Hound's attacks deal fire damage, and it uses your spellcasting modifier to make its attack rolls and determine the saving throw DCs for its abilities.   Once the duration of the summon ends or the Hell Hound is reduced to 0 hit points, it vanishes back to the infernal realm.  

HellHound (Zarvu's Pet)

Medium fiend, chaotic evil
Armor Class: 10 + your Wisdom modifier
Hit Points: 1 + your Wisdom modifier + your Cleric level
Speed: 50 ft

STR

17 +3

DEX

12 +1

CON

14 +2

INT

6 -2

WIS

13 +1

CHA

5 -3

Skills: Perception
Damage Immunities: fire
Condition Immunities: frightened
Senses: darkvision 60 ft., passive Perception 15
Languages: understands Infernal but can't speak it

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit., to reach 5 ft., one target. Hit: 1d8 fire damage. If the target is a creature, it must succeed on a DC Constitution saving throw or catch fire. Until the fire is extinguished, the target takes 1d6 fire damage at the start of each of its turns.   Infernal Howl (1/Day). The hound exhales a fiery blast in a 15-foot cone. Each creature in that area must make a DC Dexterity saving throw, taking two times your cleric level in fire damage on a failed save, or half as much damage on a successful one.



Jex's Mark of Judgment
As an action, you can mark a creature within 60 feet of you for 1 minute. While the creature is marked, the sight of Jex is placed upon them and they are judged for their actions.   Once per turn these effects are applied;
  • If the marked creature attacks you or an ally, it takes 2d8 radiant damage as Jex's judgment strikes it.
  • If the marked creature heals itself or another creature, it takes 2d8 necrotic damage as Jex's disapproval weakens it.
  • If the marked creature takes no action on its turn, it takes 2d8 psychic damage as Jex's disappointment weighs on its mind.
  At the end of each of the marked creature's turns, it can make a Wisdom saving throw to try to break free from the mark. On a successful save, the mark ends and the creature takes no additional damage from Jex's judgment.

Gildford's Sacrifice
As a reaction when you or another creature takes damage, it can roll a d10+cleric level and subtract the number rolled from the damage. Your next spell attack or weapon attack will apply the same amount of damage reduced as necrotic.

Varaciel's Wings
As an action, you can tap into the power of Variciel, channelling their past divinity to gain the Radiant Soul, Necrotic Shroud, and Radiant Consumption features of the aasimar race. This transformation lasts for one minute, during which time you radiate an aura of holy and unholy energy.   While transformed, your eyes and any exposed skin turn a brilliant white or deep black, and your wings (if you have them) spread wide and flicker with both radiant and necrotic energy. You gain the benefits of all three features, including increased speed, additional damage, and resistance to certain types of damage.   Once the transformation ends, you suffer one level of exhaustion, as the intense effort and strain take a toll on your body and soul.   6th Level Feature
Hells Binding
Starting at 6th level, when an attack would reduce you to 0 hit points, you can use your reaction to sacrifice a contract that you hold with another creature. The creature named in the contract dies in your place, and you are restored with an amount of hit points equal to twice your cleric level.
  8th level Feature
Devil's Tears
Starting at 8th level, as a bonus action you can enter a state of pure hell energy for a number of rounds equal to the number of contracts you hold. While in this form, you cannot be reduced to 0 hit points and instead are reduced to 1 hit point. Any healing you receive is doubled, and any attacks you make deal an additional amount of damage equal to half your cleric level (rounded down).   Once this feature ends, you gain lethargy and can only use your action to cry for one round.   You can use this feature once, and you regain the ability to do so after you finish a long rest.   17th Level Feature
Demon Lords Graces
When you die, and you're not revived after one minute, you can choose to have your soul transported to a hellish plane related to your channel divinity. You remain there for a number of days equal to half your proficiency bonus, after which you can choose to return to a place in the mortal plane of your choice. Each time you use this ability, you gain 1 stack of Fiend. If you accumulate 5 Fiend stacks, your soul becomes twisted and corrupted, and you are compelled to kill every loved one you have left behind (Note that this outcome is not player-controlled, and it is up to the DM to determine the consequences).

Hells 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.


Gamer
1st Level Feature
Inventory Of The Gods
As an action, you can store any object into an inventory that only you can see. The inventory can hold a number of items equal to your proficiency modifier, and you can stack up to 99 of the same item. To retrieve an item, you must spend 10 minutes retrieving it from the inventory.   Gamer's Luck
As an action, you can summon a white orb that can serve as a "save point" for you and up to a number of creatures equal to your Wisdom modifier. This effect lasts for 1 minute. While within the range of the orb, if any of the "saved" creatures are reduced to 0 hit points or face a death situation, they are instead reduced to 1 hit point and teleported back to the "save" orb. Once a creature has been "saved", they cannot benefit from this effect again until they complete a long rest.   Additionally, you can use an action to teleport yourself back to the "save" orb by saying "Load." When this feature is used, the orb is destroyed regardless of time left. However, any items lost/used after using the "save" function are not restored.   If the cleric is unconscious and has not been "saved" by the orb, the orb disappears.   2nd Level Channel Divinity
Gamer's Body/Mind/Juice
As a bonus action, you enter a state of heightened awareness for 1 minute, known as Gamer Mode. While in Gamer Mode, you become immune to mental conditions and cannot be permanently disfigured or dismembered. Additionally, you gain access to Gamer Juice, a magical potion that can be consumed as an action to heal for 2d4+2 HP.   However, the effects of Gamer Juice cannot be used immediately and require a cooldown of 1d6 rounds, with a minimum roll of 3, before it can be used again.

6th Level Feature
Gamer's Brew
When you drink your Gamer Juice you can use your reaction to add an additional effect onto the drink, you can only use one each before a long rest.
 
Mutant D'ow
Give resistance until the end of your next turn.
PhD Pipper
Gives double healing effect until the end of your next turn, this effect also applies to the healing of drinking this.
G-Wood
Double your movement speed until the end of your next turn.
Coola-Cool
Gives +2 AC until the end of your next turn.
Papsi
Gain advantage on your next saving throw until the end of your next turn.
8th level Feature
Non-Clap
Once per long rest, as a bonus action at the start of your turn, you can enter Non-Clap Mode. In this state, you stand in a sacred position and can phase through any object during the current turn. This effect lasts until the start of your next turn. If you end your turn inside an object, you take 1d10 force damage per 5 feet moved out of the object, and the object takes the same amount of damage.   17th Level Feature
Gamer's Craft
You can now craft objects inside your inventory, you still need recipes/materiel's to make these items. Once you have made the item, you no longer need to roll a check to make it again with the material. When you make a potion that you have already made and no longer need to roll for. Roll a 1d100, on a 10 or lower the item amount will double.   Gamer's Luck Improved
Your orb now lasts 24 hours instead of 1 minute. When you "load" or be reduced to 0hp and the orb effect takes place, you gain all the benefits of what you had prior to saving as if time reversed.

Gamer 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.


Theatre
1st Level Feature
Enduring Performance
When you successfully make a martial check against a creature, you can choose to copy one of its features and store it and use it as if it was part of you. The creature will be unable to use the copied feature, and they lose it from themselves if it is a physical thing. You can choose to copy the following:
  • A racial feature
  • An ability
  • A legendary action
  • A resistance or immunity
  • A condition immunity
  Once you have chosen a feature to copy, you cannot use this ability again until your next long rest. The copied feature will last until your next use of this feature, after which it will be stored into your channel divinity feature for the purpose of your level 2 feature.   Performing Grace
You gain prof in the performance skill, and your performance checks now add your WIS mod to the check. When you make a performance check against a creature in order to entertain/act you gain advantage on the roll.   Your proficiency bonus is doubled for any ability check you make that uses this skill.   2nd Level Channel Divinity
Encore
As a 1 hour ritual, pick a feature you have copied from your Enduring Performance that isn't your current one, you regain the chosen feature and your currently active one is stored within this channel divinity as if you had used Enduring Performance again.   6th Level Feature
Dancing Joy
When you roll a 9 or lower on performance or martial check, it counts as a 10. In addition, you gain temp hp equal to your cleric level whenever you make a successful martial check.   8th level Feature
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   17th Level Feature
God Of Acting Blessing
Once per long rest, you can cast the Shapechange spell without a spell slot. While shapechanged into a creature, you do not have to make any checks to act as the creature if you have observed them for more or equal to 1 minute.   In addition, you know the Shapechange spell and will always have it prepared but it doesn't count against your number of cleric spells known.

Theatre 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.


Time
1st Level Feature
Time Rejuvenation
As a bonus action, you can touch a creature and channel divine energy to heal their wounds. The target regains hit points equal to 2d6 + your spellcasting ability modifier. Additionally, the creature gains temporary hit points equal to your Wisdom modifier.   You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.   At higher levels:
At 5th level, the healing increases to 3d6 + your spellcasting ability modifier, and the temporary hit points increase to twice your Wisdom modifier.
At 11th level, the healing increases to 4d6 + your spellcasting ability modifier, and the temporary hit points increase to three times your Wisdom modifier.
At 17th level, the healing increases to 5d6 + your spellcasting ability modifier, and the temporary hit points increase to four times your Wisdom modifier.
  Strike True
You gain True strike cantrip. You gain the ability to cast the True Strike cantrip as a bonus action. When you cast True Strike on a creature, you gain advantage on your next attack roll against that creature. Additionally, all of your allies gain advantage on their first attack roll against that creature until the end of your next turn.   When you successfully land an attack against a creature that you targeted with True Strike, that creature must make a Constitution saving throw against your spell save DC. If the creature fails the saving throw, it becomes unable to attack you until the start of your next turn.   2nd Level Channel Divinity
Bubble of Time
As an action, you can present your holy symbol, calling upon the power of your deity to protect yourself and your allies. For the next minute, if you or another creature within 60ft of you is reduced to 0 hit points, they are instead reduced to 1 hit point and become immune to all damage until the start of their next turn.   While this effect is active, you are also immune to any magical aging effects. Once the reduced to 0 hit points effect is triggered, the Bubble of Time effect ends early.   6th Level Feature
Times Friend
You have honed your combat skills to anticipate your enemies' moves, allowing you to react quickly to their actions. Once per turn, you can use the Ready action as a bonus action without expending your action for the turn. This means you can ready an action to be triggered by a specific circumstance that you choose (such as an enemy approaching you or an ally being attacked) and still take your regular action on your turn.   The number of times you can use this feature is equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature when you finish a short or long rest.   Additionally, once per combat, when you use the Ready action, you can choose to swap places with an ally in the initiative table or give a +2 bonus to your initiative for the rest of the combat encounter.   At 11th level, the bonus to the initiative roll increases to +4.
At 17th level, the number of times you can use this feature increases to three times your Wisdom modifier, and the bonus to your initiative roll increases to +6.
  8th level Feature
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 force damage. When you reach 14th level, the extra damage increases to 2d8.   In addition, your weapon and spell attacks have a chance to stun the target. At the start of your turn, roll a percentile die (1d100). If the result is equal to your cleric level, the target is stunned for 1 round. This effect can only occur once per turn.   While your Channel Divinity feature is active, the chance to stun a creature increases to double your cleric level.
  17th Level Feature
Shattered Time
Your connection to the divine has granted you eternal youth, rendering you immune to the effects of magical aging. In addition, your mastery of spellcasting has reached new heights, allowing you to duplicate the effects of your spells with ease.   Whenever you cast a spell, roll a percentile die (1d100). If the result is 20 or lower, you can immediately cast the same spell again as if you had not expended the spell slot or prepared the spell again. This effect can stack, allowing you to cast the same spell up to three times in a row, but each additional casting requires a new percentile roll.   While your Channel Divinity feature is active, the threshold for triggering this effect increases to 30 instead of 20.

Time 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.


Greed
1st Level Feature
Gold Spell
Starting at 1st level, you gain the ability to spend gold to cast any spell of your choice. To use this feature, you must expend an amount of gold equal to 1000 multiplied by the level of the spell you wish to cast (e.g. casting a 5th level spell would require spending 5000 gold).   You may use this feature a number of times equal to your proficiency bonus per long rest. Additionally, you may only cast spells that are of a level that you are able to cast based on your class level and spellcasting ability.   At 10th level, the cost of using this feature is reduced. The gold cost of casting spells with this feature is decreased by 500 gold (e.g. casting a 5th level spell would require spending 2500 gold).   At 17th level, you may use this feature to cast spells without expending any gold once per long rest.   2nd Level Channel Divinity
Channel Divinity: Inflation
As an action, you present your holy symbol and call upon the power of your deity to increase your wealth. You may hold a bag of gold (max 100g) and multiply the amount of gold in the bag by your cleric level. For example, a 5th-level cleric with a bag of 100g of gold would create 500g of gold (100g x 5). The maximum amount of gold that can be created is 10,000g.   You may also choose to sacrifice a spell slot of 2nd level or higher when you use this feature to increase the maximum amount of gold that you can have in the bag by an additional 100g per level of the spell slot sacrificed.   6th Level Feature
Cull the Greedy
Starting at 6th level, you gain the ability to transmute the blood of slain enemies into gold coins. Whenever a hostile creature within 30 feet of you dies, a portion of its blood is transformed into gold coins. The amount of gold you receive is calculated as x multiplied by 1d10, where x is your cleric level.   8th level Feature
Smite the Greedy
Starting at 8th level, you gain the ability to infuse your attacks with gold. Once per turn, whenever you make an attack roll with a spell or weapon, you can choose to expend gold to increase the effectiveness of the attack. You can expend a number of gold pieces up to your cleric level. For each gold piece expended, your attack roll and damage increase by +1, up to a maximum of 10 gold pieces.   If the spell you are using requires a saving throw, you can choose to expend gold to increase the DC of the spell. For every 2 gold pieces expended, the DC of the spell increases by +1, up to a maximum of 6 gold pieces.   17th Level Feature
MINE MINE MINE
Starting at 17th level, as a creature consumed by greed, you have mastered the art of transmuting wealth into power. You no longer age or require air to breathe, and you gain the ability to consume gold as sustenance. Each time you consume 10 gold or more, you gain temporary hit points equal to the amount consumed for 24 hours, up to a maximum of your level + your Constitution modifier.   Additionally, when you successfully land an attack on a hostile creature, you may choose to expend a number of gold equal to the creatures current hit points to transmute your enemy's body into gold. The target must make a Constitution saving throw against your spell save DC, taking 10d10 greed damage and become petrified for 1 minute on a failed save, or half as much damage on a successful one and not be petrified. If the target is killed by this damage, their body is turned into a pile of gold coins worth an amount equal to the target's Challenge Rating squared multiplied by 100.   You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.

Greed 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.


Hope
1st Level Feature
Hope for The World
Your attacks are all radiant if a creature should be resistant to radiant then it deals the then deals it again as necrotic damage, if they are resistant to necrotic then it deals the damage then the total damage doubles and it deals psychic damage. If the creature is resistant to psychic damage then you take that damage instead.
  Do Not Despair!
You are immune to the frightened condition, you may use your action to give this benefit to creatures equal to your Wis mod and lasts for 1 hour. Also, your Soul and Will is stored in your holy symbol. You must have this holy symbol at least within 1 mile of you (5000ft). If your body is destroyed but your holy symbol remains intact then your body will restore in the next 13 hours. If your holy symbol is destroyed even while your body remains intact, then you will instantly die without a death save and cannot be restored unless through the use of a wish spell or your holy symbol is repaired by the mending spell within the next hour.   2nd Level Channel Divinity
Hope For All
As a bonus action, you present your holy symbol and transform into your hope form for 1 minute. While in this form you gain resistance to all damage besides psychic, you also gain a +2 to hit and damage. Once per channel divinity, you can use your action to summon a 30ft large holy symbol that lands and damages each creature of your choice hit by it. They must make a wis save or take xd10 damage, or half on a successful save. X=your prof mod.   6th Level Feature
Hopeful Presence!
You gain prof in all CHA skills, any skills you have prof in gain expertise instead.   When you deal radiant damage, it does one additional damage die.   8th level Feature
Hopeful Sacrifice
You may present your holy symbol, each creature of your choice must make a con save with disadvantage, and on a fail, they take 5d10 radiant damage and be stunned until the end of your next turn. On a success, they take half damage and have their movement speed reduced by half until the end of your next turn. All allies of your choice (Not you) within 60ft are teleported away to safe space and the max distance of the teleport is 1 mile. You gain exhaustion equal to the number of people teleported. Roll a 1d100, on a 5 or lower you sub-class change to a despair cleric.   17th Level Feature
For The People Of The World
All attacks are at advantage when in your hope form, if you have a resistance outside of your hope form (That isn't a class feature) it becomes an immunity in your hope form. When you reduce a creature to 0hp with radiant damage you can choose to banish them instead for 30 days.

Hope 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.


Health
1st Level Feature
Healthy Touch
You can use your action to touch a creature within 5ft, they then gain the benefit of heroism spell. You can use this feature equal to your WIS mod.
Healthy Mind
When under the effects of frightened, paralyzed, or charmed you can use your action to end the effect. You can use this effect once per long rest.   2nd Level Channel Divinity
Fear the unhealthy
You can use your action to present your holy symbol, all creatures within 30ft of your choice gain max hp. The amount is Cleric level x 5. The max hp effect ends on a long rest.   6th Level Feature
Channel Divinity: Cleansing Light
You present your holy symbol as a bonus action, each creature of your choice within 30ft that are below their hit point maximum gain half their max hit points as temp hp. While they have the temp hp, they have advantage on con saves and any wisdom checks.   8th level Feature
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with Radiant 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 Radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.   17th Level Feature
A fit body, means a fit mind
When you heal or give temp to another creature, they undergo the effect of bless until the end of their next turn.

Health 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.


Gangster
1st Level Feature
The Gang is Forever
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.   Gang Gang
When an ally starts its turn within 10ft of you, they gain temp hp equal to your cleric level.   If an ally starts its turn in this features range and already has temp hp from this feature or another source, then they gain advantage on their next attack roll, saving throw, or ability check (Their Choice).   2nd Level Channel Divinity
Get'em Boys
You show your holy symbol as an action. For the next minute, you have a 30ft aura surround you as music starts to play within the range. As a bonus action, you can choose a creature in the aura and they must make a WIS save as spectral ghosts appear and say haunting words. On a failed save the creature takes psychic damage equal to D8 + half your cleric level (Rounded Up).   6th Level Feature
Gang Signs
You can write ethereal letters onto any non-magical surface that last for a number of days equal to your cleric level, they are in shapes and symbols that cannot be understood (unless through the use of a spell) but you can select creatures equal to your WIS mod (You already count as a selected creature and don't count towards the amount). The selected creatures can understand the symbols meanings without the use of any magic.   8th level Feature
Divine Strike
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 slashing/piercing/bludgeoning (Your choice) damage. When you reach 14th level, the extra damage increases to 2d8.   17th Level Feature
Got their Back
When a creature fails the save by your Get'em Boys CD, they are stunned until the start of your next turn.

Gangster 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.


Despair
1st Level Feature
Despair for The World
Your attacks are all necrotic if a creature should be resistant to necrotic then it deals radiant damage, and if they are resistant to radiant then it deals the damage then the total damage doubles and it deals psychic damage. If the creature is resistant to psychic damage then everyone in 60ft takes that damage instead.   Do not Hope...
You are immune to the frightened condition, you may use your action to touch a creature and force them to make a WIS save against your spell save DC, on a failure they are given the frightened condition, if they succeed then they are immune to this effect for the next 13 hours. Also, your Soul and Will is stored in your holy symbol. You must have this holy symbol at least within 1 mile of you (5000ft). If your body is destroyed but your holy symbol remains intact then your body will restore in the next 13 hours. If your holy symbol is destroyed even while your body remains intact, then you will instantly die without a death save and cannot be restored unless through the use of a wish spell or your holy symbol is repaired by the mending spell within the next hour.   2nd Level Channel Divinity
Despair for All
As a bonus action, you present your holy symbol and transform into your despair form for 1 minute. While in this form you gain vulnerability to all damage besides psychic, you also gain a +2 to hit and damage, you also gain temp hp equal to five times your cleric level. At the start of your turns, all creatures within 10ft of you take the same amount of total damage you took during that round after the end of your last turn (Damage type is necrotic).   6th Level Feature
Despairful Presence
You have Prof in all CHA skills and expertise in intimidation.   When you deal necrotic damage, you roll an additional damage die.   8th level Feature
Despair, Die, Cry
Your Despair Form gains a fly speed equal to your walk speed, and you lose your sight and gain 30ft blindsight instead as your eyes begin to fill with black ichor. Once per long rest, as an action while in your despair form, you can point at creatures equal to your WIS mod and force them to make a WIS save. On a failure they become paralysed until the start of your next turn, on a success they instead take 5d10 necrotic damage.   17th Level Feature
Everyone will know the truth
All attacks against you are at disadvantage when in your despair form, if you are hit then you can use a reaction to apply the same amount of damage dealt to you back at them as necrotic damage. When a creature is reduced to 0 hit points by you, you can instead choose to consume them gaining one of their skill/save/or weapon proficiency.

Despair 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.


Information
1st Level Feature
Know your Enemy
You gain proficiency in insight and Persuasion, if you already have proficiency then you double the proficiency bonus.   After looking and speaking to a creature for each 1 minute, you can gain knowledge on one of the following things:
  • Max hit points
  • Class/es
  • Current Hit points
  • An ability score
  • Level
  Raven's Call
Starting at 1st level, you gain a sentient holy symbol that assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.   While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.   You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls and your know your enemy feature is 6 seconds instead of 1 minute against the killer for the next 24 hours.   The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.   At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.   2nd Level Channel Divinity
Knowledge is Power
As an action you can feed your raven a piece of writable materiel such as paper or a scroll, the raven will consume the material. If you lack material you can instead feed the raven 20 gold pieces to substitute instead. You then undergo the effects of Legend Lore or Commune (Your choice) asking one question and receiving your answer on a slip of paper that the raven spits out.   6th Level Feature
Ravens of Chaos & Order
As a bonus action your Ravens Call Companion can switch from a Raven to a Giant Raven. You can choose one of these options, once chosen you cannot pick again unless you undergo a 13 hour ritual:  
  • Order - Creatures within 10ft of your raven cannot benefit from advantage & disadvantage
  • Chaos - Creatures within 10ft of your raven when making an attack roll, saving throw, or ability checks either gain the effects of Bane or Bless. (Roll a D2; 1 = Bless, 2 = Bane)
  8th level Feature
Divine Strike
While your raven is perched on you, 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.   17th Level Feature
Sight, Feelings, Chaos, Order
While your raven is perched on you, you can use your bonus action to have the raven encompass you as armour, you can use a bonus action again to reverse this effect. You gain the benefits of the Ravens perched effect however it is no longer immune to damage. Any damage targeted to you instead targets the armour raven. The AC of you and your raven match and uses either creatures highest AC. Once the armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.

Information 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.


Sanguine
1st Level Feature
Blood Extraction
At 1st level, when you cast a necromancy spell or cantrip on a creature. They gain one blood stack; while a creature has a blood stack, they take necrotic damage at the start of their turn equal to the amount of stacks on them. This effect can stack on a creature, a max amount equal to your WIS mod. These stacks last (cleric level) hours.   Blood Explosion
As a bonus action, you can expend all blood stacks on a creature to cause it to explode out. The creature takes xD6 necrotic damage and cannot heal till the start of your next turn. X = the amount of blood stacks on the creature.   You can use this feature equal to your prof mod and regain on a long rest.   2nd Level Channel Divinity
Corpse Explosion
As an action, you can choose a corpse within 30ft of you. That corpse will explode out in necrotic energy dealing damage to all creatures within 10ft of it, they must make a CON save against your spell save DC or take damage equal to 5 + twice your cleric level. All creatures hit by this effect gain blood stacks equal to your WIS mod.   6th Level Feature
For the Sake of Pity
When a creature gains 5 blood stacks, they have disadvantage on attack rolls and their speed is reduced by 10ft. Each minute a creature has these stacks on them, they lose 1 max hit point to a minimum of 1 and lasts until all the blood stacks are gone.   8th level Feature
Bloody Strike
At 8th level, you gain the ability to infuse your weapon strikes with bloody energy. Once on each of the cleric's turns when you hit a creature with a weapon attack,you can cause the attack to deal an extra 1d8 necrotic damage to the target and apply one blood stack. When the cleric reaches 14th level, the extra damage increases to 2d8 and applies 2 blood stacks.   17th Level Feature
Rivers of Blood
Creatures can have blood stacks equal to double your WIS mod instead of equal now, when a creature gains 10 blood stacks, they must make a CON save when they gain 10 stacks then after every minute they must repeat the save until all stacks are gone. On a failure they explode as if they were under the effects of your CD:Corpse Explosion feature. On a success they gain the poisoned condition for the next minute.

Sanguine 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.


Chaos
1st Level Feature
Chaos Beads
Starting at 1st level, you gain a set of Chaos Beads, magical beads imbued with chaotic energy. You can expend Chaos Beads equal to the spells level as a bonus action to add an additional effect to your spells. You can use a number of Chaos Beads equal to double your proficiency modifier. You regain all spent Chaos Beads after a long rest. Each time a Chaos Bead is used, roll a d20; on a 1, roll on the Chaotic Surge table (see below).   When you use a Chaos Bead, roll a d10 on the Chaos Bead Table to determine its effect:  
  1. Exploding Spell: Choose a target within range of the spell. A second target within 5 feet of the first target is also affected by the spell.
  2. Bouncing Spell: Choose a target within range of the spell. If the target is killed by the spell, the spell bounces to the next nearest creature within 30 feet of the target, and so on, until it reaches a creature that isn't killed or there are no more targets within range.
  3. Disruptive Spell: The target has disadvantage on the next attack roll or ability check it makes.
  4. Chaotic Surge: Roll on the Chaotic Surge table (see below).
  5. Entropic Spell: Choose a target within range of the spell. The target takes an additional 2d6 damage of a random damage type, determined by the Chaotic Damage table (See below).
  6. Duplicating Spell: Choose a target within range of the spell. The spell creates an identical copy of the target within 5 feet of it that lasts for 1 minute. The copy has half the AC of the original and 10 hp.
  7. Unstable Spell: Roll twice on the spell's damage dice and add the total, but the spell has a 1 in 6 chance to fail and have no effect.
  8. Disorienting Spell: Choose a target within range of the spell. The target has disadvantage on the next saving throw it makes.
  9. Chaotic Shield: You gain temporary hit points equal to your Wisdom modifier (minimum of 1) that last for 1 minute.
  10. Chaotic Blast: Choose a point within range of the spell. Creatures within 10 feet of that point must make a Dexterity saving throw against your spellcasting modifier, taking 3d6 force damage on a failed save or half as much damage on a successful one.
  Chaotic Prism
Starting at 1st level, you gain the ability to channel chaotic energy into your spells. Once per turn, when you roll damage for a spell or Chaotic Surge that deals acid, cold, fire, lightning, thunder, or radiant damage, you can choose to reroll one of the damage dice. If you do, the spell deals a new damage type determined by a D6 roll. If the damage type you rolled was the same damage type, you gain a bonus equal to your Wisdom modifier on the damage roll.

Chaotic Damage


RollDamage Type
1Acid
2Cold
3Fire
4Lightning
5Thunder
6Radiant
  2nd Level Channel Divinity
Chaotic Surge
Starting at 2nd level, as an action you can use your Channel Divinity to create a surge of chaos. Roll a d50 to determine the effect:
Chaos Surge Table

Chaotic Surge


RollEffect
1-2You may choose an effect on this table.
3-4Choose a creature within 60ft, you swap places with them
5-6You and all creatures within 30 feet of you gain resistance to a random damage type for 1 minute (Roll on the Chaotic Damage table).
7-8All creatures within 30 feet of you become vulnerable to a random damage type for 1 minute (Roll on the Chaotic Damage table).
9-10All creatures within 30 feet of you are pushed 10 feet away from you.
11-12A random creature within 60 feet of you becomes frightened for 1 minute or until they take damage.
13-14For the duration of 1 minute, you are empowered with the effects of Vampiric Touch.
15-16You and all creatures within 30 feet of you gain a flying speed equal to their walking speed for 1 minute.
17-18All creatures within 30 feet of you take 2d10 random damage (Roll on the Chaotic Damage table).
19-20If you or another creature within 30 feet of you dies within the next minute, you immediately come back to life as if by the reincarnate spell.
21-22Your size increases by one size category for the next minute.
23-24All creatures within 30 feet of you are silenced for 1 minute.
25-26Maximise the damage of the next damaging spell or Chaotic Surge you cast within the next minute.
27-28All magical effects within 30 feet of you are dispelled.
29-30The ground within a 20-foot radius centered on you becomes difficult terrain for 1 minute.
31-32Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
33-34You and all creatures within 30 feet of you gain the ability to climb any surface for 1 minute.
35-36You know the location of all creatures within 120 feet of you for 1 minute.
37-38For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
39-40You regain 2d10 hit points.
41-42A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
43-44You regain your lowest-level expended spell slot.
45-46All creatures within 30ft begin to levitate, this lasts for 1 minute or until the affected creature takes damage.
47-48You can take one additional action immediately.
49-50You regain all uses of your channel divinity.
  6th Level Feature
Chaotic Empowerment
Starting at 6th level, you can use your Chaos Beads to channel chaotic energy into yourself and your allies, empowering your attacks and abilities. As a bonus action, you can expend one or more Chaos Beads to gain one of the following benefits for 1 minute:  
  • Chaotic Resilience: You and your allies within 30 feet of you gain temporary hit points equal to 2d6 + your cleric level.
  • Twist of Fate: You and your allies within 30 feet of you gain advantage on saving throws and ability checks for the next minute.
  • Chaos Bolt: You or another creature within 30 feet have their weapon attacks deal an additional 1d6 damage of a random damage type ( (Roll on the Chaotic Damage table) for 1 minute.
  You can expend up to three Chaos Beads at once to gain all three benefits simultaneously. Once you have used this feature, you must finish a short or long rest before you can use it again.   8th level Feature
Chaotic Strike
Starting at 8th level, your weapon strikes carry a chaotic charge that empowers them with chaotic 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 a random damage type (The damage type is determined by rolling a d6, as shown on the Chaotic Damage table).   At 14th level, the extra damage increases to 2d8. If you roll the same damage type twice in a row within the next minute, you can choose to attack again.   17th Level Feature
Apostle of Chaos
Apostle of Chaos Starting at 17th level, you can channel the full power of chaos to transform into an Apostle of Chaos. Expending 6 Chaos Beads as an action, you can transform for 1 minute, during which time you gain the following benefits:  
  • You become immune to being charmed, frightened, paralyzed, or stunned.
  • Your movement speed increases by 30 feet, and you can move across difficult terrain without penalty.
  • You can make an additional attack as part of your Attack action.
  • Whenever you deal damage with a weapon attack or spell, you can choose to deal an additional 2d6 damage of a random damage type (Determined by the Chaoic Damage table).
  • At the start of each of your turns, you can choose to gain one of the following benefits that last until the start of your next turn: You can fly at a speed equal to walking speed, You gain resistance to one damage type of your choice, or You can become invisible.
Once you have used this feature, you must finish a long rest before you can use it again.

Chaos 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.


Hunger
Clerics who follow the Hunger Domain are devoted to Fickle and Dia, the Gods of Hunger and Famine. These clerics are often seen as ruthless or even monstrous, but they understand that hunger is an essential part of life and seek not to end it but to watch life have their own struggles with it.   1st Level Feature
Hunger's Blessing
You gain the ability to sate your own hunger through divine energy. You only have to eat and drink once a week. You also gain proficiency in the Survival skill.   Curse of Hunger
As an action, you can choose a number of creatures equal to your proficiency bonus. The creature/s must make a Constitution saving throw against your spell-save DC or become afflicted with hunger for 1 minute or until you use this feature again. Once per turn, while afflicted the creature has a d4 reduction to it's first attack roll, ability check, and saving throw.   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.   2nd Level Channel Divinity
Chosen Feast
You can use your Channel Divinity to protect creatures from the effects of hunger. As a bonus action, you can select an amount of creatures equal to your Wisdom modifier. The chosen creatures gain the following benefits at the start of their turn for the next minute;  
  • The creatures regain hit points equal to your cleric level.
  • Creatures are immune to the exhaustion condition. If the creature already had exhaustion or is subjected to it while this feature is active. They gain it when this effect ends.
  After 1 minute this effect ends.   6th Level Feature
Channel Divinity: Toll of Hunger
You gain the divine power to cause extreme hunger onto your enemies. As an action, you can choose a creature within 30ft of you. The creature must succeed a Constitution saving throw, if they fail the save; the creature becomes thin and weak as it's body is subject to intense hunger. The creature suffers a -5 to it's strength score, and disadvantages on any Dexterity saving throws for the next hour. If the creature hasn't eaten at the end of the hour, the creature will die of starvation.   Creatures that do not need to eat or drink are immune to this effect, and a creature that doesn't need to eat or drink often will not die at the end of the hour.   8th level Feature
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   17th Level Feature
Hungering Aura
You create an aura of hunger around you. The aura's range is a 30ft radius, any hostile creature that starts its turn in this aura takes necrotic damage equal to your proficiency modifer.   When a creature is reduced to 0 hit points in the aura, you can choose to destroy their body as a reaction and you gain temporary hit points equal to your cleric level + Wisdom modifier. This counts as eating for the purpose of eating mechanics.

Hunger 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.


Moon
  The Moon Domain is a divine domain that represents the powers and influence of the moons. Clerics who dedicate themselves to this domain seek to harness all of the moon gods energy.   1st Level Feature
Bonus Cantrip
You gain the Light cantrip if you don't already know it. This cantrip does not count against your number of cantrips known.   Lunar Ray
You gain the ability to infuse your damaging spells with the radiant energy of the moon. Whenever you cast a spell that deals damage, you can choose to change the damage type to radiant instead of its original type. This applies to all damage dealt by the spell, including any additional effects that rely on the damage type.   In addition, when you cast a spell with a range of touch that deals radiant damage, the range increases to 30 feet.   2nd Level Channel Divinity
Lunar Cycle
You gain the ability to tap into the different phases of the moon, channelling its energy to manifest different effects. After a long rest, you can choose one of the star signs options listed in the Moons tab. You gain that star sign as your channel divinity until the next cycle of the moon.   6th Level Feature
Moon's Embrace
You gain resistance to radiant and necrotic damage. Additionally, you can use your bonus action to grant yourself or an ally within 30 feet of you temporary hit points equal to your Wisdom modifier + your cleric level. While the creature has the temporary hit points, they have resistance to radiant and necrotic damage.   8th level Feature
Lunar Veil
You can use your action to create an aura of shimmering moonlight that extends 10 feet from you. The area becomes lightly obscured for creatures other than you, and any hostile creature that starts its turn within the aura takes radiant damage equal to your Wisdom modifier.   17th Level Feature
Lunar Asendance
Your connection to the moons is heightened. As an action, you can transform into a celestial embodiment of all the moon's power for 1 minute. While transformed, you gain the following benefits:  
  • You gain a fly speed equal to your walking speed.

  • You have advantage on all Dexterity and WIsdom saving throws.

  • You can switch star signs for your channel divinity at the start of each turn, and once per turn you can use your channel divinity without it counting towards your limited usages.

  • Your damage spells ignore resistance to radiant damage and deal an additional 2d10 radiant damage.
  Once you use this feature, you can't use it again until you finish a long rest.

Moon 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.


Friendship
1st Level Feature
Healing Bond
Starting at 1st level, you forge a deep bond of friendship with willing creatures, and can help them in need. Whenever you use a spell to restore hit points to yourself or another creature within 30ft, you can choose to restore hit points of both the target and another creature within range at the same time. The amount of hit points restored remains the same.   For example, you can restore a creatures hp with cure wounds then pick another creature within 30ft. Both heal the same amount of hit points.   2nd Level Channel Divinity
Shield of Comradeship
Starting at 2nd level, as an action, you can use your Channel Divinity to create a protective shield that envelops you and your allies. For 1 minute, friendly creatures of your choice within 30 feet of you gain the following benefits:  
  • They have a bonus to their AC equal to your Wisdom modifier.
  • If a creature within the area takes damage, you can use your reaction to reduce that damage by an amount equal to your Cleric level + your Wisdom modifier.
  6th Level Feature
Handshake of Renewal
Starting at 6th level, your handshakes radiates a soothing aura that aids in healing and recovery. Friendly creatures within 10 feet of you regain additional hit points equal to your Cleric level whenever they regain hit points from a spell or ability.   8th level Feature
Guardian's Embrace
Starting at 8th level, your friendship empowers your protective abilities. Whenever you use a spell or feature to grant temporary hit points to an ally, the recipient gains additional temporary hit points equal to your Cleric level.   17th Level Feature
Eternal Bond
Starting at 17th level, your bond of friendship transcends mortal limitations, granting incredible resilience to you and your allies. When a friendly creature within 30 feet of you would be reduced to 0 hit points, you can choose for that creature to instead drop to 1 hit point and you take half the damage dealt to them.   Additionally, when you use your Channel Divinity, you can choose to extend its duration to 10 minutes.

Friendship 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.


Madness
Clerics of the Madness Domain are devoted to the chaotic and unpredictable forces that govern the mind. Whether drawn to the insanity of the Far Realm or tapping into the madness within mortal minds, these clerics embrace the bewildering nature of existence.   1st Level Feature
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with the Insight and Deception skills. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.   Madness Affliction
Starting at 1st level, your connection to the chaotic forces of madness grants you the ability to inflict mental disarray upon your enemies. When you deal damage with a cleric cantrip, you can choose to afflict the target with madness. The target suffer from one of the following effects of your choice until the start of your next turn:  
  • Fleeting Phantoms: The target has disadvantage on its next attack roll.
  • Whispers of Paranoia: The target has disadvantage on its next Wisdom saving throw.
  • Mind's Labyrinth: The target's movement speed is halved until the start of your next turn.
  You can use this an amount equal to wisdom modifier, then you can't use it again until you finish a short or long rest.   2nd Level Channel Divinity
Maddening Presence
At 2nd level, you can use your Channel Divinity to unleash a chaotic hex upon a creature's mind, causing it to experience temporary madness. As an action, choose a creature within 60 feet of you that you can see. The target must make a Wisdom saving throw. On a failed save, it is afflicted by a short term madness determined by rolling on a d100 table of madness effects (refer to the Dungeon Master's Guide, Chapter 8, "Madness").   The madness effect lasts for 1 minute, during which the target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures immune to being charmed or immune to madness are unaffected by this feature.   6th Level Feature
Channel Divinity: Warp Reality
At 6th level, you can use your Channel Divinity to twist the fabric of reality itself. As an action, you can choose a creature within 60 feet of you and force it to make a Wisdom saving throw. On a failed save, the target is affected by the Confusion spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   8th level Feature
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   17th Level Feature
Avatar of Madness
At 17th level, you become a beacon of chaos. As an action, you can assume an Avatar of Madness, gaining the following benefits for 1 minute:  
  • You gain advantage on all saving throws against spells and magical effects.
  • Whenever a creature within 30 feet of you makes an attack roll against you, it must make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack.
  • Your melee weapon attacks and spells deal an additional 2d12 psychic damage. You have advantage on attack rolls against creatures afflicted with madness.
  Once you use this feature, you can't use it again until you finish a long rest.

Madness 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.


Brawl
Brawling Monks are devoted disciples of the God of The Mighty Fist, channeling divine power into their unarmed strikes. Trained in sacred monasteries, they follow a path that intertwines martial prowess with devout worship. With disciplined focus, these monks become conduits of divine energy, transforming their fists into instruments of divine retribution. Each strike is a testament to their unwavering faith, as they draw upon the godly essence to deliver powerful blows. Guided by a sacred duty, Brawl Monks seamlessly blend physical prowess with spiritual devotion, embodying the divine might of the God of The Mighty Fist in every disciplined movement. - Owari, Cleric of The End   1st Level Feature
Bonus Cantrip
At 1st level, you gain the Green-Flame Blade and Booming Blade cantrips. You can use these cantrips with your unarmed strikes. When you hit a creature with an unarmed strike using either of these cantrips, the spell's effects are applied as if you had cast it with a melee weapon.   Unarmed Devotion
Also at 1st level, your unarmed strikes deal 2d4 radiant damage. Additionally, the damage increases to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level.   2nd Level Channel Divinity
Faithful Brawling
At 2nd level, you can use your Channel Divinity to infuse your fists with divine energy for 1 minute. As a bonus action, during this time, your unarmed strikes and bonus cantrips roll one additional damage die (e.g., 2d4 becomes 3d4), and add your wisdom modifier to the attack roll. Whenever you score a critical hit, you gain temporary hit points equal to your cleric level + your Wisdom modifier. Additionally, you have advantage on unarmed strikes against celestials, elementals, fey, fiends, and undead.   6th Level Feature
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.   8th level Feature
Evasion of the Unyielding
At 8th level, your dedication to the art of unarmed combat allows you to dodge and weave effortlessly. You gain proficiency in Dexterity saving throws if you don't already have it. If you already have proficiency in Dexterity saving throws, you gain proficiency in Constitution saving throws.   17th Level Feature
Avatar of Madness
At 17th level, you can expend your use of Divine Intervention for the day to score a critical hit on a creature regardless of the roll. The creature must then make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 10d10 radiant damage. If the creature is reduced to 0 hit points by this damage, choose another creature within 30 feet of you, and they must make the same saving throw or take 10d10 radiant damage. This effect can stack up to your Wisdom modifier times.

Brawl 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.


Dream
1st Level Feature
Psionic Connection
At 1st level, you gain the ability to tap into the collective consciousness that resides within the realm of dreams. As an action, you can touch a creature (including yourself) to make them enter a meditative state, opening the mind to the vast sea of thoughts and emotions that bind all dreamers together. While in this state, you or the creature gain the following benefits for 1 minute:  
  • Dreamwalker's Insight: You have advantage on Wisdom (Martial) checks and Intelligence (Investigation) checks.
  • Telepathic Whispers: You can communicate telepathically with any creature you can see within 30 feet of you. The communication is one-way, allowing you to transmit thoughts and emotions.
  • Dreambound Magic: You gain advantage on saving throws against spells and magical effects.
  You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.   2nd Level Channel Divinity
Hypnotic Slumber
At 2nd level, you gain the ability to channel the power of the dream realm to induce a deep and peaceful slumber in those who oppose you. As an action, you can use your Channel Divinity to use Hypnotic Slumber. Choose a space that you can see within 60 feet of you. Creatures within 10 feet of the point you chose must make a Wisdom saving throw. On a failed save, the creature falls unconscious for 1 minute or until it takes damage, or someone uses an action to wake it. On a successful save, the creature is unaffected, and it becomes immune to this feature for the next 24 hours. Undead and creatures immune to being charmed have advantage against this effect.   6th Level Feature
Lucid Dreamer
At 6th level, your profound connection to the dream realm grants you the ability to manipulate your magical energies in a unique way. When you finish a short or long rest, you can enter a meditative state, tapping into the ethereal plane of magic through your dreams. During this meditation, you can choose one spell slot at a level equal to half your cleric level, rounded up, but not exceeding 5th level.   For the duration until your next long rest or until you use this feature again, you gain an additional spell slot of the chosen level. You can use this additional spell slot to cast any cleric spell even if you have the spell unprepared, expending it as you would any other spell slot.   8th level Feature
Nightmare Blast
At 8th level, as an action, you can focus the chaotic energies of your own nightmares into a concentrated burst. Choose a point within 60 feet of you, and each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw against your spell save DC.   On a failed save, a creature takes psychic damage equal to 2d8 plus your cleric level. On a successful save, the creature takes half as much damage. Additionally, any creature that fails the saving throw must make a Wisdom saving throw or be frightened until the end of its next turn.   You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.   17th Level Feature
A Dreamer's Final Dream
At 17th level, you can invoke the ultimate power of the dream realm to enact a final reckoning upon your enemies. As an action, you can cast the Dream spell without expending a spell slot, and you know the spell. Once you use this feature, you can't use it again until you finish a long rest.   At any time during the Dream, you can use your action on the target that is currently affected by your Dream spell. That creature must make a Wisdom saving throw against your spell save DC, and the spell ends and the messenger wakes up. On a failed save, the target's mind is overwhelmed by the sheer intensity of a nightmare. causing a heart-stopping shock. The creature dies instantly. On a successful save, the creature takes 10d10 psychic damage and doesn't gain the benefit of the long rest as they awaken.

Dream 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.


Curse
The Curse Clerics are devout followers of the Goddess of Curses. These clerics willingly undergo a ritual, embracing a curse bestowed upon them by their divine patron as a mark of unwavering devotion. Through this self-imposed affliction, they channel the power of their goddess, wielding curses at their own benefit but at the cost of their curse becoming worse.   1st Level Feature
Curse Cantrip
When you choose this domain at 1st level, you gain the Mind Sliver cantrip, which counts as a cleric cantrip for you but doesn't count against your number of cantrips known.   Cursebound
Starting at 1st level, you learn to channel the powers of curses. You can cast the Bestow Curse spell without expending a spell slot and the range of your bestow curse is now 30ft instead of touch. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.   Additionally, you have the Bestow Curse spell prepared.   2nd Level Channel Divinity
Curse Domain
At 2nd level, you gain the ability to channel divine energy to unleash a domain of curses.   As an action, you can expend one use of your Channel Divinity to unleash your Curse Domain. For 1 minute, you radiate an aura of curse-infused energy within a 30-foot radius centered on yourself. You gain the following effects;  
  • Creatures of your choice within the aura have disadvantage on saving throws against your curse spells and suffer additional damage equal to your Wisdom modifier whenever they fail a saving throw against a spell you cast that deals damage.
  • When you cast a Bestow Curse, you can choose to target any number of creatures within the aura, provided they are in spell's range.
  6th Level Feature
Amplified Curse
At 6th level, you gain the ability to further empower your curse spells. When you cast the Bestow Curse spell using your Cursebound feature, you can choose a spell you have prepared and create a custom curse based on that spell instead of using the base curses. The curse's effect must be thematically linked to the chosen spell.   For example:  
  • If you choose the Blindness/Deafness spell, you could curse the target with temporary blindness or deafness.
  • If you choose the Hold Person spell, you could curse the target with an effect that paralyses them in some way.
  • If you choose the Inflict Wounds spell, you could curse the target with ongoing d10 necrotic damage over time.
  The curse's duration remains as per the Bestow Curse spell, and the target can make a saving throw against your spell save DC at the end of each of its turns to end the curse if it isn't the base bestow curse ruling.   8th level Feature
Cursed Harming
Starting at 8th level, While creatures are under the effects of bestow curse that originates from you, as long as they are within 60ft of you, you can use your bonus action to deal Necrotic damage equal to your Wisdom modifier to the cursed creatures.   17th Level Feature
Domain of Retribution
At 17th level, when a creature within your Curse Domain radius damages you or a creature you can see within the aura, you can use your reaction to curse on that creature. The cursed creature takes psychic damage equal to your cleric level and becomes cursed until the end of its next turn. While cursed in this way, any attack roll or ability check the creature makes is made with disadvantage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses after finishing a long rest.

Curse 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.



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