As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody, 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 or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
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.
As a cleric, you gain the following class features.
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, lnsight, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol
1st-level cleric feature
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.
CANTRIPS
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
PREPARING AND CASTING SPELLS
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-Ievel 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-levei or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. Vou use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier.
Spell Attack Modifier: your proficiency bonus + your Wisdom modifier.
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
SPELLCASTING FOCUS
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
1st-level cleric feature
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, War, and others. 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 level.
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.
2nd-level cleric feature
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. Vou 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.
2nd-level cleric feature
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
2nd-level cleric feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level: once; 6th level: twice; and 18th level: thrice.
You regain all expended uses when you finish a long rest.
4th-level cleric feature
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. You can also forego increasing your ability scores and choose a feat.
4th-level cleric feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
5h-level cleric feature
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
DESTROY UNDEAD
Cleric Level: Destroys Undead of CR...
5th: 1/2 or lower
8th: 1 or lower
11th: 2 or lower
14th: 3 or lower
17th: 4 or lower
8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your can trips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
10th-level cleric feature
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass.
Sword Coast Adventure's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk.
1st-level Arcana Domain feature
Cleric Level: Spells
lst: detect magic, magic missile
3rd: magic weapon, Nystul's magic aura
5th: dispel magic, magic circle
7th: arcane eye, Leomund's secret chest
9th: planar binding, teleportation circle
1st-level Arcana Domain feature
You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
2nd-level Arcana Domain feature
You can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Cleric Level Banishes Creatures of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
6th-level Arcana Domain feature
When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
8th-level Arcana Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
17th-level Arcana Domain feature
You choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Xanathar's Guide To Everything
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithril have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
1st-level Forge Domain feature
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.
FORGE DOMAIN SPELLS
Cleric Level: Spells
1st: identify, searing smite
3rd: heat metal, magic weapon
5th: elemental weapon, protection from energy
7th: fabricate, wall of fire
9th animate objects, creation
1st-level Forge Domain feature
You gain proficiency with heavy armor and smith’s tools.
BLESSING OF THE FORGE
You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
2nd-level Forge Domain feature
You can use your Channel Divinity to create simple items. You conduct an hour long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
6th-level Forge Domain feature
Your mastery of the forge grants you special abilities:
You gain resistance to fire damage.
While wearing heavy armor, you gain a +1 bonus to AC.
8th-level Forge Domain feature
You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level Forge Domain feature
Your blessed affinity with fire and metal becomes more powerful:
You gain immunity to fire damage.
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Dark Arts Player's Companion
The gods of blood are patrons of all varieties of slaughter— including war, battle, murder, and even hunting—and accept any shedding of blood as an offering to their domain. They are the patrons of warriors, particularly those of a more chaotic disposition. While many clerics that follow a blood deity resemble deranged, blood-thirsty cultists, others are comparable to the followers of particularly violent war deities. Examples of the deities of this domain are Bhaal, the Lord of Murder, and Shezmu, the Lord of Blood.
Cleric Level: Spells
1st: bloodburn †, cruorwhip † .
3rd: blood seal †, sanguine rope †
5th: blood sight †, tides of blood †
7th: draining thread †, sanguine sanctum †
9th: bloodcurse †, dominate person .
1st-level Blood Domain feature
You gain the bloodletting † cantrip if you don’t already know it.
Wrath of the Blood God
1st-level Blood Domain feature
You can cause the blood of your enemies to lash out at surrounding creatures, draining the life from them. When a hostile creature you can see within 30 feet of you is reduced to 0 hit points or subjected to a critical hit, you can use your reaction to unleash a burst of necrotic energy from its wounds. Constructs, elementals, and undead are invalid targets. Each creature of your choice within 10 feet of the target, which can include the target, must make a Dexterity saving throw. A creature takes 2d4 necrotic damage on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
2nd-level Blood Domain feature
You can use your Channel Divinity to sap the life of nearby creatures, using their vitality to heal a portion of your wounds.
As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 1d8 + half 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. You regain hit points equal to the damage dealt, up to a maximum of three times your cleric level.
6th-level Blood Domain feature
You can augment your healing spells through sacrifice. When you cast a spell of 1st level or higher that restores hit points, you can choose one creature within 15 feet of you that the spell affected. You spend a number of your hit points, and that creature regains additional hit points equal to the amount you spent, plus temporary hit points equal to half that amount. The temporary hit points last until the start of your next turn.
The number of hit points you spend can’t exceed the amount of hit points restored to the target by the triggering spell.
8th-level Blood Domain feature
You add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Beginning at 17th level, the dark magic you cast can cause deep, gushing wounds to appear on the body of an affected creature. When you cast a spell of 1st level or higher that deals necrotic damage or has the hemomancy tag, you can force one creature that took damage from the spell to make a Constitution saving throw against your spell save DC. On a failed save, the creature is wounded for 1 minute. The wound ends early if the creature receives magical healing, uses their action to staunch the wound, or if you use this feature again.
While the wound lasts, the wounded creature takes 1d10 necrotic damage at the start of each of its turns, and it has disadvantage on saving throws against any spell that deals necrotic damage or has the hemomancy tag.
Dungeon Master's Guide
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires.
Gods of the Death domain also embody murder (Anubi, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!).
1st-level Death Domain feature
Cleric Level: Spells
1st: false life, ray of sickness
3rd: blindness/deafness, ray of enfeeblement
5th: animate dead, vampiric touch
7th: blight, death ward
9th: anti life shell, cloud kill
1st-level Death Domain feature
Gain proficiency with martial weapons.
1st-level Death Domain feature
The cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
2nd-level Death Domain feature
The cleric can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice their cleric level.
6th-level Death Domain feature
The cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.
8th-level Death Domain feature
The cleric gains the ability to infuse his or weapon strikes with necrotic energy. Once on each of the cleric's turns when they hit a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
IMPROVED REAPER
17h-level Death Domain feature
When the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Xanathar's Guide To Everything
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time. particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
DOMAIN SPELLS
You gain domain spells at the cleric levels listed in the
Grave Domain Spells table. See the Divine Domain
class feature for how domain spells work.
1st-level Grave Domain feature
Cleric Level: Spells
1st, bane, false life
3rd: gentle repose, ray of enfeeblement
5th: revivify, vampiric touch
7th: blight, death ward
9th: antilife shell, raise dead
1st-level Grave Domain feature
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
1st-level Grave Domain feature
You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum Of once). You regain all expended uses when you finish a long rest.
2nd-level Grave Domain feature
You can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
6th-level Grave Domain feature
You gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
8h-level Grave Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
17th-level Grave Domain feature
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can't do so again until the start of your next turn.
Player's Handbook
Player's Handbook
The gods of knowledge-including Oghma, Boccob, Gilean, Aureon, and Thoth-value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn ali they cano Some gods of knowledge pro mote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
1st-level Knowledge Domain feature
Cleric Level: Spells
1st: command, identify
3rd: augury, suggestion
5th: nondetection, speak with dead
7th: arcane eye, confusion
9th: legend lore, scrying
1st-level Knowledge Domain feature
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.
2nd-level Knowledge Domain feature
You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
6th-level Knowledge Domain feature
You can use your Channel Divinity to read a creature's thoughts. Vou can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for I minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell si01. The target automatically fails its saving throw against the spell.
8th-level Knowledge Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
17th-level Knowledge Domain feature
You can call up visions of the past that relate to an object you hold or your immediate surroundings. Vou spend at least I minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. Vou can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for I 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.
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.
Gods of light-including Hehn, Lathander, Pholtus, Branchala, the Silver Flame, Be1enus, Apollo, and Re-Horakhty-promote the idea is 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 vehic1e for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of (heir gods' discerning vision, charged with chasing away lies and burning away darkness.
1st-level Light Domain feature
Cleric Level: Spells
1st: burning hands, faerie fire
3rd: flaming sphere, scorching ray
5th: daylight, fireball
7th: guardian of faith, wall of fire
9th: Flame strike, scrying
1st-level Light Domain feature
You gain the light cantrip if you don't already know it.
1st-level Light Domain feature
You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
2nd-level Light Domain feature
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 feel of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d 1O + 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.
6th-level Light Domain feature
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.
8th-level Light Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
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.
Player's Handbook
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 pro mote 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 IlIllatcr, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
1st-level Life Domain feature
Cleric Level: Spells
1st: bless, cure wounds
3rd: lesser restoration, spiritual weapon
5th: beacon of hope, revivify
7th: death ward, guardian of faith
9th: mass cure wounds, raise dead
1st-level Life Domain feature
You gain proficiency with heavy armor.
1st-level Life Domain feature
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
2nd-level Life Domain feature
You can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. Vou can't use this feature on an undead or a construct.
6th-level Life Domain feature
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
8th-level Life Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra Id8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level Life Domain feature
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2<16hit points to a creature, you restore 12.
Player's Handbook
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silva nus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These c1erics 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.
1st-level Nature Domain feature
Cleric Level: Spells
1st: animal friendship, speak with animals
3rd: barkskin, spike growth
5th: plant growth, wind wall
7th: dominate beast, grasping vine
9th: insect plague, tree stride
1st-level Nature Domain feature
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.
1st-level Nature Domain feature
You gain proficiency with heavy armor.
2nd-level Nature Domain feature
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.
6th-level Nature Domain feature
When you or a creature within 30 feet of you takes acid, cold, tire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
8th-level Nature Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, tire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level Nature Domain feature
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.
Dark Arts Player's Companion
Gods of the night—such as Selûne, Shar, Tharizdon, Takhisis, and Hecate—serve as both creators of light and harbingers of darkness, with moon goods focusing on the former and darkness gods on the latter. These gods serve as patrons of all alignments; their clerics serve as both righteous defenders of the weak, as well as deceptive thieves and assassins. Either way, these clerics excel in both melee combat and spellcasting, always using the cover of darkness to their advantage in both their battles and their attempts at subterfuge.
Cleric Level: Spells
1st: sleep, cause fear
3rd: darkness, moonbeam
5th fear, feign death
7th: greater invisibility, rend shadows †
9th: dream, shadow stride † .
1st-level Night Domain feature
You gain proficiency with martial weapons and the Stealth skill.
1st-level Night Domain feature
You can empower your attacks with moonlight. Once per turn when you hit a creature with a melee weapon attack, you can force them to become basked in moonlight. The next attack roll made against this target before the end of your next turn has advantage, and deals an additional 1d6 radiant damage on a hit.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
2nd-level Night Domain feature
You can use your Channel Divinity to harness the black gloom of midnight, banishing light and draining the life of your foes.
As an action, you present your holy symbol and all lights within 30 feet of you, magical or non-magical, are instantly put out. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and loses any darkvision they have for 1 minute. On a successful save, they take half as much damage and suffer no other effects. A creature can repeat this saving throw at the start of each of its turns, regaining their darkvision on a success.
6th-level Night Domain feature
When you deal radiant damage to a creature you may choose to have it emit dim light in a 10 foot radius until the end of your next turn. The affected creature can’t benefit from being invisible, has its speed reduced by 10 feet, and if the creature is a shapeshifter it immediately shifts to its original form and can’t assume a different form until the light dissipates.
Divine Strike
8th-level Night Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level Night Domain feature
When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Tasha's Cauldron of Everything
Finally, a whole faith about coloring inside the lines.
Tasha
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Example Deity: Pantheon
Aureon: Eberron
Bane: Forgotten Realms
Majere: Dragonlance
Pholtus: Greyhawk
Tyr: Forgotten Realms
Weejas: Greyhawk
1st-level Order Domain feature
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.
ORDER DOMAIN SPELLS
Cleric Level: Spells
1st: command, heroism
3rd: hold person, zone of truth
5th: mass healing word, slow
7th: compulsion, locate creature
9th: commune, dominate person
1st-level Order Domain feature
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
1st-level Order Domain feature
You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
CHANNEL DIVINITY: ORDER'S DEMAND
2nd-level Order Domain feature
You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
6th-level Order Domain feature
You have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
8th-level Order Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level Order Domain feature
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Tasha's Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
Example Deity: Pantheon
Angharradh: Elven
Berronar Truesilver: Dwarven
Boldrei: Eberron
Cyrrollalee: Halfling
Eldath: Forgotten Realms
Gaerdal lronhand: Gnomish
Paladine: Dragonlance
Rao: Greyhawk
1st-level Peace Domain feature
You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.
PEACE DOMAIN SPELLS
Cleric Level: Spells
1st: heroism, sanctuary
3rd: aid, warding bond
5th: beacon of hope, sending
7th: aura of purity, Otiluke's resilient sphere
9th: greater restoration, Rary's telepathic bond
1st-leve Peace Domain feature
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
1st-level Peace Domain feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
2nd-level Peace Domain feature
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
6th-level Peace Domain feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
8th-level Peace Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
17th-level Peace Domain feature
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Player's Handbook
Gods whose portfolios include the Tempest domain including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor-govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some tire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
1st-level Tempest Domain feature
Cleric Level: Spells
1st: fog cloud, thunderwave
3rd: gust of wind, shatter
5th: call lightning, sleet storm
7th: control water, ice storm
9th: destructive wave, insect plague
1st-level Tempest Domain feature
You gain proficiency with martial weapons and heavy armor.
1st-level Tempest Domain feature
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
2nd-level Tempest Domain feature
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.
6th-level Tempest Domain feature
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
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 ld8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Player's Handbook
Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveler, Gari Glittergold, and Loki-are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
1st-level Trickery Domain feature
Cleric Level: Spells
1st: charm person, disguise self
3rd: mirror image, pass without trace
5th: blink, dispel magic
7th: dimension door, polymorph
9th: dominate person, modify memory
1st-level Trickery Domain feature
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 I hour or until you use this feature again.
2nd-level Trickery Domain feature
You can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
6th-level Trickery Domain feature
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.
8th-level Trickery Domain feature
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.
17th-level Trickery Domain feature
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.
Tasha's Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Example Deity: Pantheon
Boldrei: Eberron
Celestian: Greyhawk
Doi Arrah: Eberron
Helm: Forgotten Realms
Ilmater: Forgotten Realms
Mishakal: Dragonlance
Selune: Forgotten Realms
Yondalla: Halfling
1st-level Twilight Domain feature
You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.
TWILIGHT DOMAIN SPELLS
Cleric Level: Spells
1st: faerie fire, sleep
3rd: moonbeam, see invisibility
5th: aura of vitality, Leomund's tiny hut
7th: aura of life, greater invisibility
9th: circle of power, mislead
1st-level Twilight Domain feature
You gain proficiency with martial weapons and heavy armor.
1st-level Twilight Domain feature
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
1st-level Twilight Domain feature
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
2nd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
6th-level Twilight Domain feature
You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
8th-level Twilight Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra ld8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
17th-level Twilight Domain feature
The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Player's Handbook
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
1st-level War Domain feature
Cleric Level: Spells
1st: divine favor, shield of faith
3rd: magic weapon, spiritual weapon
5th: crusader's mantle, spirit guardians
7th: freedom of movement, stoneskin
9th: flame strike, hold monster
1st-level War Domain feature
You gain proficiency with martial weapons and heavy armor
1st-level War Domain feature
Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
2nd-level War Domain feature
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
6th-level War Domain feature
When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
8th-level War Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra Id8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level War Domain feature
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.