Emaxus is currently undergoing a large entry into a new Age (and a large revision of the current Age). Consider this an active construction zone: things are moving around, getting changed, and the world's being reorganized. Apologies for the inconvenience!
- Brian

Cleric

Thanks to India-Lee Crews for the cover art!
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.   Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.   Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.   Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.   Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric - someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.   The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.   If you're playing a cleric character, the following sections offer ways to add some detail to that character's history and personality, as well as examples of the roles clerics can fill and if you're character is a shining example of those ideas, or breaks the mold in certain ways.  

Healers and Warriors

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

Divine Agents

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

Temple

Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.   Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?  

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.  

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.   If you haven't considered this aspect of your character yet, consider real world inspirations or conflicts within religions. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.  

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. See the Pantheon of Emaxus to decide what Prime Deity, Betrayer God, or maybe even Lesser Idol you follow.   Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?  
Quick Build
    You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.
 

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing, here's what you need to know if you choose cleric as one of your classes.  
Ability Score Minimum
As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a cleric.  
Proficiencies Gained
If cleric isn't your initial class, here are the proficiencies you gain when you take your first level as a cleric: light armor, medium armor, shields.  
Spell Slots
Add your level in the cleric class to the appropriate levels from other classes to determine your available spell slots.  

The Cleric Table

Level Proficiency Bonus Features Cantrips Known
1st +2 Spellcasting, Divine Domain 3
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3
3rd +2 - 3
4th +2 Ability Score Improvement 4
5th +3 Destroy Undead (CR 1/2) 4
6th +3 Channel Divinity (2/rest), Divine Domain feature 4
7th +3 - 4
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4
9th +4 - 4
10th +4 Divine Intervention 5
11th +4 Destroy Undead (CR 2) 5
12th +4 Ability Score Improvement 5
13th +5 - 5
14th +5 Destroy Undead (CR 4) 5
15th +5 - 5
16th +5 Ability Score Improvement 5
17th +6 Destroy Undead (CR 4), Divine Domain feature 5
18th +6 Channel Divinity (3/rest) 5
19th +6 Ability Score Improvement 5
20th +6 Divine Intervention Improvement 5
Cleric Spellcasting Table
-Spell Slots per Level-
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Class Features

As a cleric, you gain the following class features.  
Hit Points
Hit Dice: 1d8 per cleric level   Hit Points at 1st Level: 8 + your Constitution modifier   Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st  
Proficiencies
Armor: Light armor, medium armor, shields   Weapons: Simple weapons   Tools: None   Saving Throws: Wisdom, Charisma   Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion  
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.  
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. 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.
  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.  

Divine Domain

Choose one domain related to your deity: Blood, Death, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. These domains are detailed at the end of the Class Features section.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.  
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.   If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as 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.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Destroy Undead Table
Cleric Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.  

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Silver Dawn is Life, Light, and War.   Your choice might correspond to a particular sect dedicated to your deity. For example, if you are a member of the Order of Sunrise based out of Kaer Nyssen, you may be a Life domain cleric, as you have to deal with healing and such in the city, while if you are a templar of that same order on the frontier, you could be a War domain cleric to handle monsters and cults. Choose from the Domains of Blood, Death, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, or War.  

Blood Domain

Originally developed in Aitreas as some form of a countermeasure to Krathum's Eternal Empire, the Blood domain centers around the understanding of the natural life force within one's own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell. The followers of the gods of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one's own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance.  
Blood Domain Spells
Cleric Level Spells
1st sleep, ray of sickness
3rd ray of enfeeblement, crown of madness
5th haste, slow
7th blight, stoneskin
9th dominate person, hold monster
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons.  
Bloodletting Focus
From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer necrotic damage equal to 2 + the spell's level.  
Channel Divinity: Blood Puppet
Starting at 2nd level, you can use your Channel Divinity to briefly control a creature's actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single melee weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.  
Channel Divinity: Crimson Bond
Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.   During your bond, you can use an action to attempt to connect with the bonded creature's sense. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes or hear through the ears of the target for a number of rounds equal to your Wisdom modifier (minimum of once). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.  
Sanguine Recall
At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can't use this feature again until you finish a long rest.   For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slots and a 1st-level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.  
Vascular Corruption Aura
At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).   Once you use this feature, you can't use it again until you finish a long rest.  

Death Domain

Warning: This is a subclass that often lends itself to evil characters. Consider how picking this domain would impact your party dynamics. Would it make you a villain in a party of heroes? Also, its necromantic tendencies often makes Death domain clerics' actions criminal, so consider the legal and RP ramifications.   The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Death domain clerics are often dark servants of the Fell Gods, either enacting their will or the will of their followers, or are misguided followers of the Raven Queen.  
Death Domain Spells
Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.  
Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.  
Channel Divinity: Touch of Death
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch.   When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.  
Inescapable Destruction
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Improved Reaper
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.  

Forge Domain

The Allhammer is patron of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithril have felled demon lords. The Allhammer teaches 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 the Allhammer (and entities like him) 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 entities takes great pride in their work, and they are willing to craft and use heavy armor and powerful weapon to protect them.  
Forge Domain Spells
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.  
Blessing of the Forge
At 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 to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.   Once you use this feature, you can't use it again until you finish a long rest.  
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.   You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see Chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.   The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.   The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.  
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:
  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Saint of Forge and Fire
At 17th level, your blessed affinity with fire and metal becomes more powerful:
  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain

The Raven Queen watches over the line between life and death. To her, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of the Raven Queen seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.  
Grave Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.   As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  
Sentinel at Death's Door
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.  

Knowledge Domain

The Knowing Mistress values learning and understanding above all. Though her worship is only recently being resurrected, scholars who boldly go forth to discover the secrets of Emaxus and beyond can find her blessing at their back. Followers of the Knowing Mistress study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.  
Knowledge Domain Spells
Cleric Level Spells
1st command, identify
3rd augery, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  
Channel Divinity: Knowledge of the Ages
Starting 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.  
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.   As an action, choose one creature that you can see within 60 feet of you. That creature must succeed on a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and the owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube). For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotion, 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.  

Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain. Any follower of the Prime Deities could, theoretically, be a Life domain cleric, though Life clerics to the Dawnfather are much more common than to, say, the Stormlord.  
Life Domain Spells
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.  
Disciple of Life
Also 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.  
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.   As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.  
Blessed Healer
Beginning 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.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

Light Domain

Gods of light, such as Pelor, the Dawnfather, promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. 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.  
Light Domain Spells
Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before it hits or misses. An attacker that can't be blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your fores.   As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much as damage on a successful one. A creature that has total cover from you is not affected.
Improved Flare
Starting at 6th level, you can also your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it as an 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.

Nature Domain

Gods and idols of nature, such as the Wildmother, are as varies as the natural world itself. Druids revere nature as a whole and might serve one or more of these beings, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these entities have clerics as well, champions who take a more active role in advancing their interests. These clerics might hunt the evil monstrosities who despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.  
Nature Domain Spells
Cleric Level Spells
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.  
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.  
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.   As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.  
Dampen Elements
Starting 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.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning (your choice) damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Master of Nature
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Tempest Domain

Entities who preside over storms and weather find the Tempest domain in their portfolio - most notably, Kord the Stormlord. Clerics who follow these entities often find themselves sent 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.  
Tempest Domain Spells
Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.  
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.   When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can push it up to 10 feet away from you.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Trickery Domain

Beings of trickery - such as the Changebringer - are mischief-makers and instigators who stand as a constant challenge to the accepted orders 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.  
Trickery Domain Spells
Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.   As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.   As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison - a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

War Domain

Was 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 Yamma, Pelor, or Bahamut) as well as gods of destruction and pillage (such as Gruumsh or Tiamat) and gods of conquest and domination (such as Bane). Other war gods (such as Kord) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.  
War Domain Spells
Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.  
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  
Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.. When you reach 14th level, the extra damage increases to 2d8.  
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

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