Domains (5E)
Ambition
- Planeshift: Amonkhet (Bontu)
| Cleric Level |
Spells |
|---|---|
| 1st | bane, disguise self |
| 3rd | mirror image, ray of enfeeblement |
| 5th | bestow curse, vampiric touch |
| 7th | death ward, dimension door |
| 9th | dominate person, modify memory |
- Warding Flare
When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Channel Divinity∶ Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on 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.
- Channel Divinity∶ Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Arcana
- Sword Coast Adventurer’s Guide
| Cleric Level |
Spells |
|---|---|
| 1st | 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 |
- Arcane Initiate
At 1st level, 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.
- Channel Divinity∶ Arcane Abjuration
| Cleric Level |
Banishes Creatures of CR... |
|---|---|
| 5th | ½ or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Starting at 2nd level, 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 use use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then 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 if its challenge rating is at or below a certain threshold, as shown below.
- Spell Breaker
Starting at 6th level, 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.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Arcane Mastery
At 17th level, 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.
City
- Unearthed Arcana
Death
- DMG
Forge
- 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 mithral 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.
- Domain Spells
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.
| 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 |
- Bonus Proficiency
At 1st level, you gain proficiency with heavy armor and smith’s tools.
- Blessing of the Forge
At 1st level, at the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, 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.
- Channel Divinity∶ Artisan’s Blessing
Starting at 2nd level, you can conduct an hour-long ritual that crafts a nonmagical item that must include some metal. 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.
- Soul of the Forge
Starting at 6th level, 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.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once 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.
- Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage.
- While you’re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Grave
- Unearthed Arcana
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.
| 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 |
- Circle of Mortality
At 1st level, 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.
- Eyes of the Grave
At 1st level, 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.
- Channel Divinity∶ Path to the Grave
Starting at 2nd level, 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.
- Sentinel at Death’s Door
At 6th level, 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.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Keeper of Souls
Starting at 17th level. 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.
Knowledge
- PHB • Planeshift: Amonkhet (Kefnet)
Life
- PHB
Light
- PHB
Nature
- PHB
Protection
- Unearthed Arcana
Solidarity
- Planeshift: Amonkhet (Oketra)
| Cleric Level |
Spells |
|---|---|
| 1st | bless, guiding bolt |
| 3rd | aid, warding bond |
| 5th | beacon of hope, crusader’s mantle |
| 7th | aura of life, guardian of faith |
| 9th | circle of power, mass cure wounds |
- Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
- Solidarity’s Action
Also at 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
- Channel Divinity∶ Preserve Life
Starting at 2nd level, 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. You can’t use this feature on an undead or a construct.
- Channel Divinity∶ Solidarity’s Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
- Supreme Healing
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 2d6 hit points to a creature, you restore 12.
Strength
- Planeshift: Amonkhet (Rhonas)
| Cleric Level |
Spells |
|---|---|
| 1st | divine favor, shield of faith |
| 3rd | enhance ability, protection from poison |
| 5th | haste, protection from energy |
| 7th | dominate beast, stoneskin |
| 9th | destructive wave, insect plague |
- Acolyte of Strength
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.
- Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
- Channel Divinity∶ Feat of Strength
At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails.
- Channel Divinity∶ Strength’s Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fail.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
- Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Tempest
- PHB
Trickery
- PHB
War
- PHB
Zeal
- Planeshift: Amonkhet (Hazoret)
| Cleric Level |
Spells |
|---|---|
| 1st | searing smite, thunderous smite |
| 3rd | magic weapon, shatter |
| 5th | haste, fireball |
| 7th | fire shield (warm shield only), freedom of movement |
| 9th | destructive wave, flame strike |
- Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
- Priest of Zeal
From 1st level, your deity 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.
- Channel Divinity∶ Consuming Fervor
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
- Resounding Strike
At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
- Blaze of Glory
Starting at 17th level, you can delay death for an instant to perform a final heroic act.
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can’t use it again until you finish a long rest.