Cleric

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

Class Details

Class ID
CE
Starting Skills
2 + intelligence
Key Abilities
Wisdom
Tags
Spellcaster

Proficiencies & Hit Die

Baseline Weapon Proficiency: Simple.
Baseline Armor Proficiency: Light, Shield, Unarmored.

Proficiency Trained Expert Master
Armor L12
Dodge L1 L13
Fortitude Save L1
Initiative L1 L5 L16
Perception L1 L5
Reflex Save L1 L9
Spell/DC L1
Will Save L1 L11

Hit Die: d8

Class Features

Level 1

Clerid Domain (CE1DO)

You choose a domain shaped by your choice of Deity and the gifts they grant you.
Kind
Class Trait
Scope
Subclass Choice
Usage
Active

Cleric Doctrine (CECDC)

Kind
Class Trait
Scope
Subclass Choice
Usage
Passive

Cleric Spellcasting (CEST)

The Cleric Spell table shows you how many spell you have and states the amount of cantrips known. You regain all cleric spell slots after a long rest You can prepared wisdom + cleric_level of spell slots from the divine spell list after a long rest.. Your key ability is wisdom.
Kind
Spell Slot Table
Scope
Class Feature
Usage
Active
Spell List
Divine
Cantrips / Level
3 + (round up(cleric_level/6) - 1)
Spells Known
wisdom + cleric_level
Spells Prepared
wisdom + cleric_level
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 2 0 0 0 0 0 0 0 0 0
L2 3 0 0 0 0 0 0 0 0 0
L3 3 2 0 0 0 0 0 0 0 0
L4 3 3 0 0 0 0 0 0 0 0
L5 3 3 2 0 0 0 0 0 0 0
L6 4 3 2 0 0 0 0 0 0 0
L7 4 3 2 1 0 0 0 0 0 0
L8 4 3 3 2 0 0 0 0 0 0
L9 4 3 3 2 1 0 0 0 0 0
L10 4 3 3 3 1 0 0 0 0 0
L11 4 3 3 3 2 1 0 0 0 0
L12 4 3 3 3 2 1 0 0 0 0
L13 4 3 3 3 2 1 1 0 0 0
L14 4 3 3 3 2 1 1 0 0 0
L15 4 4 3 3 2 1 1 1 0 0
L16 4 4 3 3 2 1 1 1 0 0
L17 4 4 3 3 3 3 1 1 1 0
L18 4 4 3 3 3 2 1 1 1 0
L19 4 4 4 3 3 2 2 1 1 1
L20 4 4 4 3 3 2 2 2 1 1

Level 2

Channel Divinity (CE2CD)

At 2nd level you can channel a miniscule fraction of your god's power. What it is you can choose from the following below. Once you choose you cannot change. You gain another channel divinity from your domain You have channel divinity equal to your Cleric spellcasting proficiency tier. Trained = 1, Expert = 2, Master = 3, Legendary = 4. You regain 1 use per short rest or all use at long rest.
Kind
Class Trait
Scope
Class Feature
Usage
Passive
Options
Divine Stabilization
Grants:
Channel Divinity Divine Stabilization (CE2DS)
As an action, touch an ally who is dying. You immediately reduce them to dying 0 and wounded 0 and stabilize them.
Usage
Active
Turn Undead
Grants:
Channel Divinity: Turn Undead (CE2-TD)
As 2 actions, you unleash a wave of holy energy that repelsrepells the dead. Every creature with the undead tag must make a will saving throw. On a failure they are considered terrified even if they are immune to terror.
Action
Two Actions
Usage
Active
God's Courage
Grants:
Channel Divinity: God’s Courage (CE2GC)
You can use this as a reaction or an action. You automatically pass any saving throws made to frighten or terrify you for the next minute.
Action
Reaction
Usage
Active

Divine Commune (CDC)

You may attempt to commune with your Deity once per long rest by offering prayer, meditation, or ritual observances appropriate to your faith. The nature of this observance should be predetermined with your GM during character creation and should be thematically tied to your Deity’s domain. The Deity is not obligated to respond, and their response is determined by the GM based on the nature of the request, the Cleric’s devotion, and the type of Deity.


If you wish to force communication with your Deity, you may burn all of your Channel Divinity uses over the course of an hour-long ritual of intense prayer and supplication. This does not guarantee a favorable response, and the Deity may impose additional requirements of devotion, penance, or service in return.


The GM has full control over the Deity’s response, which may include clear divine guidance, cryptic visions, silence, trials of faith, or punishment. Clerics who have shown strong devotion may receive clearer answers or temporary blessings, while those who have neglected or acted against their tenets may be ignored, tested, or chastised.


The GM may also choose to have the Deity initiate contact under special circumstances. This may occur if the Cleric has broken a vow, entered ground of significance to the Deity, or if the Deity requires something urgent. Such contact may appear as a vision, direct command, divine omen, or holy presence.


Ignoring a Deity for extended periods may result in penalties determined by the GM. These can include the loss of Channel Divinity, divine disfavor, curses, or the withholding of spells until the Cleric atones through penance, pilgrimage, or service.


Kind
Class Trait
Scope
Class Feature
Usage
Passive

Level 3

Cleric Class Feat (CE3CF)

You select an applicable Cleric Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 4

Level 6

Cleric Class Feat (CE6CF)

Select an applicable cleric class feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 7

Level 8

Level 9

Level 11

Cleric Class Feat (CE11CF)

You select an applicable Cleric Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 12

Level 13

Divine Intervention (CE13DI)

For it to succeed, you must roll a D100. You get a value of (cleric level + cleric spellcasting) x 2. Your must roll above 100 - your value. If you are in a situation where you are fighting natural enemies of your god, or in an eventa event which threatens your god, you gain advantage on your roll. The DM determines what sort of assistanceassiatance it may give. A high level spell from a relevant origin may suffice. The DM should exerciseexcercise creative freedom in choosingchosing what aid.
Kind
Class Trait
Scope
Class Feature
Action
Three Actions
Usage
Active
Uses
1

Level 14

Level 16

Cleric Class Feat (CE16CF)

You select an applicable Cleric Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 17

Level 19

Level 20

Cleric Class Feat (CE20CF)

You select an applicable Cleric Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Subclasses

Doctrine

Warpriest

You have trained in the more militant doctrine of your church, focusing on both spells and battle.

Level 1

Warpriest First Doctrine (CE1DC-W)

You have expert proficiency in Fortitude saves.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
fortitude → Expert
Level 3

Warpriest Second Doctrine (CE3DC-W)

You’re trained in martial weapons.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
weapon → Trained
Level 7

Warpriest Third Doctrine (CE7DC-W)

You gain expert proficiency with martial weapons, simple weapons, and unarmed attacks
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
will → Expert
Level 9

Warpriest Fourth Doctrine - Divine Strike (CE9DC-W)

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 of your domain favored damage to that creature
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Formula Target
Weapon Damage
Formula
1d8

Warpriest Fourth Doctrine (CE9DC-W2)

Your proficiency ranks for the Cleric Spellcasting statistics increase to expert.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Passive
Proficiency Set
dc → Expert
Level 14

Warpriest Fifth Doctrine (CE14DC-W)

Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Passive
Proficiency Set
fortitude → Master
Level 19

Warpriest Final Doctrine (CE19DC-W)

You gain master proficiency with weapons
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
weapon → Master

Warpriest Final Doctrine (CE19DC-W2)

You gain master proficiency with Cleric Spellcasting
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
dc → Master
Cloistered

You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.

Level 1

Cloistered First Doctrine (CE1DC-C)

you can expend a use of your Channel Divinity to fuel your spells. As an 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 highest levelled spell(round down). 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
Kind
Class Trait
Scope
Subclass Feature
Action
Three Actions
Usage
Active
Uses
round up(cleric_level/3)
Level 3

Cloistered Second Doctrine (CE3DC-C)

Your proficiency rank for Fortitude saves increases to expert.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Passive
Proficiency Set
fortitude → Expert
Level 7

Cloistered Third Doctrine (CE7DC-C)

Your proficiency ranks for Cleric Spellcasting increase to expert.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
dc → Expert
Level 9

Cloistered Fourth Doctrine (CE9DC-C)

When you do damage with a cleric cantrip, add your wisdom modifier to the damage
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Formula Target
Spell Damage
Formula
wisdom
Level 14

Cloistered Fifth Doctrine (CE14DC-C)

Your proficiency ranks for the Cleric Spellcasting statistics increase to master.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
dc → Master
Level 19

Cloistered Final Doctrine (CE19DC-C)

Your proficiency ranks for the Cleric Spellcasting statistics increase to legendary.
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
dc → Legendary

Domain

Arcane

Arcane domain Clerics are devoted to the ideals of magic and the gods devoted or supportive to it

Level 1

Arcane Repository (CE1-AR)

You can learn 1 spell that has the arcane tag at cleric level 3,6,9,12,15 and 18 and add it to your known spells and count as cleric spells.
Kind
Spell Slot Table
Scope
Subclass Feature
Usage
Passive
Spell List
Arcane
Spell Slots Table
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
L1 0 0 0 0 0 0 0 0 0 0
L2 0 0 0 0 0 0 0 0 0 0
L3 0 0 0 0 0 0 0 0 0 0
L4 0 0 0 0 0 0 0 0 0 0
L5 0 0 0 0 0 0 0 0 0 0
L6 0 0 0 0 0 0 0 0 0 0
L7 0 0 0 0 0 0 0 0 0 0
L8 0 0 0 0 0 0 0 0 0 0
L9 0 0 0 0 0 0 0 0 0 0
L10 0 0 0 0 0 0 0 0 0 0
L11 0 0 0 0 0 0 0 0 0 0
L12 0 0 0 0 0 0 0 0 0 0
L13 0 0 0 0 0 0 0 0 0 0
L14 0 0 0 0 0 0 0 0 0 0
L15 0 0 0 0 0 0 0 0 0 0
L16 0 0 0 0 0 0 0 0 0 0
L17 0 0 0 0 0 0 0 0 0 0
L18 0 0 0 0 0 0 0 0 0 0
L19 0 0 0 0 0 0 0 0 0 0
L20 0 0 0 0 0 0 0 0 0 0
Level 2

Channel Divinity: Arcane Intervention (CE2CO-A)

Using channel divinity, You can cast a spell you have prepared with the arcane tag without using any spell slot. The spell must be of a level equal or lower than your highest spell.
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 4

Arcane Abjuration (CE4DO-A)

When you heal an ally, you give them a +1 bonus to their next saving throw against magic for the next minute
Kind
Class Feat
Scope
Subclass Feature
Usage
Passive
Level 8

Arcane Invoker (CE8DO-A)

You can cast a cleric spell you have not prepared or learnt as long as it is your spell list. You still use the spell slot. You can do this once per short or long rest.


Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Uses
1
Level 12

Spell Breaker (CE12DO-A)

When you target an ally or an enemy with a spell you can spend an action to end a spell or magical effect on them provided it is below half your highest level spell(rounded down) - 1.
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 17

Mystic Beacon (CE17DO-A)

Your spells are always upcasted by one level higher than normal
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Darkness

Embracers of night and shadows, Darkness Domain clerics wield necrotic power and control the unseen

Level 1

Night Sight (CE1DO-D)

You gain 120 feet of darkvision, and can see 20 feet of magical darkvision
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity: Unending Darkness (CE2DO-D)

As a channel divinity you can create a 20x20 feet area of complete darkness. You however can see through this darkness. You can use 2 actions to grant an ally the ability to see through darkness. This darkness last one minute or until its dispelled. 
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Ally of Darkness (CE4DO-D)

When attacking a creature in the dark or when attacking from darkness you do extra damage against them equal to half your cleric level (round up) in necrotic damage.
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Formula
round up(cleric_level/2)
Level 8

Warding Shadow (CE8DO-D)

You can spend an action to prepare this ability. When targetedtargetted by a ranged attack, you may expend a reaction to impose disadvantage on the attack.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 12

Enveloped in Darkness (CE12DO-D)

As a minute ritual, you create darkness in a 5 feet radius enveloping you. You can turn it off at will.
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 17

The Void (CE17DO-W)

Anytime a creature would die from an attack affected by Unending darkness, you can spend a reaction to cause a Void to appear on the creature instead. A void appears. Creatures within 30 feet of it must make a Fortitude Saving throw upon its appearance. On a failed save the creature takes 6d10 force damage and is pulled in a straight line toward The Void, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save the creature takes half as much damage and isn't pulled. The creature whom The void started on automatically fails this save. The void lasts for 1 round. Any time a creature would be killed by this effect it increases its duration by a round to a maximum of your Wisdom Modifier. Once you use this trait you cannot do so again until you finish a long rest.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Formula
6d10
Destruction

Masters of thunderous devastation, Destruction Domain clerics infuse their melee strikes with escala

Level 1

Destructive Force (CE1DO-DS)

Youu surge with might and destructive force to enhance your attacks. When you hit a creature with a melee weapon attack, you can choose to make the attack deal an extra 1d3 damage of the same type dealt by the weapon attack.  This can only trigger once per turn, and the damage increases to 1D4 at level 7 ans 1D6 at level 15
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Passive
Uses
wisdom
Level 2

Channel Divinity: Demolition (CE2DO-DS)

When you use channel divinity, touch an object or creature. It must make a fortitude saving throw. On a success they take 4 times your cleric level in thunder damage, or half as much on a success. Critical failures or on static objects take 5 times your cleric level instead. A creature’s body explodesd into a mist of gore and require a resurrection spell while objects are destroyed
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Formula
cleric_level*4
Level 4

Unrelenting Destruction (CE4DO-DS)

If you damage an enemy that you damaged in the previous turn, you do extra 1D6 thunder damage, this can only trigger once per turn.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Formula
1d6
Level 8

Destructive Aura (CE8DO-DS)

Within 15 feet and yourself, you project an aura that reduces the armor value by up to your wisdom modifier (your choice) including yourself. You can turn it on and off only after a short rest.
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Passive
Formula
wisdom
Level 12

Sundering Force (CE12DO-DS)

after a short rest, select one type of damage type, you ignore resistance to that type of damage and immunity becomes resistance.
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Uses
1
Level 17

Hand of Desolation (CE17DO-DS)

Your demolition channel divinity reduces non-magical objects and creatures to dust as if hit by a disintegrate spell, requiring true resurrection to revivify. You also can change thunder damage from your channel divinity to fire, lightning, force and explosion You also learn the disintegrate spell which is always prepared and counts as a cleric spell
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Earth

Anchored to elemental earth, Earth Domain clerics shape stone and soil. They speak Primordial, shiel

Level 1

Stonespeaker (CE1DO-EA)

The power you command is infused with elemental earth. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran Additionally, you gain the Mold Earth cantrip if you don't already know it. For you, this cantrip counts as a cleric cantrip.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity: Stonewarden's Aegis (CE2DO-EA)

Choose a number of creatures up to half your cleric level rounded up[ (a minimum of 1) within 30 feet of you. For 10 minutes the chosen creatures' armor increases by an amount equal to your wisdom + cleric level.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Earth Affinity (CE4DO-EA)

your connection to Earth grants you new benefits. You have advantage on saves and checks to resist being pushed or knocked prone. Additionally, you ignore difficult terrain made of stone, earth, and sand.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Stone Shell (CE8DO-EA)

When a creature is affected by stonewarden aegis, when they take damage. They can remove the bonus and reducd the damage to 0 if the damage is not psyhic or true.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Uses
wisdom
Level 12

Soul of Earth (CE12DO-EA)

Your earthly affinity grants you increased durability. You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, you are immune to the Petrified condition.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

Localised Earthquake (CE17DO-EA)

you can expend all uses of channel divinity. You create a localised tremor of 200x200ft, creatures inside except you must make a fortitude saving throw or be knocked prone. The player can make it up to a 7.0 magnitude earthquake as a choice.
Kind
Class Trait
Scope
Subclass Feature
Action
Three Actions
Usage
Active
Fate

Tide-turners of destiny, Fate Domain clerics glimpse omens and manipulate chance. They divinely scry

Level 1

Omens and Portents (CE1DO-FT)

Select a creature, you learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity: Strands of Fate (CE2DO-FT)

When you take a short or long rest, you can expend one use of channel divinity to roll D6 equal to your cleric level/3 rounded up. You keep the dice value and can expend the dice to re-roll a dice roll based on the value. You lose all use when you take a short or long rest. Dice Type 1 Skill Check 2 Saving Throw 3 Death Saving Throw 4 Damage Roll 5 Attack Roll 6 Any D20 roll
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Ties That Bind (CE4DO-FT)

you can temporarily tie your fate to others. You can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a will saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target’s location, and you know the direction of its movement if it is in motion. In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d6, and the target receives extra damage or healing,of your choice, equal to the number rolled. You can use this feature’s action once per long rest.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 12

Fate Temper (CE12DO-FT])

As a reaction, you can select a creature you can see or yourself.Before they make a saving throw or skill check, you can make a success a critical success while a failure becomes a critical failure. You can do this equal to your wisdom modifier per long rest
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Uses
wisdom
Level 17

Twist of Fate (CE17DO-FT)

You gain the ability to impose your fate upon others. When a creature makes an attack roll against you, you can force them to make a will saving throw against your spell save DC. If they fail the throw, the attack misses. If they succeed, they have disadvantage on the attack. You can do this a number of times equal to your Wisdom modifier (minimum of once).
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Uses
wisdom
Forge

Artisan paragons, Forge Domain clerics infuse metal with magic. They create or enhance weapons and a

Level 1

Blessing of the Forge (CE1DO-FG)

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 armor 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.
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Uses
1
Level 2

Channel Divinity: Artisan's Blessing (CE2DO-FG)

You conduct an hour-long ritual that crafts a non magical 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. 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.

As an alternative, you can enhance a piece of armor or weapon that can becn be forged, if you have 100gp of material, you can make it a +1 version for the next 8 hours.

The ritual can create a duplicate of a non magical item that contains metal, such as a key, if you possess the original during the ritual.


Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Uses
1
Level 8

Soul of the Forge (CE8DO-FG)

You gain resistance to fire damage.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Potent Mending (CE12DO-FG)

Your casting time for the mending cantrip is now one action instead of one minute. Additionally, you can use it to heal your Wisdom modifier + your cleric level's worth of hit points to a construct or a crafted object if it has more than 0 hit points at the time of casting
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 17

Saint of Forge and Fire (CE17DO-FG)

your blessed affinity with fire and metal becomes more powerful: You gain immunity to fire damage. While wearing armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Knowledge

Lore masters, Knowledge Domain clerics unravel secrets and empower allies. They learn extra language

Level 1

Blessings of Knowledge (CE1DO-KN)

You learn two languages of your choice. You gain expert proficiency in any lore and arcana.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity: Knowledge of the Ages (CE2DO-KN)

as a channel divinity. as an action. You gain expert proficiency in any skill or tool for the next hour. If you are already expert, you gain a tier higher in proficiency
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 4

Knowledge of Foes (CE4DO-KN)

When you make a study check, you always make it with advantage, and you can ask the DM for either its exact HP, its exact ability scores, its exact saving throws or its abilities.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Channel Divinity: Read Thoughts (CE8DO-KN1)

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 60 feet of you. That creature must make a Will 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 1 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 slot. The target automatically fails its saving throw against the spell.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active

Mastery of Knowledge (CE8DO-KN)

When you make an intelligence skill check, you are always considered an expert in it. You gain master proficiency in Arcana
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Passive
Level 12

Study one foe (CE12DO-KN)

You can spend a long rest describing an enemy you have encountered to your party. The next time you encounter them your party has +1 against attack rolls and saving throws against it. This can only be active against one enemy.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

Visions of the Past (CE17DO-KN)

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 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 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. 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.
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Uses
1
Life

Healers of unparalleled potency, Life Domain clerics excel in restorative magic. They channel Divini

Level 1

Disciple of Life (CE1DO-LI)

You gain expert proficiency in medicine
Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity: Life Bloom (CE2DO-LI)

when you channel divinity, you can distribute hit points equal to your (cleric spellcasting score + your cleric level) x 2. You can target allies within 50 ft or yourself.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Formula Target
Hitpoints
Formula
(wisdom + cleric_level) *2
Level 4

Blessed Healer (CE4DO_LI)

When you heal others with a spell, you yourself heal extra equal to the spell level + 1.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Life Harbringer (CE8DO-LI)

You heal an ally, you heal extra based on twice the spell level. When you use a medicine kit or kill, you heal extra based on half your cleric spellcasting score
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Rebuke Death (CE12DO-LI)

When you heal an ally, they immediately lose all failed death saving throws and lose the wounded conditions
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

Masters of Life (CE17DO-LI)

Whenever you heal, you take the maximum of the dice value
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Light

Champions of radiance, Light Domain clerics wield blinding power to dispel darkness and strike foes.

Level 1

Bonus Cantrip (CE1DO-LT)

You gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity:Beacon of light (CE2DO-LT)

You present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Allies within 30ft gain a +1 bonus to will save and +1 ward. This value becomes +3 if they are within 10ft of you Enemies within 30ft must make a fortitude save. If they are undead, they take <your cleric level/5, round up) radiant damage unless they critically succeded the save. CF: They are blinded for 1 turn F: They are dazzled for 1 turn S: N/A CS: N/A


The DC increases by 2 if the enemy are within 15ft 


Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Formula Target
Damage
Damage Type
Radiant
Level 4

Warding Flare (CE4DO-LT)

You can interpose divine light between yourself and an attacking enemy. When you or an ally within 20ft 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.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 8

Presence of light (CE8DO-LT)

You emit a beacon of light as if the daylight spell surrounds you in a 15ft radius. You can turn this on and off as 2 actions
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 12

Light of Courage (CE12DO-LT)

Allies in the Radiance of the Dawn Channel divinity gain a +2 to will saving throws and are immune to frightened effects until the end of your next turn
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

Corona of Light (CE17DO-LT)

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 or effect that deals fire or radiant damage.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Order

Enforcers of divine law, Order Domain clerics command obedience and structure. They resist compulsio

Level 1

Lawfull Mind (CE1DO-OD)

You have advantage on saving throws made to charm or compel you
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 2

Channel Divinity: Order’s Demand (CE2DO-OD)

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 will saving throw or be frightened by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the frightened creatures to drop what they are holding when they fail the saving throw.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Voice of Authority (CE4DO-OD)

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,you can spend an action so 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.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 8

Disciplined Resolved (CE8DO-OD)

You can use your reaction to give your allies advantage on saving throws made to compel or charm them.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 12

Wrath of Order (CE12DO-OD)

When you damage a creature that you had succeeded a will saving throw against, you do extra 1D8 damage of your damage type.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

I am the law (CE17DO-OD)

You and your allies within 20ft always have advantage on will saving throws.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Passion

Masters of charisma and allure, Passion Domain clerics enthrall and inspire. They wield charming can

Level 1

Friends to all (CE1DO-PA)

You gain the Friends cantrip as a bonus cantrip if you don’t already know it. You may also choose to hold your holy symbol and invoke your deity's name. For the next hour after, you can add your Wisdom modifier as well as your Charisma modifier to any Charisma ability checks. You regain the use of this ability after a long rest.
Kind
Class Trait
Scope
Subclass Feature
Action
Three Actions
Usage
Active
Uses
1
Formula
charisma
Level 2

Channel Divinity: Charming Aura (CE2DO-PA)

You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +5 and advantage to this save if you or your allies recently threatened or were hostile to it. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it succeeds an spellcraft check against your cleric DC +10 Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. If you use a hostile action against the target, the spell ends. You can Dismiss the spell. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations. If it doesn't realize you charmed it, you could potentially convince it to continue being your friend via mundane means. Critical Failure As failure, but the target is helpful
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Captivating Presence (CE4DO-PA)

whenever a creature sees you they must make a will saving throw. Once on a success they permanently succeed. On a failed save, the creature has disadvantage on any attacks it would make against you, as well as disadvantage on will saving throws. This effect lasts for 1 minute. A creature under this effect can repeat the saving throw at the end of each of its turns, ending the effect early on a success. The saving throws it makes to end this effect are not made at disadvantage. This doesdose not work against creatures the DM deem immune such as constructs, aberrations, essentially creatures with no semblance of human emotion
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Bonds of Companionship (CE8DO-PA)

You form powerful bonds with your allies that protect them from harm. When you finish a long or short rest, choose a number of allies equal to your Wisdom modifier. Each targeted creature gains a number of temporary hit points equal to your Cleric level. Any time a bonded ally makes an attack roll within 30 feet of you, you can as a reaction grant them advantage on the attack roll. You can also as a reaction grant them advantage on any saving throw against a mind-affecting spell or ability. The bond ends when you have granted them this advantage or when you finish a long or short rest.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Channel Divinity: Captivating Adoration (CE12DO-PA)

You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects. If a creature is in the aura when you Cast a Spell or when it enters the aura for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save. Critical Success The creature is unaffected and temporarily immune for 1 hour. Success The creature is fascinated with you for its next action, then is temporarily immune for 1 hour. Failure The creature is fascinated with you. Critical Failure The creature is fascinated with you, and its attitude toward you improves by one step
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 17

Light Up the Room (CE17DO-PA)

Your presence becomes illuminating and a faint glow seems to cling to you wherever you go. As an action, you can shed bright light in a 30-foot radius centered on you and dim light for an additional 30 feet. This effect lasts for 10 minutes. Any ally that is standing within the 30 feet of bright light you shed has advantage on initiative rolls, Charisma checks, and Will lSaving throws. Whenever an allied creature rolls a die to regain hit points, they may reroll any 1s rolled and must take the second result. Any hostile creature that makes an attack roll against you while standing in the bright light, must make a Will saving throw or become charmed by you until this feature ends. Once you’ve used this feature, you can’t use it again until you have finished a long rest.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Peace

Bastions of tranquility, Peace Domain clerics forge bonds that bolster and protect. They grant alli

Level 1

Emboldening Bond (CE1DO-PE)

You can forge an empowering bond among people who are at peace with one another. After a short rest, spend 15 minutes to select up to 4 creatures. Each time a creature is in 10ft of each other they can a +1 to a skill check, attack rolls and will saves to a max of +3 once per turn, you can only do this once per turn and must declare before your roll. If a creature you bonded harm or attack each other this effect ends. 
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 2

Channel Divinity: Enforcer of Peace (CE2DO-PE)

You present your holy symbol, forcing all creatures of your choice within a 40-foot radius to make a Will saving throw. On a failed save, a creature cannot take any actions that directly cause harm or apply negative effects to others until the end of its next turn. On a critical failure, this effect lasts for an additional turn. The effect ends early if the creature takes damage. If this happens, the creature immediately gains its turn back and one action On a successful save, a creature can act normally but suffers radiant damage equal to your cleric level if it deals damage before the end of its next turn. On a critical success, the creature is unaffected by this feature.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Peace Mediator (CE4DO-PE)

You always add your wisdom modifier to persuasion Checks.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Protective Bond (CE8DO-PE)

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 you can use your reaction to make 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.


Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 12

Sanctuary of Peace (CE12DO-PE)

When you are not surprised, you are always countedr as having the Sanctuary spell casted on you.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

Avatar of Peace (CE17DO-PE)

When a creature you have not attacked in the past 24 hour, it has disadvantage on attacks against you for 1 hour.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Shadow

Weavers of light and darkness, Shadow Domain clerics retaliate in kind. They reflect radiant and nec

Level 1

Walking the line (CE1DO-SH)

You can harness the contrasting powers of light and darkness. When you take radiant damage, you can use your reaction to deal psychic damage equal to 2d6 + your Wisdom modifier to the attacker. Similarly, when you take necrotic damage, you can use your reaction to deal radiant damage equal to 2d6 + your Wisdom modifier to the attacker.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Formula
2d6 + wisdom
Level 2

Channel Divinity: Shadow’s Call (CE2DO-SH)

When you use your channel divinity, you call upon shadows to appear up to an area of 10 feet radius. You can choose if this creates a lightly obscured or heavily obscured area. This effect lasts for one minute or until you dismiss it as a bonus action. In addition, you can use a action to move the shadow.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Shade Strike (CE4DO-SH)

When lightly or heavily obscured at the start of your turn or taking a surprise round. Your attacks and spells do additional damage equal to half your cleric level (round up)
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Formula
round up(cleric_level/2)
Level 8

Shadow Master (CE8DO-SH)

When you use channel divinity, you can use one of the following to augment your shadow’s call channel divinity as a action. If you create heavily obscuring shadows, you may select as many creatures in the shadows to ignore disadvantages imposed by the terrain. Illuminant Shadows: You can replace the shadows you create with resplendent radiant lightning, this dispels all types of darkness including magically created. The area is considered to come under the effect of the light spell. You may select anyone in the area to gain advantage on will saving throws. Fiends, undead and demons in this area must make a will saving throw; on a failure, they gain disadvantage on attack rolls and saving throws. Withering Shadows: You shadows take out dark necrotic force, all creatures who start their turn in the shadows take 1d8 necrotic damage. When a creature does an attack or casts a spell that does radiant damage, you may make them take half the damage they deal in necrotic damage.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 12

Light Amidst Darkness (CE12DO-SH)

When in darkness, you may emit a bright light as an action as if you have the daylight spell. Enemies must make a fortitude saving throw or be blinded on a failure for one minurte. They may repeat the save at the end of their turn
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 17

Agent of Subterfuge (CE17DO-SH)

You may select targets up to your wisdom modifier. They must make a will saving throw, else you can compel them to do one action. They cannot cast spells 5th level or higher if applicable and cannot harm themselves. You can do this once per long rest
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Trickery

Illusionists of divine misdirection, Trickery Domain clerics craft duplicates and vanish. They bles

Level 1

Blessing of Trickster (CE1DO-TI)

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.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 2

Channel Divinity : Invoke Duplicity (CE2DO-TI)

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 o f 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 o f 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.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 4

Sudden Shift (CE4DO-TI)

As a reaction after being missed by a melee attack, you may move up to 15 feet, conceal yourself if applicable and do not provoke opportunity attacks
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 8

Divinity to vanish (CE8DO-TI)

As an action you can make yourself invisible after using channel divinity. You become visible if you attack or cast a spell.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 12

Deceptive Spellcasting (CE12DO-TI)

When you cast a spell you can ignore the Vocal and Focus components. You can use this a number of times equal to your Wisdom modifier, regaining all uses after a long rest. You can likewise pretend to cast another spell when you cast another. Observers only knows when the spell effect takes place.
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Level 17

Improved Duplicity (CE17DO-TI)

You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
War

Avatars of righteous combat, War Domain clerics blend holy might with martial skill. They wield wisd

Level 1

Zealous Striker (CE1DO-WR)

You can use your wisdom to replace strength or dexterity when rolling for hit rolls.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Passive
Level 2

Channel Divinity: Guided Strike (CE2DO-WR)

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 +2D6 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You also can use a reaction to assist a creature within 25 feet to gain this bonus
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Formula Target
Attack Roll
Formula
15
Level 4

Holy Strikes (CE4DO-WR)

You can touch a creature as an action. They gain a +<your cleric="" level=""> round up(cleric level/3) to their next damage roll. </your>

<your cleric="" level="">
</your>

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Uses
wisdom
Formula Target
Damage
Formula
cleric_level
Level 8

Divine Prowess (CE)

You can select a martial mastery trait. Over a minute, you can grant it to yourself or touch an ally to grant them that trait for an hour. You can change which martial mastery feat over a short or long rest.
Kind
Martial Mastery
Scope
Subclass Feature
Usage
Active
Martial Points
1
Masteries Available
1
Level 12

Avatar of Battle (CE12DO-WR)

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 17

Heavenly Mantle (CE17DO-WR)

Whenever you use a guided strike on an ally, you gain that bonus. In addition, apply that bonus on a successful attack to do that amount of radiant damage
Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Formula
15
Damage Type
Radiant

Feature / Skill Feat / Skill Point Summary by Level

Level Features Skill Feats at this Level Skill Points from this Class
L1 CE1DO–Clerid Domain, Domain, CECDC–Cleric Doctrine, CEST–Cleric Spellcasting, Doctrine 1
L2 CE2CD–Channel Divinity, Domain, CDC–Divine Commune 1
L3 CE3CF–Cleric Class Feat, Doctrine 1 1
L4 Domain 1
L5 1
L6 CE6CF–Cleric Class Feat 1 1
L7 Doctrine 1
L8 Domain, Insightfull Strike 2
L9 Doctrine 1 2
L10 2
L11 CE11CF–Cleric Class Feat 2
L12 Domain 1 2
L13 CE13DI–Divine Intervention 2
L14 Doctrine 3
L15 1 3
L16 CE16CF–Cleric Class Feat 3
L17 Domain 3
L18 1 3
L19 Doctrine 4
L20 CE20CF–Cleric Class Feat 1 4