{"name":"Cleric","overview":"Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.","hit_dice":"d8","hit_points_at_1st_level":"8+con","hit_points_at_higher_levels":"1d8+con","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"All simple weapons,Simple firearms","tools":"N\/A","saving_throws":"Wisdom, Charisma","skills":"Choose two from History, Insight, Medicine, Persuasion, and Religion","starting_equipment":"","spellcasting":"As a conduit for divine power, you can cast cleric spells.\r\n\r\n[b]Cantrips[\/b]\r\n\r\nAt 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.\r\n\r\n[b]Spell Slots[\/b]\r\n\r\nThe Cleric table shows how many spell slots you have to cast your spells of lst 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.\r\n\r\nYou 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.\r\n\r\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\n[b]Spellcasting Ability[\/b]\r\n\r\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n\r\n[b]Spell attack modifier [\/b]= your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Ritual Casting[\/b]\r\n\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[b]Spellcasting Focus[\/b]\r\n\r\nYou can use a holy symbol as a spellcasting focus for your cleric spells.","class_features":"[b]Divine Domain[\/b]\r\nAt 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\nEach 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.\r\nIf you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\nWhen 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.\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\nBeginning 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.\r\n\r\n[i]Channel Divinity: Turn Undead[\/i]\r\nAs 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.\r\nA 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.\r\n\r\n[i]Harness Divine Power[\/i]\r\nAt 2nd level, 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.\r\n\r\n\r\n[b]Destroy Undead[\/b]\r\nStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.\r\n\r\n\r\n[b]Divine Intervention[\/b]\r\nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\nImploring 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.\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.","subclass_options":"[h1]Arcana Domain[\/h1]\r\n\r\nMagic 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\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Detect Magic, Magic Missile[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Magic Weapon, Nystul's Magic Aura[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Dispel Magic, Magic Circle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Arcane Eye, Leomund's Secret Chest[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Planar Binding, Teleportation Circle[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Arcane Initiate[\/b]\r\nWhen you choose this domain 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.\r\n\r\n\r\n[b]Channel Divinity: Arcane Abjuration[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.\r\nAs 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.\r\nA 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.\r\nAfter 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.\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Banishes Creatures of CR\u2026[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]1\/2 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]1 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]2 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]3 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]4 or lower[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Spell Breaker[\/b]\r\nStarting 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.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Arcane Mastery[\/b]\r\nAt 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.\r\n\r\n\r\n\r\n\r\n[h1]Forge Domain[\/h1]\r\n\r\nThe 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 orcs, 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\r\n\r\n\r\n[b]Forge Domain[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Identify, Searing Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Heat Metal, Magic Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Elemental Weapon, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Fabricate, Wall of Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Animate Objects, Creation[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.\r\n\r\n\r\n[b]Blessing of the Forge[\/b]\r\nAt 1st level, 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\u2019s armor or a +1 bonus to attack and damage rolls if it\u2019s a weapon.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n[b]Channel Divinity: Artisan's Blessing[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to create simple items.\r\nYou 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. 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.\r\nThe 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\u2019s end, magically forming even nonmetal parts of the creation.\r\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.\r\n\r\n\r\n[b]Soul of the Forge[\/b]\r\nStarting at 6th level, your mastery of the forge grants you special abilities:\r\nYou gain resistance to fire damage.\r\nWhile wearing heavy armor, you gain a +1 bonus to AC.\r\n\r\n\r\nDivine Strike\r\nAt 8th level, 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.\r\n\r\n\r\n[b]Saint of Forge and Fire[\/b]\r\nAt 17th level, your blessed affinity with fire and metal becomes more powerful:\r\nYou gain immunity to fire damage.\r\nWhile wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\r\n\r\n\r\n\r\n\r\n[h1]Grave Domain[\/h1]\r\n\r\nGods 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\u2019s workings. To resist death, or to desecrate the dead\u2019s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature\u2019s death, though they refuse to use such magic to extend a creature\u2019s lifespan beyond its mortal limits.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Bane, False Life[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Gentle Repose, Ray of Enfeeblement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Revivify, Vampiric Touch[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Blight, Death Ward[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Antilife Shell, Raise Dead[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Circle of Mortality[\/b]\r\nAt 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.\r\nIn 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\r\n\r\n\r\n[b]Eyes of the Grave[\/b]\r\nAt 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.\r\nYou 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.\r\n\r\n\r\n[b]Channel Divinity: Path to the Grave[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to mark another creature\u2019s life force for termination.\r\nAs 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.\r\n\r\n\r\n[b]Sentinel at Death's Door[\/b]\r\nAt 6th level, you gain the ability to impede death\u2019s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.\r\nYou 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.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip\r\n\r\n\r\n[b]Keeper of Souls[\/b]\r\nAt 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 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy\u2019s 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.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Knowledge Domain[\/h1]\r\n\r\nThe gods of knowledge \u2013 including Oghma, Boccob, Gilean, Aureon, and Thoth \u2013 value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Command, Identify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Augury, Suggestion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Nondetection, Speak with Dead[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Arcane Eye, Confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Legend Lore, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Blessings of Knowledge[\/b]\r\nAt 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.\r\nYour proficiency bonus is doubled for any ability check you make that uses either of those skills.\r\n\r\n\r\n[b]Channel Divinity: Knowledge of the Ages[\/b]\r\nStarting at 2nd level, 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.\r\n\r\n\r\n[b]Channel Divinity: Read Thoughts[\/b]\r\nAt 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.\r\nAs 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.\r\nIf 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.\r\nDuring 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.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Visions of the Past[\/b]\r\nStarting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[i]Object Reading.[\/i] 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.\r\n\r\n[i]Area Reading.[\/i] 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.\r\n\r\n\r\n\r\n\r\n[h1]Life Domain[\/h1]\r\n\r\nThe Life domain focuses on the vibrant positive energy \u2013 one of the fundamental forces of the universe \u2013 that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Bless, Cure Wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Lesser Restoration, Spiritual Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Beacon of Hope, Revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Death Ward, Guardian of Faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Mass Cure Wounds, Raise Dead[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiency[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor.\r\n\r\n\r\n[b]Disciple of Life[\/b]\r\nAlso starting at 1st level, 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.\r\n\r\n\r\n[b]Channel Divinity: Preserve Life[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\nAs 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.\r\n\r\n\r\n[b]Blessed Healer[\/b]\r\nBeginning at 6th level, 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.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Supreme Healing[\/b]\r\nStarting 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.\r\n\r\n\r\n\r\n\r\n[h1]Light Domain[\/h1]\r\n\r\nGods of light \u2013 including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty \u2013 promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Burning Hands, Faerie Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Flaming Sphere, Scorching Ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Daylight, Fireball[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Guardian of Faith, Wall of Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Flame Strike, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Cantrip[\/b]\r\nWhen you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.\r\n\r\n\r\n[b]Warding Flare[\/b]\r\nAlso 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.\r\nYou 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.\r\n\r\n\r\n[b]Channel Divinity: Radiance of the Dawn[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.\r\nAs an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + 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.\r\n\r\n\r\n[b]Improved Flare[\/b]\r\nStarting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Corona of Light[\/b]\r\nStarting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.\r\n\r\n\r\n\r\n\r\n[h1]Nature Domain[\/h1]\r\n\r\nGods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Animal Friendship, Speak with Animals[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Barkskin, Spike Growth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Plant Growth, Wind Wall[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Dominate Beast, Grasping Vine[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Insect Plague, Tree Stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Acolyte of Nature[\/b]\r\nAt 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.\r\n\r\n\r\n[b]Bonus Proficiency[\/b]\r\nAlso at 1st level, you gain proficiency with heavy armor.\r\n\r\n\r\n[b]Channel Divinity: Charm Animals and Plants[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to charm animals and plants.\r\nAs 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.\r\n\r\n\r\n[b]Dampen Elements[\/b]\r\nStarting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Master of Nature[\/b]\r\nAt 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.\r\n\r\n\r\n\r\n\r\n[h1]Order Domain[\/h1]\r\n\r\nThe 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.\r\nClerics 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.\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Command, Heroism[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Hold Person, Zone of Truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Mass Healing Word, Slow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Compulsion, Locate Creature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Commune, Dominate Person[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice)\r\n\r\n\r\n[b]Voice of Authority[\/b]\r\nStarting at 1st level, 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.\r\nIf the spell targets more than one ally, you choose the ally who can make the attack.\r\n\r\n\r\n[b]Channel Divinity: Order's Demand[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.\r\nAs 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.\r\n\r\n\r\n[b]Embodiment of the Law[\/b]\r\nAt 6th level, you become remarkably adept at channeling magical energy to compel others.\r\nIf 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.\r\nYou 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\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Order's Wrath[\/b]\r\nStarting at 17th level, 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.\r\n\r\n\r\n\r\n\r\n[b]Peace Domain[\/b]\r\nThe 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.\r\nClerics 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.\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Heroism, Sanctuary[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Aid, Warding Bond[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Beacon of Hope, Sending[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Aura of Purity, Otiluke's Resilient Sphere[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Greater Restoration, Rary's Telepathic Bond[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Implement of Peace[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).\r\n\r\n\r\n[b]Emboldening Bond[\/b]\r\nStarting at 1st level, 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.\r\nYou 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\r\n\r\n\r\n[b]Channel Divinity: Balm of Peace[\/b]\r\nStarting at 2nd level, 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.\r\n\r\n\r\n[b]Protective Bond[\/b]\r\nBeginning at 6th level, 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.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nAt 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Expansive Bond[\/b]\r\nAt 17th level, 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\r\n\r\n\r\n\r\n\r\n[h1]Tempest Domain[\/h1]\r\n\r\nGods whose portfolios include the Tempest domain \u2013 including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor \u2013 govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Fog Cloud, Thunderwave[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Gust of Wind, Shatter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Call Lightning, Sleet Storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Control Water, Ice Storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Destructive Wave, Insect Plague[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with martial weapons and heavy armor.\r\n\r\n\r\n[b]Wrath of the Storm[\/b]\r\nAlso at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.\r\nYou 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.\r\n\r\n\r\n[b]Channel Divinity: Destructive Wrath[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.\r\nWhen you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.\r\n\r\n\r\n[b]Thunderous Strike[\/b]\r\nAt 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Stormborn[\/b]\r\nAt 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.\r\n\r\n\r\n\r\n\r\n[h1]Trickery Domain[\/h1]\r\n\r\nGods of trickery \u2013 such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki \u2013 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.\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Charm Person, Disguise Self[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Mirror Image, Pass without Trace[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Blink, Dispel Magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Dimension Door, Polymorph[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Dominate Person, Modify Memory[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Blessing of the Trickster[\/b]\r\nStarting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.\r\n\r\n\r\n[b]Channel Divinity: Invoke Duplicity[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.\r\nAs 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.\r\nFor 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.\r\n\r\n\r\n[b]Channel Divinity: Cloak of Shadows[\/b]\r\nStarting at 6th level, you can use your Channel Divinity to vanish.\r\nAs an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes with poison \u2013 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.\r\n\r\n\r\n[b]Improved Duplicity[\/b]\r\nAt 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.\r\n\r\n\r\n\r\n\r\n[h1]War Domain[\/h1]\r\n\r\nWar 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.\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Divine Favor, Shield of Faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Magic Weapon, Spiritual Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Crusader's Mantle, Spirit Guardians[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Freedom of Movement, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Flame Strike, Hold Monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiency[\/b]\r\nAt 1st level, you gain proficiency with martial weapons and heavy armor.\r\n\r\n\r\n[b]War Priest[\/b]\r\nFrom 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.\r\nYou 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.\r\n\r\n\r\n[b]Channel Divinity: Guided Strike[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\r\n\r\n\r\n[b]Channel Divinity: War God's Blessing[\/b]\r\nAt 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.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 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.\r\n\r\n\r\n[b]Avatar of Battle[\/b]\r\nAt 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\r\n\r\n\r\n\r\n\r\n[b][h1]Mind Domain[\/h1]\r\n[\/b]\r\nThis path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Command, Dissonant Whispers[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Detect Thoughts, Phantasmal Force[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Enemies Abound, Fear[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Confusion, Phantasmal Killer[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Dominate Person, Telekinesis[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Flash of Insight[\/b]\r\nStarting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1).\r\nYou can use this feature twice. You regain expended uses when you finish a short or long rest.\r\n\r\n\r\n[b]Psychic Force[\/b]\r\nAlso at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.\r\n\r\n\r\n[b]Channel Divinity: Psychic Feedback[\/b]\r\nBeginning at 2nd level, you can use your Channel Divinity to disrupt a foe\u2019s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll.\r\nIf the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.\r\n\r\n\r\n[b]Gestalt Anchor[\/b]\r\nBeginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Bend Reality[\/b]\r\nStarting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n[h1]Journey Domain[\/h1]\r\nThe gods of the Journey domain aid travelers in their journeys,\r\nguiding them safely to their destinations. These deities are often\r\nworshiped at humble shrines along well-traveled roads, but also\r\nfeature in temples near ports in seaside cities.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]expeditious retreat, longstrider[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]find steed, misty step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]haste, Leomund\u2019s tiny hut[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]dimension door, freedom of movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]passwall, teleportation circle[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency\r\nwith martial weapons, land vehicles, and water vehicles.\r\n\r\n\r\n[b]Imbue Mobility[\/b]\r\nStarting at 1st level, your spells guide allies out of harm\u2019s way. If\r\nyou cast a spell with a spell slot of 1st level or higher and target\r\nan ally with the spell, that ally can use their reaction immediately\r\nafter the spell to move up to half its speed without provoking\r\nopportunity attacks.\r\n\r\n\r\n[b]Channel Divinity: Zealous Charge[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to imbue\r\ndivine might into one of your allies.\r\nYou can grant speed and strength to a creature you can see\r\nwithin 30 feet of you as a bonus action on your turn. Until the\r\nstart of your next turn, the creature\u2019s speed is doubled, and each\r\ncreature that it moves within 5 feet of for the first time on a turn\r\nduring this duration must make a Strength saving throw. On a\r\nfailed save, a creature takes force damage equal to 2d6 + your\r\ncleric level and is knocked prone. On a successful save, it takes\r\nhalf as much damage and is not knocked prone.\r\n\r\n\r\n[b]Long Road Ahead[\/b]\r\nStarting at 6th level, you can grant up to six creatures you can\r\nsee temporary hit points equal to half your cleric level + your\r\nWisdom modifier (minimum of 1 hit point) when you finish a\r\nshort or long rest. While a creature has these hit points, its\r\nmovement speed increases by 10 feet, and it has advantage on\r\nConstitution saving throws made against exhaustion from a\r\nforced march.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes\r\nwith divine energy. Once on each of your turns when you hit a\r\ncreature with a weapon attack, you can cause the attack to deal an\r\nextra 1d8 force damage to the target. When you reach 14th level,\r\nthe extra damage increases to 2d8.\r\n\r\n\r\n[b]Unchained and Unfettered[\/b]\r\nBeginning at 17th level, you are always under the effects of the\r\nfreedom of movement spell, and your movement doesn\u2019t provoke\r\nopportunity attacks.\r\n\r\n\r\n\r\n\r\n[h1]Water Domain[\/h1]\r\nGods of the water inhabit many domains, from shining seas to lakes\r\nto small forest streams. These gods range from grand deities like\r\nPoseidon, Istishia, and Umberlee to small water spirits like\r\nNommos or Astlik.\r\nClerics of this domain can be found commonly by seas, rivers,\r\nor lakes, whether aboard a ship or serving at a temple to bless\r\nsailors before their travels. They see the warmth, beauty, and\r\nprotectiveness of water, and use their abilities to harness it\r\nto shelter others.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]create or destroy water, fog cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]misty step, moonbeam[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]tidal wave, wall of water[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]control water, watery sphere[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]commune with nature, maelstrom[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Divine Lash[\/b]\r\nWhen you choose this domain at 1st level, you learn the thorn\r\nwhip cantrip, which counts as a cleric cantrip for you and doesn\u2019t\r\ncount against the number of cleric cantrips you know. When you\r\ncast the spell as a cleric cantrip, its material component is a drop\r\nof water, and it gains the hydromancy tag with a hydromancy\r\nradius of 60 feet. The whip the spell creates is formed from water.\r\nIf you use a drop of holy water as the spell\u2019s material\r\ncomponent, the spell deals an additional 1d6 radiant damage to\r\nfiends and undead.\r\n\r\n\r\n[b]Sacred Font[\/b]\r\nStarting at 1st level, you can conjure pure holy water, taken\r\ndirectly from the blessed lakes and rivers of the upper planes.\r\nOver a long rest, you can conjure enough holy water to fill a\r\nnumber of flasks equal to your Wisdom modifier (a minimum of\r\none flask). This water lasts until you use it or complete a long rest.\r\nA creature can use an action to drink or administer the holy\r\nwater as a potion. The target regains a number of hit points equal\r\nto 1 + half your cleric level, and becomes cured of one disease or\r\npoison affecting it.\r\n\r\n\r\n[b]Channel Divinity: Water Ward[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to release\r\na burst of protective water.\r\nAs an action, you douse up to six creatures within 20 feet of\r\nyou with blessed water. Each creature gains temporary hit points\r\nequal to your cleric level + your Wisdom modifier (minimum of 1\r\nhit point), which last for 1 hour. While a creature has these hit\r\npoints, it can walk on the surface of water as if it were harmless\r\nsolid ground, has resistance to acid and fire damage, and gains a +1\r\nbonus to AC.\r\n\r\n\r\n[b]Channel Divinity: Bless Water[\/b]\r\nStarting at 6th level, you can use your Channel Divinity to impart\r\ndivine power onto water.\r\nAs an action, you present your holy symbol and choose a 20-\r\nfoot-cube within 30 feet of you. For 1 minute, water in the area\r\nbecomes imbued with divine energy. When a creature enters the\r\nwater for the first time on a turn or starts its turn there, it regains\r\n1 hit point if it is not a fiend or undead. A fiend or undead instead\r\ntakes 2d6 radiant damage.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the damage\r\nyou deal with any cleric cantrip.\r\n\r\n\r\n[b]Rain\u2019s Blessing[\/b]\r\nStarting at 17th level, you can use your action to summon a\r\ntorrent of rain in a 30-foot-radius, 40-foot-high cylinder, which lasts\r\nfor 1 minute. When you do so, you can designate any\r\nnumber of creatures you can see to be protected by the rain. While\r\nan affected creature is within the area, it has advantage on attack\r\nrolls, and attack rolls made against it are at disadvantage.\r\nThe rain produces water at a rate of 1 gallon of water per round\r\nin each 5-foot square area it covers when it is summoned, and\r\nagain at the start of each of your turns before it ends. The water\r\nextinguishes unprotected flames and forms a puddle in the area.\r\nIf you\u2019re within 60 feet of the cylinder, you can move it up to\r\n60 feet as a bonus action on your turn.\r\nOnce you use this feature, you must finish a long rest before\r\nyou can use it again.\r\n\r\n\r\n\r\n\r\n[h1]Sky Domain[\/h1]\r\nThe gods that govern the sky are held in high regard by many\r\nreligions. Deities of the sky include Zeus and Tyr, among\r\nvarious others. Followers of these deities often travel far to\r\nsate their wanderlust and feel the beauty of the open sky\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]faerie fire, feather fall[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]moonbeam, skywrite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fly, wind wall[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]freedom of movement, storm sphere[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]control winds , maelstrom[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Forceful Gale[\/b]\r\nAt 1st level, you gain the ability to manipulate the winds. You\r\nlearn the gust cantrip, which doesn't count against the\r\nnumber of cleric cantrips you know. For you, it gains the\r\nfollowing changes:\r\nOne Large or smaller creature that you choose must\r\nsucceed on a Strength saving throw or be flung up 20 feet\r\naway from you and knocked prone. If a thrown target\r\nstrikes an object, such as a wall or floor, the target takes\r\n1d6 bludgeoning damage for every 10 feet it was thrown. If\r\nthe target is thrown at another creature, that creature must\r\nsucceed on a Dexterity saving throw or take the same\r\ndamage and be knocked prone.\r\nYou create a blast of air capable of moving one object that\r\nweighs no more than 100 pounds. If the object is being\r\nheld or carried, the holder must make a Strength saving\r\nthrow or lose hold of it. The object is pushed up to 60 feet\r\naway from you.\r\n\r\n\r\n[b]Tailwind[\/b]\r\nAlso at 1st level, the blessing of your god grants you\r\nunmatched grace and mobility. Your movement speed\r\nincreases by 10 feet if you are not wearing medium or\r\nheavy armor.\r\n\r\n\r\n[b]Channel Divinity: Updraft[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\ncreate a powerful blast of wind. As an action, you present your\r\nholy symbol and invoke the name of your deity. Choose a\r\nLarge or smaller creature within 60 feet of you. The target\r\nmust succeed on a Strength saving throw or be blown\r\nupwards up to 30 feet. A target can choose to automatically\r\nfail this saving throw. If the target doesn't have a hover or fly\r\nspeed, it immediately falls afterwards, taking fall damage and\r\nlanding prone.\r\n\r\n\r\n[b]Channel Divinity: Protection of Wind[\/b]\r\nAt 6th level, the gusts and breezes protect you from harm. As a\r\nreaction when you are hit by a ranged weapon attack you can\r\nsee, you can use your Channel Divinity to create a gust of\r\nwind around you, causing the attack to miss.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes\r\nwith divine energy. Once on each of your turns when you hit a\r\ncreature with a weapon attack, you can cause the attack to\r\ndeal an extra 1d8 thunder damage to the target. When you\r\nreach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Blessed Wings[\/b]\r\nAt 17th level, your god places upon you the blessing of true\r\nflight. You grow a pair of wings, which grant you a flying speed\r\nof 60 feet. If you already have a flying speed, it increases to 90\r\nfeet, unless it is already higher. You can't use these wings\r\nwhile wearing armor unless the armor is made to\r\naccommodate them.\r\n\r\n\r\n\r\n\r\n[h1]Artistry Domain[\/h1]\r\nGods of artistry\u2014such as Denier, Milil, Branchala, and Apollo\u2014\r\npromote creativity and imagination above all. These gods value\r\nall of the arts, including music, painting, sculpting, and other\r\nskilled crafts, though they often specialize in one craft above the\r\nothers. Clerics of a god of artistry are creative souls infused with\r\nthe desire to create and share their emotions with others, whether\r\nthrough song, artwork, or other means.\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]heroism, silent image[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]calm emotions, enthrall[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]hypnotic pattern, major image[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]fabricate, phantasmal theatre[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]creation, dream[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency in\r\nthe Performance skill, and one of the following artisan\u2019s tools:\r\ncalligrapher\u2019s supplies, glassblower\u2019s tools, jeweler\u2019s tools,\r\npainter\u2019s supplies, potter\u2019s tools, or woodcarver\u2019s tools. Also, you\r\ngain proficiency in a musical instrument of your choice.\r\n\r\n\r\n[b]Artistic Compositions[\/b]\r\nAlso at 1st level, you can conjure magical pieces of artwork that\r\nyou design in your mind. Over a long rest, you can create musical\r\ncompositions, paintings, and sculptures. You can create a number\r\nof these objects equal to your Wisdom modifier (a minimum of\r\n1), and they can last until you complete your next long rest. You\r\ncan create a single option multiple times, or create a variety of\r\ndifferent options. The options are described below:\r\n\r\n[i]Musical Composition.[\/i] You write a musical composition upon a\r\nfew conjured pages. As an action, you can cause the music to\r\nmagically play within the mind of a creature you can see within\r\n15 feet of you. That creature must succeed on a Wisdom saving\r\nthrow or be charmed by you until the start of your next turn. A\r\ncreature charmed this way can\u2019t willingly move away from you.\r\nAs you use this action, the pages disintegrate into nothingness.\r\n\r\n[i]Painting[\/i]. You conjure a painting of your design that fits within\r\na rectangular area no larger than 3 feet on a side, and no smaller\r\nthan half a foot on a side. As an action, you can enter into the\r\npainting if you are within 5 feet of it. You, along with anything\r\nyou\u2019re wearing or carrying, disappears before appearing at a\r\nlocation of your choice within the painting. You can remain\r\nwithin the painting for up to 10 minutes, though you are also\r\nforced out if the painting takes any damage. While within the\r\npainting, you can see, hear, and smell as normal.\r\nOnce you leave the painting, it disintegrates into nothingness.\r\n\r\n[i]Sculpture[\/i]. You conjure a tiny sculpture of yourself. While you\r\nare within 30 feet of the sculpture, you can use your bonus action\r\nto teleport to its location. If there is insufficient room at the\r\nsculpture\u2019s location, you teleport to the location nearest to the\r\nsculpture that has sufficient room for you.\r\nOnce you teleport, the sculpture disintegrates into nothingness.\r\n\r\n\r\n[b]Channel Divinity: Deluge of Creativity[\/b]\r\nBeginning at 2nd level, you can use your Channel Divinity to fill\r\na creature\u2019s mind with music and color, drowning out reality.\r\nAs an action, you present your holy symbol, and a creature you\r\ncan see within 30 feet of you must make a Wisdom saving throw.\r\nOn a failed save, the creature is blinded and deafened until the\r\nend of your next turn or until it takes any damage, as vibrant\r\ncolors fill its vision and beautiful music drowns out all other\r\nnoise. On a successful save, the creature is not blinded nor\r\ndeafened, but it still has disadvantage on attack rolls until the end\r\nof your next turn or until it takes any damage.\r\nRegardless of whether the creature succeeded or failed its save,\r\nif it takes any damage before the end of your next turn, it is dealt\r\nadditional psychic damage equal to 1d4 + half your cleric level.\r\n\r\n\r\n[b]Channel Divinity: Bring to Life[\/b]\r\nAt 6th level, you can use your Channel Divinity to create real\r\ncreatures and objects from artwork.\r\nAs an action, you touch your holy symbol to a piece of artwork\r\nand cause a single object or creature depicted within that piece to\r\nbe conjured at an unoccupied location within 30 feet of you, in a\r\nperfectly realistic form. To be an eligible target, the real version\r\nof a selected creature or object must fit within a 10-foot cube. If\r\nthe target is a creature, it must either be a beast of CR 1\/4 or\r\nbelow or a CR 0 creature of any creature type. A conjured\r\ncreature is friendly to you and obeys your commands. Any\r\ncreature or object conjured by this feature lasts for 1 hour or until\r\nit is destroyed or dismissed as a bonus action on your turn.\r\nThe maximum CR of any beast you conjure with this feature\r\nincreases to 1 at 11th level and 2 at 17th level.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to the\r\ndamage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Aura of Artistry[\/b]\r\nStarting at 17th level, certain spells you cast will create auras of\r\ndivine magic. Whenever you cast an enchantment or illusion\r\nspell, you can cause magical energy to radiate from you in an aura\r\nwith a 10-foot radius. For 1 minute or until you use this feature\r\nagain, the aura moves with you, centered on you. The effects of\r\nthe aura depend on the spell\u2019s school of magic:\r\n\r\n[i]Enchantment.[\/i] The aura is filled with\r\ninspiring music. A friendly creature\r\nthat starts its turn within the aura\r\ngains 2d6 temporary hit points that\r\nlast until it leaves the aura.\r\n\r\n[i]Illusion.[\/i] The aura is filled with\r\nillusory images and sounds that\r\ndistract opponents. Hostile creatures\r\nwithin the aura have disadvantage on\r\nattack rolls.\r\n\r\n\r\n\r\n\r\n[h1]Courage Domain[\/h1]\r\nThe Courage domain focuses on personal heroics, and acts of\r\nvalor and self-sacrifice. While the Courage domain bears many\r\nsimilarities to the War domain, it is more individualistic and isn\u2019t\r\ndirectly connected to war. Clerics of this domain often take part in\r\nsmaller conflicts, and focus on personal battles over grandois\r\nwars. Many war-like deities can claim influence over this domain,\r\nhowever, including Torm, Heironeous, Kiri-Jolith, Dol Arrah.\r\nGods of endurance and loss, such as Ilmater and Shar, can claim\r\nsome influence over this domain as well, as they promote courage\r\nin the face of hardship. Regardless of their patron deity, clerics of\r\nthis domain make for heroic warriors, eager to face their fears and\r\nfight against the odds to achieve their goals.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]compelled duel, heroism[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]find steed, spiritual weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]beacon of hope, crusader\u2019s mantle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]aura of purity, staggering smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]circle of power, holy weapon[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency\r\nwith martial weapons and heavy armor.\r\n\r\n\r\n[b]Renewed Spirit[\/b]\r\nAlso at 1st level, you learn to rally yourself or your allies against\r\ndanger, pushing them to fight on. As a bonus action, you can\r\nchoose yourself or another creature you can see within 30 feet of\r\nyou, and cause one of the following effects:\r\n\u2022 If the target is afflicted by the charmed or frightened condition,\r\nyou end one of those conditions on it.\r\n\u2022 The target can use its reaction to move up to its speed towards\r\na hostile creature of its choice that it can see, without\r\nprovoking opportunity attacks.\r\nYou can use this feature a number of times equal to your Wisdom\r\nmodifier (a minimum of once). You regain all expended uses\r\nwhen you finish a long rest.\r\n\r\n\r\n[b]Channel Divinity: Force of Will[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nunleash a wave of divine energy that invigorates your allies and\r\nenervates your foes.\r\nAs an action, you present your holy symbol and invoke the\r\nname of your deity. Each friendly creature within 30 feet of you\r\ngains temporary hit points equal to 1d10 + half your cleric level,\r\nand each hostile creature within 30 feet of you takes force damage\r\nequal to 1d10 + half your cleric level. A creature that has total\r\ncover from you is not affected.\r\n\r\n\r\n[b]Paragon of Valor[\/b]\r\nAt 6th level, you become immune to the frightened condition.\r\nAdditionally, if you aren\u2019t incapacitated and start your turn with\r\ntwo or more hostile creatures within 5 feet of you, you gain\r\ntemporary hit points equal to half your cleric level. A swarm\r\ncounts as a single creature.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes\r\nwith divine energy. Once on each of your turns when you hit a\r\ncreature with a weapon attack, you can cause the attack to deal an\r\nextra 1d8 force damage to the target. When you reach 14th level,\r\nthe extra damage increases to 2d8.\r\n\r\n\r\n[b]Undaunted[\/b]\r\nBeginning at 17th level, your courage doubles down when you\u2019re\r\nfighting against the odds. If you start your turn below half your\r\nhit point maximum or with two or more hostile creatures within 5\r\nfeet of you, you become undaunted until the start of your next\r\nturn. While undaunted, you gain resistance to bludgeoning,\r\npiercing, and slashing damage from nonmagical attacks, and you\r\ncan use Renewed Spirits without expending a use, even if you\r\nhave already expended all of your uses of that feature.\r\n\r\n\r\n\r\n\r\n[h1]Transcendence Domain[\/h1]\r\nClerics of the Transcendence domain strive for the ideal of\r\nconstant self-improvement in both body and mind. Deities of this\r\ndomain include Bahamut, Lathander, and Athena, though a great\r\nmany gods teach their followers to strive for perfection and are\r\ntherefore connected to this domain. These clerics often worship\r\nalongside monks, who strive for similar ideals of asceticism and\r\npersonal perfection. They make it their mission to improve\r\nthemselves and then lead others down the same path.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]heroism, longstrider[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]alter self, enhance ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fly, haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]aura of purity, freedom of movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]ambrosia, skill empowerment[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiency[\/b]\r\nWhen you choose this domain at 1st level, you gain proficiency\r\nwith martial weapons and a skill of your choice.\r\n\r\n\r\n[b]Exalted Personage[\/b]\r\nAlso at 1st level, you can use remnants of the magic within your\r\ndivine spells to augment your body or mind. When you cast a\r\ncleric spell of 1st level or higher using a spell slot, you can\r\nchoose one of the six ability scores. You gain advantage on saving\r\nthrows using the chosen ability.\r\nIf the spell you cast requires concentration, this effect lasts for\r\nthe spell\u2019s duration. Otherwise, it lasts for 1 minute or until you\r\nlose your concentration (as if you were concentrating on a spell).\r\n\r\n\r\n[b]Channel Divinity: Self-Perfection[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nmomentarily transcend beyond your normal limits, allowing you\r\nto act with supernatural speed.\r\nAs a bonus action, you present your holy symbol and then\r\nimmediately use the Dodge action or any two of the Dash,\r\nDisengage, Help, Hide, or Search actions.\r\n\r\n\r\n[b]Channel Divinity: Shared Perfection[\/b]\r\nStarting at 6th level, you can use your Channel Divinity to allow\r\nanother creature to transcend as you do.\r\nAs a bonus action, you present your holy symbol and choose\r\none creature you can see within 30 feet of you. That creature can\r\nuse its reaction to immediately use the Dodge action or any two\r\nof the Dash, Disengage, Help, Hide, or Search actions.\r\n\r\n\r\n[b]Bestowed Personage[\/b]\r\nAlso at 6th level, your spells can augment the bodies or minds of\r\nothers. When you use your Exalted Personage feature, you can\r\nchoose to grant its effect to a creature you can see within 30 feet\r\nof you, rather than yourself.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you can infuse your weapon strikes with divine\r\nenergy. Once on each of your turns when you hit a creature with a\r\nweapon attack, you can cause the attack to deal an extra 1d8\r\ndamage of the same type dealt by the weapon to the target. When\r\nyou reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Transcendent Tutor[\/b]\r\nAt 17th level, you grow powerful enough to push a multitude of\r\ncreatures beyond their normal limits at once.\r\nYou can target up to four creatures, instead of one, when you\r\nuse Shared Perfection. You can choose yourself as one of the\r\ntargets, in which case you don\u2019t need to use your reaction.\r\nAlso, when you use your Exalted Personage feature, you can\r\ngrant its effect to up to four creatures you can see within 30 feet\r\nof you. You can choose the same or different ability scores for\r\neach creature targeted. In order for you to gain the feature\u2019s\r\neffect, you must target yourself as one of the four creatures.\r\n\r\n\r\n\r\n\r\n[b]Blood Domain[\/b]\r\nThe gods of blood are patrons of all varieties of slaughter\u2014\r\nincluding war, battle, murder, and even hunting\u2014and accept any\r\nshedding of blood as an offering to their domain. They are the\r\npatrons of warriors, particularly those of a more chaotic\r\ndisposition. While many clerics that follow a blood deity\r\nresemble deranged, blood-thirsty cultists, others are comparable\r\nto the followers of particularly violent war deities. Examples of\r\nthe deities of this domain are Bhaal, the Lord of Murder, and\r\nShezmu, the Lord of Blood\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spelll[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]bloodburn , cruorwhip[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]blood seal , sanguine rope[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]blood sight , tides of blood[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]draining thread, sanguine sanctum[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]bloodcurse , dominate person[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Cantrip[\/b]\r\nWhen you choose this domain at 1st level, you gain the\r\nbloodletting cantrip if you don\u2019t already know it.\r\n\r\n\r\n[b]Wrath of the Blood God[\/b]\r\nAlso at 1st level, you can cause the blood of your enemies to lash\r\nout at surrounding creatures, draining the life from them. When a\r\nhostile creature you can see within 30 feet of you is reduced to 0\r\nhit points or subjected to a critical hit, you can use your reaction\r\nto unleash a burst of necrotic energy from its wounds. Constructs,\r\nelementals, and undead are invalid targets. Each creature of your\r\nchoice within 10 feet of the target, which can include the target,\r\nmust make a Dexterity saving throw. A creature takes 2d4\r\nnecrotic damage on a failed saving throw, and half as much\r\ndamage on a successful one.\r\nYou can use this feature a number of times equal to your\r\nWisdom modifier (a minimum of once). You regain all expended\r\nuses when you finish a long rest.\r\n\r\n\r\n[b]Channel Divinity: Drain Spirits[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to sap\r\nthe life of nearby creatures, using their vitality to heal a portion\r\nof your wounds.\r\nAs an action, you present your holy symbol, and each\r\ncreature of your choice within 30 feet of you must make\r\na Constitution saving throw. A creature takes necrotic\r\ndamage equal to 1d8 + half your cleric level on a\r\nfailed saving throw, and half as much damage on a successful\r\none. A creature that has total cover from you is not affected. You\r\nregain hit points equal to the damage dealt, up to a maximum of\r\nthree times your cleric level.\r\n\r\n\r\n[b]Sacrificial Healer[\/b]\r\nStarting at 6th level, you can augment your healing spells through\r\nsacrifice. When you cast a spell of 1st level or higher that restores\r\nhit points, you can choose one creature within 15 feet of you that\r\nthe spell affected. You spend a number of your hit points, and that\r\ncreature regains additional hit points equal to the amount you\r\nspent, plus temporary hit points equal to half that amount. The\r\ntemporary hit points last until the start of your next turn.\r\nThe number of hit points you spend can\u2019t exceed the amount of\r\nhit points restored to the target by the triggering spell.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nAt 8th level, you add your Wisdom modifier to the damage you\r\ndeal with any Cleric cantrip.\r\n\r\n\r\n[b]Eternal Bloodshed[\/b]\r\nBeginning at 17th level, the dark magic you cast can cause deep,\r\ngushing wounds to appear on the body of an affected creature.\r\nWhen you cast a spell of 1st level or higher that deals necrotic\r\ndamage or has the hemomancy tag, you can force one creature\r\nthat took damage from the spell to make a Constitution saving\r\nthrow against your spell save DC. On a failed save, the creature is\r\nwounded for 1 minute. The wound ends early if the creature\r\nreceives magical healing, uses their action to staunch the wound,\r\nor if you use this feature again.\r\nWhile the wound lasts, the wounded creature takes 1d10\r\nnecrotic damage at the start of each of its turns, and it has\r\ndisadvantage on saving throws\r\nagainst any spell that deals\r\nnecrotic damage or has\r\nthe hemomancy tag.\r\n\r\n\r\n\r\n\r\n[b]Night Domain[\/b]\r\nGods of the night\u2014such as Sel\u00fbne, Shar, Tharizdon, Takhisis, and\r\nHecate\u2014serve as both creators of light and harbingers of\r\ndarkness, with moon goods focusing on the former and darkness\r\ngods on the latter. These gods serve as patrons of all alignments;\r\ntheir clerics serve as both righteous defenders of the weak, as well\r\nas deceptive thieves and assassins. Either way, these clerics excel\r\nin both melee combat and spellcasting, always using the cover of\r\ndarkness to their advantage in both their battles and their attempts\r\nat subterfuge.\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]sleep, cause fear[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]darkness, moonbeam[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fear, feign death[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]greater invisibility, rend shadows[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]dream, shadow stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with martial weapons and the\r\nStealth skill.\r\n\r\n\r\n[b]Lunar Radiance[\/b]\r\nAlso at 1st level, you can empower your attacks with moonlight.\r\nOnce per turn when you hit a creature with a melee weapon\r\nattack, you can force them to become basked in moonlight. The\r\nnext attack roll made against this target before the end of your\r\nnext turn has advantage, and deals an additional 1d6 radiant\r\ndamage on a hit.\r\nYou can use this feature a number of times equal to your\r\nWisdom modifier (a minimum of once). You regain all expended\r\nuses when you finish a long rest.\r\n\r\n\r\n[b]Channel Divinity: Midnight Gloom[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nharness the black gloom of midnight, banishing light and draining\r\nthe life of your foes.\r\nAs an action, you present your holy symbol and all lights\r\nwithin 30 feet of you, magical or non-magical, are instantly put\r\nout. Additionally, each hostile creature within 30 feet of you must\r\nmake a Constitution saving throw. A creature takes necrotic\r\ndamage equal to 2d6 + your cleric level on a failed saving throw,\r\nand loses any darkvision they have for 1 minute. On a successful\r\nsave, they take half as much damage and suffer no other effects.\r\nA creature can repeat this saving throw at the start of each of its\r\nturns, regaining their darkvision on a success.\r\n\r\n\r\n[b]Moonlight Strike[\/b]\r\nStarting at 6th level, when you deal radiant damage to a creature\r\nyou may choose to have it emit dim light in a 10 foot radius until\r\nthe end of your next turn. The affected creature can\u2019t benefit from\r\nbeing invisible, has its speed reduced by 10 feet, and if the\r\ncreature is a shapeshifter it immediately shifts to its original form\r\nand can\u2019t assume a different form until the light dissipates.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon strikes\r\nwith divine energy. Once on each of your turns when you hit a\r\ncreature with a weapon attack, you can cause the attack to deal an\r\nextra 1d8 radiant damage to the target. When you reach 14th\r\nlevel, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Nightstalker[\/b]\r\nBeginning at 17th level, when you are in an area of dim light or\r\ndarkness, you can use your action to become invisible. You\r\nremain invisible until you make an attack, cast a spell, or are in an\r\narea of bright light.\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Eldritch Domain[\/h1]\r\n[\/b]\r\nEven the most benevolent divine beings operate\r\noutside the bounds of mortal comprehension. These\r\neldritch forces sing a siren song that calls out for mortal\r\nworshippers through lucid dreams and the whispers of\r\ndead gods. The Eldritch domain empowers the devoted\r\nfollowers of unknown and distant forces of chaos,\r\ndivine entities of eldritch oblivion, and dead gods.\r\n\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]hideous laughter, sleep[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]detect thoughts, see invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fear, tongues[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]confusion, phantasmal killer[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]contact other plane, dream[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Unpredictable Inspiration[\/b]\r\nAt 1st level, choose any cantrip. The chosen cantrip\r\ncounts as a cleric spell for you but does not count against\r\nthe number of cleric cantrips you know. Each time you\r\nfinish a long rest you can replace the chosen cantrip with\r\nany other cantrip of your choice.\r\nIn addition, you gain proficiency in a skill of your\r\nchoice. Each time you finish a long rest you can replace\r\nthe chosen skill with another skill of your choice.\r\n\r\n\r\n[b]Eldritch Contagion[\/b]\r\nStarting at 1st level, you\u2019ve been gifted with the ability\r\nto impart a fleeting taste of the unknowable on others.\r\nWhen you cast a spell with a spell slot of 1st level or\r\nhigher that targets one or more creatures, you can use a\r\nbonus action on the same turn to force one of the spell\u2019s\r\ntargets to make a Wisdom saving throw. On a failure,\r\nroll on the Eldritch Effects table and the creature suffers\r\nthat effect for 1 minute. At the end of each of its turns,\r\nthe creature can make another Wisdom saving throw,\r\nending the effect on a success. This effect ends early if\r\nyou use this feature again.\r\n\r\n\r\n[b]Channel Divinity:[\/b]\r\n[b]Prophecy of Doom[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nto speak a prophecy, inducing visions and hallucinations\r\nin nearby creatures.\r\nAs an action, choose a point within 120 feet of you\r\nthat you can see and roll on the Eldritch Effects table.\r\nEach creature in a 15-foot-radius sphere centered on the\r\nchosen point must succeed on a Wisdom saving throw\r\nor suffer the temporary effect for 1 minute. At the\r\nend of each of its turns, an affected creature can make\r\nanother Wisdom saving throw, ending the temporary\r\neffect on a success.\r\n\r\n\r\n[b]Otherworldly Calm[\/b]\r\nStarting at 6th level, you gain resistance to psychic\r\ndamage and advantage on saving throws against being\r\ncharmed and frightened.\r\nAdditionally, any creature that attempts to read your\r\nthoughts find them incomprehensible. The attempt\r\nautomatically fails and they must succeed on a Wisdom\r\nsaving throw against your cleric spell save DC or take\r\npsychic damage equal to your cleric level.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\nStarting at 8th level, you add your Wisdom modifier to\r\nthe damage you deal with any cleric cantrip.\r\n\r\n\r\n[b]Sing the Song[\/b]\r\n[b]that Ends the World[\/b]\r\nStarting at 17th level, creatures who fail a saving throw\r\nagainst your Prophecy of Doom feature take 10d10\r\npsychic damage. Once a creature has taken damage in\r\nthis way, it can\u2019t take damage from this feature again\r\nfor 10 minutes.\r\n[table]\r\n[tr]\r\n[th]d8[\/th]\r\n[th]Eldtrich Effect[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]The creature cannot speak or cast spells that have verbal components.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]The creature takes 1d8 psychic damage at the start of each of its turns.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]The creature is disoriented. It immediately falls prone and falls\r\nprone again at the end of each turn it moves 5 feet or more.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]The creature is distracted by visions and voices and has disadvan-\r\ntage on attack rolls and Wisdom (Perception) ability checks.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]The creature is unsure of itself. It can move or take an action on\r\nits turn but not both and it cannot use reactions.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]The creature is reckless. It has advantage on attack rolls and\r\nattack rolls against it have advantage.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]The creature is deafened and cannot see objects or creatures\r\nfurther than 30 feet away.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]The creature is frightened of you.[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[h1]Inquisition Domain[\/h1]\r\n\r\nThe Inquisition domain reflects the order of the\r\nmultiverse and the rejection of tainted magic\u2014at least\r\nso far as certain celestial powers see it. Only the divine\r\ncasters are pure and fit for use. Since arcane magic is\r\nstrong enough to challenge the gods, divine beings\r\nof this domain, such as the Arch Seraph Empyreus,\r\ndemand magic-using mortals are kept in check. Most\r\nzealots root out all arcanists, while some strike fragile\r\ntruces when complete removal isn\u2019t feasible.\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]detect magic, identify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]see invisibility, silence[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]dispel magic, remove curse[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]arcane eye, locate creature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]creation, hallow[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with martial weapons\r\nand heavy armor.\r\n\r\n\r\n[b]Witch Hunter\u2019s Strike[\/b]\r\nAt 1st level, when you hit a creature with a weapon\r\nattack, you can deal an additional 1d8 force damage.\r\nIf the creature is concentrating on a spell, you deal an\r\nadditional 2d8 force damage instead. If a creature fails\r\nits saving throw to maintain concentration as a result\r\nof taking damage from this feature, you gain a number\r\nof temporary hit points equal to the extra force damage\r\ndealt by this attack. You can use this feature a number\r\nof times equal to your Wisdom modifier (a minimum of\r\nonce), regaining all uses upon completion of a long rest.\r\nAt 14th level, this damage increases to 2d8, and 3d8 if\r\nthe creature is concentrating on a spell.\r\n\r\n\r\n[b]Channel Divinity: Spell Shield[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nto bestow a temporary resilience to arcane harm.\r\nAs a bonus action, you present your holy symbol\r\nand choose a creature you can see (including yourself)\r\nwithin 30 feet. The chosen creature gains temporary hit\r\npoints equal to 1d10 + your cleric level. While a creature\r\nhas temporary hit points granted by your spell shield,\r\nit has resistance to damage from spells and advantage\r\non saving throws against spells. The creature loses any\r\nremaining temporary hit points after 1 hour.\r\n\r\n\r\n[b]Rebuke Invoker[\/b]\r\nStarting at 6th level, as a reaction when a creature you\r\ncan see within 60 feet casts a spell, you can force the\r\ncreature to make a Constitution saving throw. On a\r\nfailure, the creature takes force damage equal to 1d8\r\nper level of spell slot expended casting the spell + your\r\nWisdom modifier. Cantrips are considered first-level\r\nspells for this ability. On a successful save the creature\r\ntakes half as much damage instead.\r\nYou can use this feature a number of times equal to\r\nyour Wisdom modifier (a minimum of once), regaining\r\nall uses upon completion of a long rest.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon\r\nstrikes with the power of celestial order. Once on each\r\nof your turns when you hit a creature with a weapon\r\nattack, you can cause the attack to deal an extra 1d8 force\r\ndamage to the target. When you reach 14th level, the\r\nextra damage increases to 2d8.\r\n\r\n\r\n[b]Supernal Safeguard[\/b]\r\nStarting at 17th level, when you use your Spell Shield\r\nfeature, you can choose a number of creatures up\r\nto your Wisdom modifier (minimum 2) instead of\r\nchoosing only one.\r\n\r\n\r\n\r\n\r\n[h1]Trade Domain[\/h1]\r\nThe Trade Domain focuses on the acquisition of wealth,\r\nthe safeguarding of items and the negotiation of deals and\r\nbargains. In many civilizations, the power and influence\r\nof coin is said to rival that of the gods themselves. The\r\ngods of trade often promote the betterment of the self\r\nthrough financial success, as well as its benefits to society\r\nas a whole \u2014 though some are more focused on its more\r\nselfish applications. Clerics of this domain often travel as\r\nmerchants, offering their divine services in each town they\r\nvisit. Others take a more mercenary path, willing to venture\r\ninto dangerous places for the right price.\r\nDeities of all alignments can claim influence over this\r\ndomain, particularly deities of commerce and bargains\r\n(such as Tymora, Waukeen, and Vergadain), and gods of\r\ngreed (such as Abbathor and Tiamat).\r\n\r\n\r\nDomain Spells\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]alarm, identify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]arcane lock, locate object[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]glyph of warding, nondetection[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]fabricate, Leomund\u2019s secret chest[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]creation, dominate person[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Silver Tongue[\/b]\r\n1st-level Trade Domain feature\r\nYou can use any coin as a holy symbol, and you gain\r\nproficiency in the Persuasion and Deception skills. While\r\nyour holy symbol is in your hand, you can expend a spell\r\nslot of 1st level or higher to double your proficiency\r\nbonus for any ability check you make that uses those\r\nskills for 1 minute. In addition, you learn the friends\r\ncantrip, which doesn\u2019t count against the number of cleric\r\ncantrips you know.\r\n\r\n\r\n[b]Divine Appraisal[\/b]\r\n1st-level Trade Domain feature\r\nAs an action, you can instantly discern the approximate\r\nmarket value of a nonmagical item that you can see within\r\n30 feet of you.\r\n\r\n\r\n[b]Channel Divinity:[\/b]\r\n[b]Instant Transaction[\/b]\r\n2nd-level Trade Domain feature\r\nYou can use your Channel Divinity to cause a creature to\r\npartake in a magical and instantaneous trade.\r\nAs an action, you present a coin, used as your holy\r\nsymbol, to a creature you can see within 30 feet. That\r\ncreature must succeed on a Strength saving throw or else\r\none nonmagical object it is holding that weighs less than 10\r\npounds is forcibly pulled towards you and comes to a rest in\r\nyour empty hand (provided you are able to hold it) or at your\r\nfeet. The coin you presented is magically teleported to the\r\nground in the creature\u2019s space.\r\nAt the start of its next turn, the creature becomes aware\r\nof what has occurred and might take measures to retrieve\r\nthe item. Once you have successfully used this on a\r\ncreature, you cannot use this on that same creature again\r\nuntil you finish a long rest.\r\n\r\n\r\n[b]Channel Divinity:[\/b]\r\n[b]Defensive Deal[\/b]\r\n6th-level Trade Domain feature\r\nYou gain the ability to magically entice your foes,\r\nmomentarily reducing their commitment to an attack.\r\nWhen a creature within 30 feet of you makes an attack roll\r\nagainst you or an ally, you can use your reaction to present\r\na coin, used as your holy symbol, and impose a -10 penalty\r\nto the roll, using your Channel Divinity. You can make this\r\nchoice after you see the roll, but before you know whether\r\nthe attack hits or misses.\r\n\r\n\r\n[b]Potent Spellcasting[\/b]\r\n8th-level Trade Domain feature\r\nYou add your Wisdom modifier to the damage you deal with\r\nany cleric cantrip.\r\n\r\n\r\n[b]Buy Loyalty[\/b]\r\n17th-level Trade Domain feature\r\nYou gain the ability to magically broker a deal with your\r\nenemies. As an action, you can present your holy symbol\r\nto force a creature within 60 feet of you that can hear and\r\nunderstand you to make a Wisdom saving throw. Creatures\r\nthat can\u2019t be charmed are immune to this feature. On a\r\nfailed save, you learn of an object the target desires most\r\nand enter into a magical bargain with it, promising to fulfil\r\nits desires within a day. If the creature desires no object, it\r\ninstead specifies an amount of gold or a task it wishes to\r\nbe completed.\r\nFor the next 24 hours, the creature is charmed by you.\r\nWhile charmed in this manner, the creature is friendly to\r\nyou and your allies and will fight on your behalf, including\r\nturning against its former allies (though this may require\r\na significantly larger, more costly reward). The creature\r\nwill act in your best interests and follow your spoken\r\ncommands, but won\u2019t take part in an activity that would lead\r\nto certain death.\r\nIf you provide the creature with its desire at the end of\r\nthe 24 hours, the effect ends and the creature is indifferent\r\ntowards you. The creature immediately turns hostile if you\r\nfail to provide the promised reward, or if you or your allies\r\nharm it while it is charmed. Once you use this feature, you\r\ncan\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n[h1]APOCALYPSE DOMAIN[\/h1]\r\nGods with the Apocalypse domain\u2014such as Veles or the\r\nWhite Goddess\u2014promote fear, judgment, punishment,\r\nand the end of all things. Their priesthoods often consider\r\nthemselves the messengers of that doom, and they work\r\nto spread word of the coming end. Their gloomy, often\r\nfrightening message makes them unwelcome in many\u2014\r\nbut not all\u2014civilized places.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]dissonant whispers, hellish rebuke[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]enthrall, magic mouth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fear, stinking cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]blight, phantasmal killer[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]contact other plane, telekinesis [\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]RANTING RUIN[\/b]\r\nAt 1st level, you learn the vicious mockery cantrip. You\r\nalso gain proficiency in either Arcana or Survival (your\r\nchoice), and you learn one of the following languages:\r\nAnkeshelian, Caelmaran, Enochian, or Vos'ghaen.\r\n\r\n\r\n[b]CHANNEL DIVINITY: DAMNATION[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nto lash out at those who defy your deity's messenger. As an\r\naction, you present your holy symbol while pronouncing\r\ndoom to unbelievers. Each hostile creature that can see\r\nyou and is within 30 feet of you takes 3d6 + your cleric level\r\nnecrotic damage, or half damage with a successful Wisdom\r\nsaving throw. A creature that has total cover from you is\r\nnot affected.\r\n\r\n\r\n[b]CHANNEL DIVINITY: WEIGHT OF GUILT[\/b]\r\nAt 6th level, you can use your Channel Divinity to\r\nmanipulate a creature's thoughts. You can then use your\r\naccess to the creature's mind as leverage to interrogate it.\r\nAs an action, choose one creature that you can see within\r\n60 feet of you. That creature must make a Wisdom saving\r\nthrow. If the saving throw is succeesful, you can't use this\r\nfeature on it again until you finish a long rest. If the saving\r\nthrow fails, you can bring the creature's guiltiest knowledge\r\nto the surface of its mind and fill it with fear that it will\r\nconfess that knowledge. You get no hints to what this\r\nknowledge is. The effect lasts 1 minute, during which you\r\ncan use your action to cast zone of truth on the creature\r\nwithout expending a spell slot. Only the target of weight of\r\nguilt is affected by the spell, and that target's saving throw\r\nagainst the spell fails automatically.\r\n\r\n\r\n[b]DIVINE STRIKE[\/b]\r\nAt 8th level, you gain the ability to infuse\r\nyour weapon strikes with necrotic energy.\r\nOnce on each of your turns when you hit a creature with\r\na weapon attack, you can cause the attack to deal an extra\r\n1d8 necrotic damage to the target. When you reach 14th\r\nlevel, the extra damage increases to 2d8.\r\n\r\n\r\n[b]HERALD OF THE APOCALYPSE[\/b]\r\nAt 17th level, you gain resistance to acid, fire, and poison\r\ndamage.\r\n\r\n\r\n\r\n\r\n[h1]MOON DOMAIN[\/h1]\r\nYou are an initiate into the quiet mysteries of the moon\r\nand the subtleties of the night. Your faith illuminates any\r\ndarkness you face.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Faerie fire, witch bolt[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]crown of madness, moonbeam[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fear, hypnotic pattern[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]compulsion, greater invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]dream, hold monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]MOON'S GRACE[\/b]\r\nWhen you select this domain at 1st level, you gain\r\nproficiency in the Perception and Stealth skills, and you\r\ndon\u2019t have disadvantage on Stealth checks from wearing\r\nmedium armor.\r\n\r\n\r\n[b]CHANNEL DIVINITY: NIGHT'S CHILL[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nto harness moonlight to banish magical light and deal\r\ncold damage to your foes. By presenting your holy symbol\r\nas an action, any magical light within 30 feet of you is\r\ndispelled. Additionally, each hostile creature within 30 feet\r\nof you takes (2d10 + your cleric level) cold damage, or half\r\ndamage with a successful Constitution saving throw. A\r\ncreature that has total cover from you is not affected.\r\n\r\n\r\n[b]LUMINESCENT AURA[\/b]\r\nAt 6th level, you can emit a nimbus of light in a 30-foot\r\nradius for a number of rounds equal to your cleric level.\r\nThis acts as a light spell but provides only dim illumination.\r\nAll weapons and ammunition are treated as silvered\r\nwhile they're in the aura and for one round after leaving\r\nit. Opponents that end their turn in the aura must make\r\na successful Dexterity saving throw or be limned in silver\r\nlight, identical in effect to a faerie fire spell, until the end of\r\ntheir next turn.\r\n\r\n\r\n[b]DIVINE STRIKE[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon\r\nstrikes with divine energy. Once on each of your turns\r\nwhen you hit a creature with a weapon attack, you can\r\ncause the attack to deal an extra 1d8 cold damage to the\r\ntarget. When you reach 14th level, the extra damage\r\nincreases to 2d8.\r\n\r\n\r\n[b]THE MOONLIT WAY[\/b]\r\nBeginning at 17th level, anytime the moon is visible in the\r\nsky, you can use an action to detect magical pathways and\r\nportals such as fey roads, shadow roads, gate effects, and\r\nthe like. The portal must be within your line of sight and no\r\nfarther away from you than 120 feet. You must complete a\r\nshort or long rest before using this ability again.\r\nDetected portals are visible to you, but you can point\r\nout their locations to others. By spending a minute\r\nconcentrating on a portal detected with this ability, you\r\ncan sense the physical conditions around its destination.\r\n\r\n\r\n\r\n\r\n[h1]HUNT DOMAIN[\/h1]\r\nThe Wild Hunt and other entities devoted to hunting\r\nvalue champions who aid skillful hunters or who\r\nlead hunts themselves. Similarly, deities focused\r\non protecting outlier settlements or who promote\r\nstrengthening small communities also value such\r\nclerics. While these clerics might not have the utmost\r\ncapability for tracking and killing prey, their gods grant\r\nthem blessings to ensure successful hunts. These clerics\r\nmight use their abilities to ensure their friends and\r\ncommunities have sufficient food to survive difficult\r\ntimes, or they might enjoy the sport of pursuing and\r\nslaying intelligent prey.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]bloodhound, illuminate spoor[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]instant snare, mark prey[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]going in circles, tracer[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]heart-seeking arrow, hunting stand[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]harrying hounds, maim[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]BLESSING OF THE HUNTER[\/b]\r\nAt 1st level, you gain proficiency in Survival.\r\nYou can use your action to touch a willing\r\ncreature other than yourself to give it\r\nadvantage on Wisdom (Survival) checks.\r\nThis blessing lasts for 1 hour or until you use\r\nthis feature again.\r\n\r\n\r\n[b]BONUS PROFICIENCY[\/b]\r\nAt 1st level, you gain proficiency with\r\nmartial weapons.\r\n\r\n\r\n[b]CHANNEL DIVINITY: HEART STRIKE[\/b]\r\nStarting at 2nd level, you can use your\r\nChannel Divinity to inflict grievous wounds.\r\nWhen you hit a creature\r\nwith a weapon attack,\r\nyou can use your\r\nChannel Divinity to\r\nadd +5 to the attack\u2019s\r\ndamage. If you score\r\na critical hit with the\r\nattack, add +10 to the\r\nattack\u2019s damage instead.\r\n\r\n\r\n[b]PACK HUNTER[\/b]\r\nStarting at 6th level, when an ally within 30 feet of\r\nyou makes a weapon attack roll against a creature you\r\nattacked within this round, you can use your reaction to\r\ngrant that ally advantage on the attack roll.\r\n\r\n\r\n[b]DIVINE STRIKE[\/b]\r\nAt 8th level, you gain the ability to infuse your weapon\r\nstrikes with divine energy. Once on each of your turns\r\nwhen you hit a creature with a weapon attack, you can\r\ncause the attack to deal an extra 1d8 damage of the same\r\ntype dealt by the weapon to the target. When you reach\r\n14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]DEADLY STALKER[\/b]\r\nAt 17th level, you can use an action to describe or name\r\na creature that is familiar to you or that you can see\r\nwithin 120 feet. For 24 hours or until the target is dead,\r\nwhichever occurs first, you have advantage on Wisdom\r\n(Survival) checks to track your target and Wisdom\r\n(Perception) checks to detect your target. In addition, you\r\nhave advantage on weapon attack rolls against the target.\r\nYou can\u2019t use this feature again until you finish a short\r\nor long rest.\r\n\r\n\r\n\r\n\r\n[h1]Frost Domain[\/h1]\r\nGods of the cold and north, such as Auril, Iborighu,\r\nThrym, and Ulutiu, are, like their element, often severe\r\nand demanding. These gods are not usually worshipped\r\nfor their benevolence, but instead prey upon those who\r\nmerely wish to survive the unforgiving tundra. Clerics to\r\nthese gods may not be the warmest people, but they are\r\noften seen as saviors to northern settlements that rely\r\non their blessings. These boons are not free though,\r\nand clerics of these gods may be sent to gather offer-\r\nings in return for helping people survive.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]armor of agathys, fog cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]darkness, hold person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]sleet storm, slow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]fire shield, ice storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]cone of cold, hold monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Bonus Proficiencies[\/b]\r\n1st-level Frost Domain feature\r\nAt 1st level, you gain proficiency with martial weapons\r\nand heavy armor.\r\n\r\n\r\n[b]Biting Frost[\/b]\r\n1st-level Frost Domain feature\r\nWhen you deal cold damage with a spell of 1st level or\r\nhigher, you may apply one of the following additional\r\neffects to the spell:\r\n\u2022 Your enemies\u2019 limbs go numb. Creatures that take\r\ndamage from this spell have disadvantage on the next\r\nweapon attack roll they make before the end of the next\r\nturn.\r\n\u2022 Your enemies begin to freeze in place. Creatures that\r\ntake damage from this spell have their speed halved\r\nuntil the end of their next turn.\r\n\u2022 Your enemies\u2019 teeth chatter incessantly. Creatures\r\nthat take damage from this spell must succeed on a\r\nConstitution saving throw against your spell save DC or\r\nbe unable to perform verbal components of spells until\r\nthe end of their next turn.\r\n\u2022 Your spell\u2019s temperature sinks even lower, a deep\r\nfreeze dangerous even for beings acclimated to the\r\ncold. Creatures that take damage from this spell cannot\r\nbenefit from resistance to cold damage from this\r\ncasting of this spell.\r\n\r\n\r\n[b]Channel Divinity: Bitter Casting[\/b]\r\n2nd-level Frost Domain feature\r\nYou can use your Channel Divinity to alter your spells\r\nand infuse them with the power of your god. If a spell\r\nyou cast would deal acid, fire, lightning, necrotic, or\r\nradiant damage, you can use your Channel Divinity to\r\ndeal cold damage instead.\r\n\r\n\r\n[b]Channel Divinity: Blessing of the Hearth[\/b]\r\n2nd-level Frost Domain feature\r\nYou can use your Channel Divinity to protect you and\r\nyour allies from the harsh effects of arctic environ-\r\nments.\r\nAs an action, you present your holy symbol and\r\ninvoke your deity to bless you and your allies. A number\r\nof creatures within 5 feet of you ignore the effects of\r\nextreme cold (as described in chapter 5 of the Dungeon\r\nMaster\u2019s Guide) for the next 8 hours.\r\n\r\n\r\n[b]Glacial Mantle[\/b]\r\n6th-level Frost Domain feature\r\nYou are blessed by the arctic elements. You gain resis-\r\ntance to cold damage, and at the start of your turn, you\r\nare enveloped by a protective barrier of ice which gives\r\nyou temporary hit points equal to half your cleric level\r\n(rounded up).\r\n\r\n\r\n[b]Divine Strike[\/b]\r\n8th-level Frost Domain feature\r\nYou gain the ability to infuse your weapon strikes with\r\ndivine energy. Once on each of your turns when you\r\nhit a creature with a weapon attack, you can cause the\r\nattack to deal an extra 1d8 cold damage. When you\r\nreach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Frozen Form[\/b]\r\n17th-level Frost Domain feature\r\nYour affinity with frost has reached its peak. You gain\r\nimmunity to cold damage and resistance to fire damage,\r\nand moving through difficult terrain composed of ice or\r\nsnow doesn\u2019t cost you extra movement.\r\n\r\n\r\n\r\n\r\n[b][h1]Coffee Domain[\/h1]\r\n[\/b]\r\nHerbalists have long brewed teas and other remedies\r\nto ease the body and sharpen the mind, but those time-\r\ntested staples have steep competition for being the\r\npreferred drink of choice. Coffee is a beverage with\r\npowerful alchemical effects: it staves off sleep, boosts\r\nconcentration, and imparts a feeling of wakefulness and\r\ninspiration. Everyone from commoners to archmagi has\r\ncome to enjoy the bitter warmth of this brew, so it\u2019s no\r\nsmall wonder that demigods, and eventually full-on godly\r\npowers, have adopted coffee as a domain.\r\nGods of this domain include Vigil, Keeper of the\r\nMorning, Twitsh, Lord of Streams, and Cinder, God of\r\nFlame. However, many clerics turn to this domain without\r\nan associated deity, taking up the mantle because they are\r\ndependent, if not outright fixated, on coffee.\r\n\r\n\r\n[b]Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]expeditious retreat, false life[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]blur, enhance ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]fly, haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]divination, freedom of movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]awaken, telekinesis[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Twitch Casting[\/b]\r\nAs the magic of coffee strums down your nerves, you find\r\nyou can perform actions far quicker than normal. Starting\r\nwhen you choose this domain at 1st level, when you cast\r\na spell that has a casting time of 1 action, you can change\r\nthe casting time to 1 bonus action for this casting. Once\r\nyou use this ability, you can\u2019t use it again until you finish\r\na long rest.\r\n\r\n\r\n[b]Sleepless[\/b]\r\nThough the Gods of Coffee offer focus and productivity\r\nwith one hand, they steal away sleep with the other.\r\nBeginning at 1st level, you require one less hour of sleep\r\nthan a normal member of your race and magic can\u2019t put\r\nyou to sleep.\r\n\r\n\r\n[b]Channel Divinity: Java[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity\r\nas an action to invigorate the body and mind of a willing\r\ncreature you touch. The target instantly awakens, if\r\nasleep. For the next minute, the target ignores all levels of\r\nexhaustion, its speed increases by 10 feet, it has advantage\r\non Intelligence and Dexterity saving throws, and it can\r\ntake an additional action its turn. This action can only\r\nbe used to take the Attack (one weapon attack only) or\r\nDisengage action.\r\nWhen the effect ends, the target can\u2019t move or take\r\nactions until after its next turn, as a wave of lethargy\r\nsweeps over it. Only one creature can be under the effects\r\nof this Channel Divinity at a time and no creature can\r\nbenefit from the effects of this ability and the spell haste\r\nat once.\r\n\r\n\r\n[b]Honed Focus[\/b]\r\nBy 6th level, the near constant infusion of caffeine has\r\nsharpened your memory and focus. Whenever you fail a\r\nConstitution saving throw to maintain concentration on\r\na spell, you can use your reaction to reattempt the save,\r\nmaintaining your concentration on a success.\r\n\r\n\r\n[b]Divine Strike[\/b]\r\nAt 8th level, once on each of your turns when you hit a\r\ncreature with a weapon attack, you can cause the attack\r\nto deal an extra 1d8 fire damage to the target. When you\r\nreach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\n[b]Caf\u00e9 Nation[\/b]\r\nBeginning at 17th level, you can share the power of\r\ncaffeination to your allies. When you cast the spell haste,\r\nyou can choose a number of targets within range equal\r\nto your Wisdom modifier, each of which gains the effect\r\nof the spell. If any of these targets are asleep, they are\r\ninstantly awoken. The spell\u2019s effects last only until the\r\nbeginning of your next turn, after which the spell ends,\r\nand no target suffers the \u201cwave of lethargy\u201d effect. If you\r\ncast the spell using a spell slot of 7th level or higher, the\r\nduration extends to 1d4 rounds.","table_data":"Level|Prof Bonus|Features|Cantrips Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th\r\n1|+2|Spellcasting, Divine Domain|3|2|---|---|---|---|---|---|---|---\r\n2|+2|Channel Divinity (x1), Divine Domain Feature|3|3|---|---|---|---|---|---|---|---\r\n3|+2|---|3|4|2|---|---|---|---|---|---|---\r\n4|+2|Ability Score Improvement|4|4|3|---|---|---|---|---|---|---\r\n5|+3|Destroy Undead (cr 1\/2)|4|4|3|2|---|---|---|---|---|---\r\n6|+3|Channel Divinity (x2), Domain Feature|4|4|3|3|---|---|---|---|---|---\r\n7|+3|---|4|4|3|3|1|---|---|---|---|---\r\n8|+3|Ability Score Improvement, Destroy Undead (cr 1), Domain Feature|4|4|3|3|2|---|---|---|---|---\r\n9|+4|---|4|4|3|3|3|1|---|---|---|---\r\n10|+4|Divine Intervention|5|4|3|3|3|2|---|---|---|---\r\n11|+4|Destry Undead (cr 2)|5|4|3|3|3|2|1|---|---|---\r\n12|+4|Ability Score Improvement|5|4|3|3|3|2|1|---|---|---\r\n13|+5|---|5|4|3|3|3|2|1|1|---|---\r\n14|+5|Destry Undead (cr 3)|5|4|3|3|3|2|1|1|---|---\r\n15|+5|---|5|4|3|3|3|2|1|1|1|---\r\n16|+5|Ability Score Improvement|5|4|3|3|3|2|1|1|1|---\r\n17|+6|Destroy Undead (cr4), Domain Feature|5|4|3|3|3|2|1|1|1|1\r\n18|+6|Channel Divinity (x3)|5|4|3|3|3|3|1|1|1|1\r\n19|+6|Ability Score Improvement|5|4|3|3|3|3|2|1|1|1\r\n20|+6|Divine Intervention Improvement|5|4|3|3|3|3|2|2|1|1","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"869918","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}