A cleric is an official representative of the power of the gods in the mortal realm. They dedicate their lives to teaching and encouraging the tenants of their favored god. Because of their shared religious dedication, clerics and paladins often work hand-in-hand with each other.
Clerics of Iskatel follow The Twelve. Each of these gods was once mortal and ascended to their position through some great deed or miraculous event. Often, doing so deposes a previous god of the same sphere and leads to changes in the veneration of that sphere. As an example, when the evil cleric Haderast ascended into the position of the god of life, death, and fate, the focus of this sphere turned from life, to death. While such events are exceptionally rare, the tales of gods ascending from mortality are in all of the holy writings and Clerics are aware that there is always a possibility that their favored god of The Twelve will fall. As such, while they certainly favor one or two individual gods in their own rituals and teachings, clerics all give reverence to The Twelve as a whole.
Class Features
All standard class features of the Cleric remain as they are in the official source material.
Following is a list of The Twelve and the domains that clerics favoring each may choose for themselves. Domains marked with an * are detailed below.
Name |
Alignment |
Sphere |
Motto |
Domains |
Haderast |
LE |
Life, Death, Fate |
Death cleanses the earth |
Death, Grave |
Shukriya |
NG |
Family, Home, Protection |
Protect the family above all else |
Life, Peace |
Trygg |
N |
Knowledge, Learning, History |
Knowledge is the foundation of life |
Arcana, Knowledge |
Azmir |
LN |
The Forge, Creation, Destruction |
Order above all else |
Forge, Order |
Shagol |
NE |
War, Bravery, Strength |
Blood and glory show strength |
Tempest, War |
Japheth |
LG |
Rulership, Justice, Law |
The people are best served by a firm and righteous leader |
Light, Order, War |
Kalani |
CG |
Travel, Freedom, Navigation |
Wander and be free |
Travel* |
Yakivalo |
NG |
Wealth, Contracts, Trade |
Trade and markets bring prosperity to all |
Trade* |
Hyledd |
N |
Nature, Hunting, Weather |
Nature is eternal |
Nature, Tempest |
Efthalia |
CG |
Harvest, Fertility, Drink |
Make merry while the night is young, for it will be over soon |
Revelry* |
Shala |
CE |
Trickery, Secrets, Hidden Things |
Secret pacts and treacheries bring wealth and power |
Trickery |
Alastriona |
CN |
Art, Music, Emotion |
Emotion is the pure expression of life |
Creativity* |
Creativity Domain
As a celebration of the pure energies of expression, the creativity domain can be chaotic and unstable. It focuses on art, emotion, and the unbounded expression of that inner-drive to create. Alastriona is patroness over this sphere.
Creativity Domain Spells
Cleric Level |
Spells |
1st |
Color Spray, Disguise Self |
3rd |
Detect Thoughts, Nystul's Magic Aura |
5th |
Hypnotic Pattern, Major Image |
7th |
Fabricate, Stone Shape |
9th |
Animate Objects, Skill Empowerment |
Artistic Expression
At 1st level, you gain proficiency in the Performance skill.
In addition, you gain two of the following cantrips as cleric cantrips: Control Flames, Dancing Lights, Minor Illusion, Mold Earth, Prestidigitation, Shape Water, or Vicious Mockery.
Channel Divinity: Inspiration
At 2nd level, you may use your Channel Divinity to inspire a number of friendly creatures around you. You may inspire a number of creatures equal to your Wisdom modifier (minimum 1), so long as they are all within a 60 foot radius of you.
An inspired creature may, once within the next 10 minutes, roll 1d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. If the creature is already benefiting from an Inspiration die (including one granted by Bardic Inspiration), this Inspiration has no effect and is lost.
Chaotic Presence
At 6th level, as a result of your focus on allowing immediate expression of any whim, emotion, or inspiration that you feel, your mind has become too chaotic and unpredictable to be bound by magic. You gain advantage on all saving throws against spells from both the Enchantment and Illusion schools of magic as well as any other spell or effect that targets your emotions (such as charm or fear effects) or attempts to distort your perceived reality with illusion.
Potent Spellcasting
At 8th level, your emotions are so raw that you can channel psychic damage into your spells. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Masterpiece
Upon reaching 17th level, you may perform an hour-long ritual to create or perform a masterpiece once per long rest. Upon completion of the ritual, you may choose for the masterpiece to have one of the following effects on all individuals within a 60 foot radius who quietly observed the entirety of your ritual.
Boosted Spirits: Gain a +1 magical bonus to all saving throws for the next 24 hours. If another affect would give you an equal or greater bonus to a saving throw, use that affect instead. This effect does not stack.
Shifted Opinion: Roll a Charisma saving throw against the caster's spell DC. On a failed save, your opinion of an individual, group, location, or event chosen by the caster is shifted one step ( Friendly - Indifferent - Hostile ) in the direction of the caster's choosing for the next 24 hours.
Admiration: Roll a Wisdom saving throw against the caster's spell DC. On a failed save, you act as if you have been charmed by the caster for the next hour. At the end of the hour, the charm wears off but you are not aware that you were under any magical effect and for the next 23 hours you remain non-magically inclined to have friendly feelings toward the caster.
Revelry Domain
The revelry domain celebrates the joys of life, harvest, and creation. Its focus is on life, growth, charm, joy, and pleasure. Efthalia, the Merry Maiden, is patroness over the harvest, fertility, drink, and revelry.
Revelry Domain Spells
Cleric Level |
Spells |
1st |
Charm Person, Tasha's Hideous Laughter |
3rd |
Fortune's Favor, Suggestion |
5th |
Nondetection, Plant Growth |
7th |
Aura of Life, Compulsion |
9th |
Awaken, Creation |
Unending Revelry
At 1st level, you gain the ability to spontaneously create beer and ale. You may create a number of gallons equal to your proficiency bonus. You may alternately create half that amount in wine or mead.
In addition, you gain proficiency in the Insight skill.
Channel Divinity: Everybody's Friend
At 2nd level, you may use your Channel Divinity to call living beings to turn and give you their attention. All living beings within 30 feet of you and with an Intelligence score greater than 3 must make a Wisdom saving throw. If the creature fails its saving throw, it will grant you its peaceful, full attention for 1 minute or until it takes any damage. Creatures who start their turn as 'hostile' toward you roll with advantage on their saving throw.
A gathered creature cannot spend its turn to move more than 30 feet away from you and it must spend its actions both watching and listening-to you. It cannot take reactions. If staying within 30 feet of you would obviously put the creature in danger, the effects of this ability are immediately canceled and the creature acts to preserve their own safety.
Pleasure cancels Pain
At 6th level, you gain the ability to help others ignore injury. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Endlessly Charming
At 17th level you may add your Wisdom ability score modifier to any Charisma skill check, proficiency roll, or saving throw. Conversely, you may also add your Charisma ability score modifier to any Wisdom skill check, proficiency roll, or saving throw.
Trade Domain
The trade domain is concerned with building bonds and relationships between cultures, through which exchange of goods and acquisition of wealth and comfort can be gained. Yakivalo is the patron of trade and all that it entails.
Trade Domain Spells
Cleric Level |
Spells |
1st |
Identify, Unseen Servant |
3rd |
Arcane Lock, Suggestion |
5th |
Galder's Tower, Tongues |
7th |
Fabricate, Galder's Speedy Courier |
9th |
Geas, Rary's Telepathic Bond |
Smooth Talker
At 1st level, you gain proficiency in both the Persuasion and Insight skills. Your proficiency bonus is doubled for ability checks made with either of these two skills.
Channel Divinity: Divine Market
Starting at 2nd level, you may pay the base cost of any non-magical item available within your campaign setting and use your channel divinity to manifest that item into your possession regardless of your current location or the rarity of the item. Only coins which you are currently carrying on your person can be used as payment for an item summoned by the divine market ability.
Your unrivaled trading network may call only one item into your possession per use. However, when calling explicitly single-use items (such as arrows, bolts, or rations) into your possession, you may pay for and call up to 10 of the same item per use.
Improved Divine Market
Starting at 6th level, whenever you use the unrivaled trading network ability, you may also use it to call magical items into your possession. The price of a magical item is equal to its item-creation price. A healing potion, for example, would require a payment of 100gp.
Your unrivaled trading network may call only one item into your possession per use. However, when calling explicitly single-use items (such as potions or magical arrows) into your possession, you may pay for and call up to 5 of the same item per use.
Potent Spellcasting
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Shrewd Negotiator
At 17th level, upon rolling a successful Insight check against a target creature, you are able to discern exactly what motivates the creature and what it will take to get the creature to agree to a proposed course of action. You do not need to be able to speak the creature's language, nor does it need to be intelligent, for you to discern these things. This ability does not automatically resolve the proposal, it simply reveals what it will take to resolve it.
The answer given will be exact and detailed, leaving no question as to what must to be done. For example, if you were trying to sell a rare item to a collector, this ability would reveal to you the exact maximum price that the collector would pay and any potential actions you might do to reach that agreed upon price: "The collector is willing to pay 1,500gp if they are convinced that this book is really from the ancient civilization of Ireacht".
Travel Domain
The travel domain concerns itself with journeys, exploration, and freedom from restraint. Kalani is the patron of travel. Kalani is also a prolific hunter and therefore grants her clerics several hunt-related benefits.
Travel Domain Spells
Cleric Level |
Spells |
1st |
Goodberry, Hunter's Mark |
3rd |
Knock, Pass without Trace |
5th |
Haste, Leomund's Tiny Hut |
7th |
Freedom of Movement, Leomund's Secret Chest |
9th |
Far Step, Passwall |
Resilient Traveler
At 1st level, you gain proficiency in the Survival skill. In addition, your movement speed increases by +10 ft.
Channel Divinity: Hunter's Accuracy
If you have disadvantage when making a weapon attack roll you can use your channel divinity to remove the disadvantage and make a normal attack roll instead. If the attack hits you can add your proficiency bonus to the damage dealt by the attack.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike
At 8th level, you gain the ability to hunt with divine precision. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Far Wanderer
Your constant travels in far-off lands have made you hardy and resilient. You gain immunity to poison and disease, and advantage on your saving throws against exhaustion.
Further, you can convey some of your travel resilience on your traveling companions. When traveling with you, the group may travel at a 'fast' pace without penalty and may add your Wisdom ability score bonus (minimum 1) to their Constitution saving throw when undergoing a forced march. The number of creatures that can be affected by this ability is equal to your Proficiency Bonus.
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