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\section{Cleric}\label{cleric}

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

\subsection{Background}\label{background}

\subsubsection{Healer sand Warriors}\label{healer-sand-warriors}

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

\subsubsection{Divine Agents}\label{divine-agents}

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

\subsubsection{Creating a Cleric}\label{creating-a-cleric}

As you create a cleric, the most important question to con sid eris
which deity to serve and what principles you want your character to
embody. Appendix B includes lists of many of the gods of the multiverse.
Check with your DM to learn which deities are in your campaign. Once you
've chosen a deity, consider your cleric's relationship to that god. Did
you enter this service willingly? Or did the god choose you, impelling
you into service with no regard for your wishes? How do the temple
priests of your faith regard you: as a champion ora troublemaker? What
are your ultimate goals? Does your deity have a special task in mind for
you? Or are you striving to prove yourself worthy of a great quest?

\paragraph{Quick Build}\label{quick-build}

You can make a cleric quickly by following these suggestions. First,
Wisdom should be your highest ability score, followed by Strength or
Constitution. Second, choose the acolyte background.

\subsection{Class Features}\label{class-features}

As a cleric, you gain the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d8 per cleric level

\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier

\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
modifier per cleric level after 1st

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} Light armor, medium armor, shields

\textbf{Weapons:} All simple weapons

\textbf{Tools:} None

\textbf{Saving Throws:} Wisdom, Charisma

\textbf{Skills:} Choose two from History, Insight, Medicine, Persuasion,
and Religion

\paragraph{Equipment}\label{equipment}

You start with the following equipment, in addition to the equipment
granted by your background:

\begin{itemize}
\tightlist
\item
  \emph{(a)} a mace or \emph{(b)} a warhammer (if proficient)
\item
  \emph{(a)} scale mail, \emph{(b)} leather armor, or \emph{(c)} chain
  mail (if proficient)
\item
  \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} any simple
  weapon
\item
  \emph{(a)} a priest's pack or \emph{(b)} an explorer's pack
\item
  A shield and a holy symbol
\end{itemize}

\subsubsection{Spellcasting}\label{spellcasting}

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

\paragraph{Cantrips}\label{cantrips}

At 1st level, you know three cantrips of your choice from the cleric
spell list. You learn additional cleric cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the Cleric
table.

\paragraph{Preparing and Casting
Spells}\label{preparing-and-casting-spells}

The Cleric table show show many spell slots you have to cast your spells
of 1st level and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell slots
when you finish along rest.

You prepare the list of cleric spells that are available for you to
cast, choosing from the cleric spell list. When you do so, choose a
number of cleric spells equal to your Wisdom modifier+ your cleric level
(minimum of one spell). The spells must be of a level for which you have
spell slots.

For example, if you area 3rd-level cleric, you have four 1st-level and
two 2nd-level spell slots. With a Wisdom of 16, your list of prepared
spells can include six spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds, you can cast it using a
1st-level or 2nd-level slot. Casting the spell doesn't remove it from
your list of prepared spells.

You can change your list of prepared spells when you finish along rest.
Preparing anew list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your
list.

\paragraph{Spellcasting Ability}\label{spellcasting-ability}

Wisdom is your spellcasting ability for your cleric spells. The power of
your spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving throw DC
fora cleric spell you cast and when making an attack roll with one.

\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
modifier

\paragraph{Ritual Casting}\label{ritual-casting}

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

\paragraph{Spellcasting Focus}\label{spellcasting-focus}

You can use a holy symbol (found in chapter 5) as a spellcasting focus
for your cleric spells.

\subsubsection{Divine Domain}\label{divine-domain}

Choose one domain related to your deity: Knowledge, Life, Light, Nature,
Tempest, Trickery, or War. Each domain is detailed at the end of the
class description, and each one provides examples of gods associated
with it. Your choice grants you domain spells and other features when
you choose it at 1st level. It also grants you additional ways to use
Channel Divinity when you gain that feature at 2nd level, and additional
benefits at 6th, 8th, and 17th levels.

\paragraph{Domain Spells}\label{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.

\subsubsection{Channel Divinity}\label{channel-divinity}

At 2nd level, you gain the ability to channel divine energy directly
from your deity, using that energy to fuel magical effects. You start
with two such effects: Turn Undead and an effect determined by your
domain. Some domains grant you additional effects as you advance in
levels, as noted in the domain description. When you use your Channel
Divinity, you choose which effect to create. You must then finish a
short or long rest to use your Channel Divinity again. Some Channel
Divinity effects require saving throws. When you use such an effect from
this class, the DC equals your cleric spell save DC. Beginning at 6th
level, you can use your Channel Divinity twice between rests, and
beginning at 18th level. you can use it three times between rests. When
you finish a short or long rest, you regain your expended uses.

\paragraph{Channel Divinity: Turn
Undead}\label{channel-divinity-turn-undead}

As an action, you present your holy symbol and speak a prayer censuring
the undead. Each undead that can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the creature fails its saving throw,
it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as faraway from
you as it can, and it can 't willingly move to a space within 30 feet of
you. It also can't take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents it from
moving. If th ere's now hereto move, the creature can use the Dodge
action.

\subsubsection{Ability Score
Improvement}\label{ability-score-improvement}

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.

\subsubsection{Destroy Undead}\label{destroy-undead}

Starting at 5th level, when an undead fails its saving throw against
your Turn Undead feature, the creature is instantly destroyed if its
challenge rating is at or below a certain threshold, as shown in the
Destroy Undead table.

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Destroys Undead of CR\tabularnewline
\midrule
\endhead
5th & 1/2 or lower\tabularnewline
8th & 1 or lower\tabularnewline
11th & 2 or lower\tabularnewline
14th & 3 or lower\tabularnewline
17th & 4 or lower\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\subsubsection{Divine Intervention}\label{divine-intervention}

Beginning at 10th level, you can call on your deity to intervene on your
behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the
assistance you seek, and roll percentile dice. If you roll a number
equal to or lower than your cleric level, your deity intervenes. The DM
chooses the nature of the intervention; the effect of any cleric spell
or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days.
Otherwise, you can use it again after you finish along rest.

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

\subsection{Divine Domains}\label{divine-domains}

In a pantheon, every deity has influence over different aspects of
mortal life and civilization, called a deity's domain. All the domains
over which a deity has influence are called the deity's portfolio. For
example, the portfolio of the Greek god Apollo includes the domains of
Knowledge, Life, and Light. As a cleric, you choose one aspect of your
deity's portfolio to emphasize, and you are granted powers related to
that domain.

Your choice might correspond to a particular sect dedicated to your
deity. Apollo, for example, could be worshiped in one region as Ph oeb
us (``radiant'') Apollo, emphasizing his influence over the Light
domain, and ina different place as Apollo Acesius (``healing''),
emphasizing his association with the Life domain. Alternatively, your
choice of domain could simply be a matter of personal preference, the
aspect of the deity that appeals to you most.

Each domain's description gives examples of deities who have influence
over that domain. Gods are included from the worlds of the Forgotten
Realms, Greyhawk, Dragon lance, and Eberron campaign settings, as well
as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

\subsubsection{Knowledge Domain}\label{knowledge-domain}

The gods of knowledge---includingOghma, Boccob, Gilean, Aureon, and
Thoth ---value learning and understanding above all. Some teach that
knowledge is to be gathered and shared in libraries and universities, or
promote the practical knowledge of craft and invention. Some deities
hoard knowledge and keep its secrets to themselves. And some promise
their followers that they will gain tremendous power if they unlock the
secrets of the multiverse. Followers of these gods study esoteric lore,
collect old tomes, delve into the secret places of the earth, and learn
all they can. Some gods of knowledge promote the practical knowledge of
craft and invention, including smith deities like Gond, Reorx, Onatar,
Moradin, Hephaestus, and Goibhniu.

\paragraph{Knowledge Domain Spells}\label{knowledge-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & command, identify\tabularnewline
3rd & augury, suggestion\tabularnewline
5th & nondetection, speak with dead\tabularnewline
7th & arcane eye, confusion\tabularnewline
9th & legend lore, scrying\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Blessings of Knowledge}\label{blessings-of-knowledge}

At 1st level, you learn two languages of your choice. You also become
proficient in your choice of two of the following skills: Arcana,
History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that
uses either of those skills.

\paragraph{Channel Divinity: Knowledge of the
Ages}\label{channel-divinity-knowledge-of-the-ages}

Starting at 2nd level, you can use your Channel Divinity to tap into a
divine well of knowledge. A san action, you choose one skill or tool.
For 10 minutes, you have proficiency with the chosen skill or tool.

\paragraph{Channel Divinity: Read
Thoughts}\label{channel-divinity-read-thoughts}

At 6th level, you can use your Channel Divinity to read a creature's
thoughts. You can then use your access to the creature's mind to command
it.

As an action, choose one creature that you can see within 6 0 feet of
you. That creature must make a Wisdom saving throw.

If the creature succeed son the saving throw, you can't use this feature
on it again until you finish along rest. If the creature fails its save,
you can read its surface thoughts (those foremost in its mind,
reflecting its current emotion sand what it is actively thinking about)
when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast
the \emph{suggestion} spell on the creature without expending aspell
slot. The target automatically fails its saving throw against the spell.

\paragraph{Potent Spellcasting}\label{potent-spellcasting}

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

\paragraph{Visions of the Past}\label{visions-of-the-past}

Starting at 17th level, you can call up visions of the past that relate
to an object you hold or your immediate surroundings. You spend at least
1 minute in meditation and prayer, then receive dreamlike, shadowy
glimpses of recent events. You can meditate in this way fora number of
minutes equal to your Wisdom score and must maintain concentration
during that time, as if you were casting aspell.

Once you use this feature, you can't use it again until you finish a
short or long rest.

\textbf{Object Reading.} Holding an object as you meditate, you can see
visions of the ob ject's previous owner. After meditating for 1 minute,
you learn how the owner acquired and lost the object, as well as the
most recent significant event involving the object and that owner. If
the object was owned by another creature in the recent past (within a
number of days equal to your Wisdom score), you can spend 1 additional
minute for each owner to learn the same information about that creature.

\textbf{Area Reading.} As you meditate, you see visions of recent events
in your immediate vicinity (a room, street, tunnel, clearing, or the
like, up to a 50-foot cube), going back a number of days equal to your
Wisdom score. For each minute you meditate, you learn about one
significant event, beginning with the most recent. Significant events
typically involve powerful emotions, such as battles and betrayals,
marriages and murders, births and funerals. However, they might also
include more mundane events that are nevertheless important in your
current situation.

\subsubsection{Life Domain}\label{life-domain}

The Life domain focuses on the vibrant positive energy---one of the
fundamental forces of the universe--- that sustains all life. The gods
of life promote vitality and health through healing the sick and
wounded, caring for those in need, and driving away the forces of death
and undeath. Almost any non-evil deity can claim influence over this
domain, particularly agricultural deities (such as Chauntea, Arawai, and
Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of
healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht),
and gods of home and community (such as Hestia, Hathor, and Boldrei)

\paragraph{Life Domain Spells}\label{life-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & bless, cure wounds\tabularnewline
3rd & lesser restoration, spiritual weapon\tabularnewline
5th & beacon of hope, revivify\tabularnewline
7th & dead ward, guardian of faith\tabularnewline
9th & mass cure wounds, raise dead\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Bonus Proficiency}\label{bonus-proficiency}

When you choose this domain at 1st level, you gain proficiency with
heavy armor

\paragraph{Disciple of Life}\label{disciple-of-life}

Also starting at 1st level, your healing spells are more effective.
Whenever you use aspell of 1st level or higher to restore hit points to
a creature, the creature regains additional hit points equal to 2 + the
spell's level.

\paragraph{Channel Divinity: Preserve
Life}\label{channel-divinity-preserve-life}

Starting at 2nd level, you can use your Channel Divinity to heal the
badly injured. A san action, you present your holy symbol and evoke
healing energy that can restore a number of hit points equal to five
times your cleric level. Choose any creatures within 30 feet of you, and
divide those hit points among them. This feature can restore a creature
to no more than half of its hit point maximum. You can't use this
feature on an undead ora construct.

\paragraph{Blessed Healer}\label{blessed-healer}

Beginning at 6th level, the healing spells you cast on others heal you
as well. When you cast aspell of 1st level or higher that restores hit
points to a creature other than you, you regain hit points equal to 2 +
the spell's level.

\paragraph{Divine Strike}\label{divine-strike}

At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 radiant
damage to the target. When you reach 14th level, the extra damage
increases to 2d8.

\paragraph{Supreme Healing}\label{supreme-healing}

Starting at 17th level, when you would normally roll one or more dice to
restore hit points with aspell, you instead use the highest number
possible for each die. For example, instead of restoring 2d6 hit points
to a creature, you restore 12.

\subsubsection{Light Domain}\label{light-domain}

Gods of light---including Helm, Lathander, Pholtus, Branchala, the
Silver Flame, Belenus, Apollo, and Re-Horakhty---promote the ideals of
rebirth and renewal, truth, vigilance, and beauty, often using the
symbol of the sun. Some of these gods are portrayed as the sun itself or
as a charioteer who guides the sun across the sky. Others are tireless
sentinels whose eyes pierce every shadow and see through every
deception. Some are deities of beauty and artistry, who teach that art
is a vehicle for the soul's improvement. Clerics of a god of light are
enlightened souls infused with radiance and the power of their god s'
discerning vision, charged with chasing away lies and burning away
darkness.

\paragraph{Light Domain Spells}\label{light-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & burning hands, faerie fire\tabularnewline
3rd & flaming sphere, scorching ray\tabularnewline
5th & daylight, fireball\tabularnewline
7th & guardian of faith, wall of fire\tabularnewline
9th & flame strike, scrying\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Bonus Cantrip}\label{bonus-cantrip}

When you choose this domain at 1st level, you gain the \emph{light}
cantrip if you don 't already know it.

\paragraph{Warding Flare}\label{warding-flare}

Also at 1st level, you can interpose divine light between yourself and
an attacking enemy. When you are attacked by a creature within 30 feet
of you that you can see, you can use your reaction to impose
disadvantage on the attack roll, causing light to flare before the
attacker before it hits or misses. An attacker that can't be blinded is
immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier
(a minimum of once). You regain all expended uses when you finish along
rest.

\paragraph{Channel Divinity: Radiance of the
Dawn}\label{channel-divinity-radiance-of-the-dawn}

Starting at 2nd level, you can use your Channel Divinity to harness
sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness
within 30 feet of you is dispelled. Additionally, each hostile creature
within 30 feet of you must make a Constitution saving throw. A creature
takes radiant damage equal to 2 d10 + your cleric level on a failed
saving throw, and half as much damage on a successful one. A creature
that has total cover from you is not affected.

\paragraph{Improved Flare}\label{improved-flare}

Starting at 6th level, you can also use your Warding Flare feature when
a creature that you can see within 30 feet of you attacks a creature
other than you.

\paragraph{Potent Spell casting}\label{potent-spell-casting}

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

\paragraph{Corona of Light}\label{corona-of-light}

Starting at 17th level, you can use your action to activate an aura of
sunlight that lasts for 1 minute or until you dismiss it using another
action. You emit bright light in a 60-foot radius and dim light 30 feet
beyond that. Your enemies in the bright light have disadvantage on
saving throws against any spell that deals fire or radiant damage.

\subsubsection{Nature Domain}\label{nature-domain}

Gods of nature areas varied as the natural world itself, from
inscrutable gods of the deep forests (such as Silvanus, Obad-Hai,
Chislev, Balinor, and Pan) to friendly deities associated with
particular springs and groves (such as Eldath). Druids revere nature as
a whole and might serve one of these deities, practicing mysterious
rites and reciting all-but-forgotten prayers in their own secret tongue.
But many of these god shave clerics as well, champions who take a more
active role in advancing the interests of a particular nature god. These
clerics might hunt the evil monstrosities that despoil the woodlands,
bless the harvest of the faithful, or wither the crops of those who
anger their gods.

\paragraph{Nature Domain Spells}\label{nature-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & animal friendship, speak with animals\tabularnewline
3rd & barkskin, spike growth\tabularnewline
5th & plant growth, wind wall\tabularnewline
7th & dominate beast, grasping vine\tabularnewline
9th & insect plague, tree stride\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Acolyte of Nature}\label{acolyte-of-nature}

At 1st level, you learn one druid cantrip of your choice. You also gain
proficiency in one of the following skills of your choice: Animal
Handling, Nature, or Survival.

\paragraph{Bonus Proficiency}\label{bonus-proficiency-1}

Also at 1st level, you gain proficiency with heavy armor.

\paragraph{Channel Divinity: Charm Animals and
Plants}\label{channel-divinity-charm-animals-and-plants}

Starting at 2nd level, you can use your Channel Divinity to charm
animals and plants.

As an action, you present your holy symbol and invoke the name of your
deity. Each beast or plant creature that can see you within 30 feet of
you must make a Wisdom saving throw. If the creature fails its saving
throw, it is charmed by you for 1 minute or until it takes damage. While
it is charmed by you, it is friendly to you and other creatures you
designate.

\paragraph{Dampen Elements}\label{dampen-elements}

Starting at 6th level, when you ora 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.

\paragraph{Divine Strike}\label{divine-strike-1}

At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 cold, fire,
or lightning damage (your choice) to the target. When you reach 14th
level, the extra damage increases to 2d8.

\paragraph{Master of Nature}\label{master-of-nature}

At 17th level, you gain the ability to command animals and plant
creatures. While creatures are charmed by your Charm Animals and Plants
feature, you can take a bonus action on your turn to verbally command
what each of those creatures will do on its next turn.

\subsubsection{Tempest Domain}\label{tempest-domain}

Gods whose portfolios include the Tempest domain including Talos,
Umberlee, Kord, Zeboim, the Devourer, Zeus, and Th or---govern storms,
sea, and sky. They include gods of lightning and thunder, gods of
earthquakes, some fire gods, and certain gods of violence, physical
strength, and courage. In some pantheons, a god of this domain rules
over other deities and is known for swift justice delivered by
thunderbolts. In the pantheons of seafaring people, gods of this domain
are ocean deities and the patrons of sailors. Tempest gods send their
clerics to inspire fear in the common folk, either to keep those folk on
the path of righteousness or to encourage them to offer sacrifices of
propitiation toward off divine wrath.

\paragraph{Tempest Domain Spells}\label{tempest-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & fog cloud, thunderwave\tabularnewline
3rd & gust of wind, shatter\tabularnewline
5th & call lightning, sleet storm\tabularnewline
7th & control water, ice storm\tabularnewline
9th & destructive wave, insect plague\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Bonus Proficiencies}\label{bonus-proficiencies}

At 1st level, you gain proficiency with martial weapons and heavy armor.

\paragraph{Wrath of the Storm}\label{wrath-of-the-storm}

Also at 1st level, you can thunderously rebuke attackers. When a
creature within 5 feet of you that you can see hits you with an attack,
you can use your reaction to cause the creature to make a Dexterity
saving throw. The creature takes 2d8 lightning or thunder damage (your
choice) on a failed saving throw, and half as much damage on a
successful one.

You can use this feature a number of times equal to your Wisdom modifier
(a minimum of once). You regain all expended uses when you finish along
rest.

\paragraph{Channel Divinity: Destructive
Wrath}\label{channel-divinity-destructive-wrath}

Starting at 2nd level, you can use your Channel Divinity to wield the
power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel
Divinity to deal maximum damage, instead of rolling.

\paragraph{Thunderbolt Strike}\label{thunderbolt-strike}

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

\paragraph{Divine Strike}\label{divine-strike-2}

At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 thunder
damage to the target. When you reach 14th level, the extra damage
increases to 2d8.

\paragraph{Stormborn}\label{stormborn}

At 17th level, you have a flying speed equal to your current walking
speed whenever you are not underground or indoors.

\subsubsection{Trickery Domain}\label{trickery-domain}

Gods of trickery---such as Tymora, Beshaba, Olidam mara, the Traveler,
Garl Glittergold, and Loki---aremischief-makers and instigators who
stand as a constant challenge to the accepted order among both god sand
mortals. Th ey're patrons of thieves, scoundrels, gamblers, rebels, and
liberators. Their clerics area disruptive force in the world, puncturing
pride, mocking tyrants, stealing from the rich, freeing captives, and
flouting hollow traditions. They prefer subterfuge, pranks, deception,
and theft rather than direct confrontation.

\paragraph{Trickery Domain Spells}\label{trickery-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & charm person, disguise self\tabularnewline
3rd & mirror image, pass without trace\tabularnewline
5th & blink, dispel magic\tabularnewline
7th & dimension door, polymorph\tabularnewline
9th & dominate person, modify memory\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Blessing of the Trickster}\label{blessing-of-the-trickster}

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

\paragraph{Channel Divinity: Invoke
Duplicity}\label{channel-divinity-invoke-duplicity}

Starting at 2nd level, you can use your Channel Divinity to create an
illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1
minute, or until you lose your concentration (as if you were
concentrating on aspell). The illusion appears in an unoccupied space
that you can see within 30 feet of you. As a bonus action on your turn,
you can move the illusion up to 30 feet to a space you can see, but it
must remain within 120 feet of you. For the duration, you can cast
spells as though you were in the illusion's space, but you must use your
own senses. Additionally, when both you and your illusion are within 5
feet of a creature that can seethe illusion, you have advantage on
attack rolls against that creature, given how distracting the illusion
is to the target.

\paragraph{Channel Divinity: Cloak of
Shadows}\label{channel-divinity-cloak-of-shadows}

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You
become visible if you attack or cast a spell.

\paragraph{Divine Strike}\label{divine-strike-3}

At 8th level, you gain the ability to infuse your weapon strikes with
poison---a gift from your deity. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to deal an
extra 1d8 poison damage to the target. When you reach 14th level, the
extra damage increases to 2d8.

\paragraph{Improved Duplicity}\label{improved-duplicity}

At 17th level, you can create up to four duplicates of yourself, instead
of one, when you use Invoke Duplicity. As a bonus action on your turn,
you can move any number of them up to 30 feet, to a maximum range of 120
feet.

\subsubsection{War Domain}\label{war-domain}

War has many manifestations. It can make heroes of ordinary people. It
can be desperate and horrific, with acts of cruelty and cowardice
eclipsing instances of excellence and courage. In either case, the gods
of war watch over warriors and reward them for their great deeds. The
clerics of such gods excel in battle, inspiring others to fight the good
fight or offering acts of violence as prayers. Gods of war include
champions of honor and chivalry (such as Torm, Heironeous, and
KiriJolith) as well as gods of destruction and pillage (such as
Erythnul, the Fury, Gruum sh, and Ares) and gods of conquest and
domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such
as Tem pus, Nike, and Nuada) take a more neutral stance, promoting war
in all its manifestations and supporting warriors in any circumstance.

\paragraph{War Domain Spells}\label{war-domain-spells}

\begin{quote}
\begin{longtable}[c]{@{}ll@{}}
\toprule
Cleric Level & Spells\tabularnewline
\midrule
\endhead
1st & divine favor, shield of faith\tabularnewline
3rd & magic weapon, spiritual weapon\tabularnewline
5th & crusader's mantle, spirit guardians\tabularnewline
7th & freedom of movement, stoneskin\tabularnewline
9th & flame strike, hold monster\tabularnewline
\bottomrule
\end{longtable}
\end{quote}

\paragraph{Bonus Proficiencies}\label{bonus-proficiencies-1}

At 1st level, you gain proficiency with martial weapons and heavy armor.

\paragraph{War Priest}\label{war-priest}

From 1st level, your god delivers bolts of inspiration to you while you
are engaged in battle. When you use the Attack action, you can make one
weapon attack as a bonus action. You can use this feature a number of
times equal to your Wisdom modifier (a minimum of once). You regain all
expended uses when you finish along rest.

\paragraph{Channel Divinity: Guided
Strike}\label{channel-divinity-guided-strike}

Starting at 2nd level, you can use your Channel Divinity to strike with
supernatural accuracy. When you make an attack roll, you can use your
Channel Divinity to gain a +10 bonus to the roll. You make this choice
after you seethe roll, but before the DM says whether the attack hits or
misses.

\paragraph{Channel Divinity: War God's
Blessing}\label{channel-divinity-war-gods-blessing}

At 6th level, when a creature within 30 feet of you makes an attack
roll, you can use your reaction to grant that creature a +10 bonus to
the roll, using your Channel Divinity. You make this choice after you
seethe roll, but before the DM says whether the attack hits or misses.

\paragraph{Divine Strike}\label{divine-strike-4}

At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 damage of
the same type dealt by the weapon to the target. When you reach 14th
level, the extra damage increases to 2d8.

War Domain War has many manifestations. It can make heroes of ordinary
people. It can be desperate and horrific, with acts of cruelty and
cowardice eclipsing instances of excellence and courage. In either case,
the gods of war

\paragraph{Avatar of Battle}\label{avatar-of-battle}

At 17th level, you gain resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.

\subsection{Progression Summary}\label{progression-summary}