Cleric/Shaman in The Cantara Player's Compendium | World Anvil

Cleric/Shaman

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Clerics draw power from a deep and devoted connection to the spirits of a domain and strive to use that power to uphold their ideals. As vessels of these spirits, clerics strive to invoke their will to shape the world in their image, whether for good or for ulterior motives.
To serve, safeguard others, and embody the values of their domain is the responsibility of these divine warriors. They harness this power to miraculous effect, combining 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 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 spirits on their side.
 

Shamans and Clerics

Holy people in Cantara, by their nature, are referred to as Shamans. Shaman's are individuals who channel and commune with the spirits of a domain. They are often apart of a group or temple who strive to honor the spirits and foster a closer connection to them. Shamans help others find connection with their patrons, lead seances to get in touch with a spirit, and channel their power to help or hinder others.
"Cleric" is often a catchall term that may refer to any variety of religious figure. Most Player Characters that are clerics would be considered Shamans, but they may also be an acolyte in the study of a temple's teachings, a priest in the service of Brightrock, or just an individual with a spiritual bond that ignores any such titles. For simplicity's sake, the term Cleric is used throughout this article.
 

Divine Connection

In Cantara, there are two primary relationships a cleric could have to the divine.
The Domain. A cleric is a person that has such a profound spiritual connection to a domain that they are themselves a part of it and can harness its energy. This could be through a deep reverence for nature's beauty, life and creatures. A powerful kinship with the storm and its capacity for violence and renewal. An insatiable thirst to learn, to create, and to inspire. Perhaps an innate penchant for mischief, or a bone-deep belief in maintaining order and peace. The spirits of your domain are drawn to you and their will flows through you.
 
The Patron. A cleric may also have a bond to a specific deity, one to whom you are devout and strive to emulate. The spirit you follow may be one of the Patrons that Cantarans build shrines and monuments to honor. They could be an ancestor with whom you share a deep kinship as they help guide your journey. It may be an ancient tree spirit you encountered who kept you safe in a desperate time. Whoever they are, their bond defines your ideals as a cleric and provides you with divine abilities.
 

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. For more information on the religions of Cantara, go here: Religion  
Once you’ve chosen a domain or deity, consider your cleric’s relationship to them. Did you enter this service willingly? Or were you chosen, impelled 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.
 

PHB

Cleric

Divine Domain

 
Level Prof. Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature, Harness Divine Power 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement/Feat, Cantrip Versatility 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement/Feat, Destroy Undead (CR 1), Blessed Strikes 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement/Feat 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement/Feat 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement/Feat 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
hit dice: 1d8 per cleric level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: none
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting 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


Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
spellcasting:

Cantrips

You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.
 

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.
You can change your list of prepared spells when you finish a long rest.
 

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a 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 as a spellcasting focus for your cleric spells.
 

class features:

Divine Domain

1st-level cleric feature
Choose one domain related to your deity. 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 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

2nd-level cleric feature
At 2nd level, you start with two abilities: 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.
 

Turn Undead

As an action, 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.
 

Harness Divine Power

2nd-level cleric feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
 

Ability Score Improvement/Feat

4th-level bard feature
Whenever you reach a level that gives this feature you can choose between these two options:
Ability Score Improvement. 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.
Feat. You can take a feat of your choice, as long as you meet it's prerequisites and qualify for it per the DM. You can take each feat only once, unless the feat’s description says otherwise.
 

Cantrip Versatility

4th-level cleric feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
 

Destroy Undead

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.
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
 

Blessed Strikes

8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
 

Divine Intervention

10th-level cleric feature
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.
 

subclass options:

Life Domain

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The spirits 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 spirit can be considered part of this domain, particularily Helias (the sun, harvest, growth), Lyra (the sea, life, peace), and Illyo (passion, love, the arts).
 

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

1st-level life domain feature
When you choose this domain at 1st level, you gain proficiency with heavy armor.
 

Disciple of Life

1st-level life domain feature
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
 

Channel Divinity: Preserve Life

2nd-level life domain feature
You can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
 

Blessed Healer

6th-level life domain feature
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
 

Supreme Healing

17th-level life domain feature
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

Spirits of light – Tyr, Thal, Antimos, Lyra, Illyo, and Helias – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun, the planet tyr, or its moons. Some are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are spirits of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of light are enlightened souls infused with radiance and the power of their domains' 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

1st-level light domain feature
When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
 

Warding Flare

1st-level light domain feature
You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
 

Channel Divinity: Radiance of the Dawn

2nd-level light domain feature
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 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.
 

Improved Flare

6th-level light domain feature
You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
 

Corona of Light

17th-level light domain feature
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.
 

Nature Domain

These clerics are champions of any of the varied nature patrons, or are simply devoted to serving the spirits and beings of the woodlands, mountains, and seas. Fena is the patron spirit of the wilderness and all it's creatures, and most nature clerics are affiliated with them. Lyra is the spirit of the seas, its tides, and the beings in its merciless depths. Helias is associated with the sky, the harvest, and growth; their followers are particularily attached to flora of all varieties.  

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
 

Bonus Proficiency

1st-level nature domain feature
You gain Proficiency with heavy armor.
 

Acolyte of Nature

1st-level nature domain feature
You learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
 

Channel Divinity: Charm Animals and Plants

2nd-level nature domain feature
You can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
 

Dampen Elements

6th-level nature domain feature
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.
 

Master of Nature

17th-level nature domain feature
You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
 

Knowledge Domain

Thal is the patron of ingenuity and knowledge, and their followers value learning and understanding above all. Followers of knowledge spirits study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Their domain also promotes the practical knowledge of craft and invention.
The dwarven deity Brightrock is particularily fit for this domain, as is Ramzamzu: the Cat Lord who prizes wits, cleverness, and the collection of stories.
 

Knowledge Domain Spells

Cleric Level Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying
 

Blessings of Knowledge

1st-level knowledge domain feature
You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
 

Channel Divinity: Knowledge of the Ages

2nd-level knowledge domain feature
You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

6th-level knowledge domain feature
You can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a 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.
 

Visions of the Past

17th-level knowledge domain feature
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   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   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
 

Tempest Domain

The spirits of storms, sea, and sky are relentless beings of fury, chaos, and change. Antimos is the patron of this domain and is revered and feared by sailors and landlubbers alike. Their followers embrace the disruption and turmoil that force us to evolve, and often serve as stormwardens who protect and guide ships at sea.
Some clerics may also align with spirits of the shuddering earth, of blazing fire, or spirits of violence, physical strength, and courage such as Moul.
 

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

1st-level tempest domain feature
You gain Proficiency with martial Weapons and Heavy Armor.
 

Wrath of the Storm

1st-level tempest domain feature
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
 

Channel Divinity: Destructive Wrath

2nd-level tempest domain feature
You can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
 

Thunderbolt Strike

6th-level tempest domain feature
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
 

Stormborn

17th-level tempest domain feature
You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
 

Trickery Domain

Spirits of trickery – Lugos or Ramzamzu the Cat Lord– are mischief-makers and instigators who stand as a constant challenge to the accepted order among both deities 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

1st-level trickery domain feature
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

2nd-level trickery domain feature
You can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
 

Channel Divinity: Cloak of Shadows

6th-level trickery domain feature
You can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
 

Improved Duplicity

17th-level trickery domain feature
You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
 

War Domain

Moul is the patron spirit of conflict and destruction, most connected to those who live life by the sword. Their followers believe that anything important is worth fighting for, and that the only way to prove yourself is through contest.
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the spirits of war watch over warriors and reward them for their great deeds. The clerics of such deities excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. They may exemplify honor, chivalry, and justice (Tyr and Orin), the chaotic crucible of battle (Arra, Brightrock, or Antimos), or destruction and conquest (demons such as Vidaris or Yeenoghu).
 

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

1st-level war domain feature
You gain proficiency with martial weapons and heavy armor.
 

War Priest

1st-level war domain feature
Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
 

Channel Divinity: Guided Strike

2nd-level war domain feature
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
 

Channel Divinity: War God's Blessing

6th-level war domain feature
When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
 

Avatar of Battle

17th-level war domain feature
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
 

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The spirits of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. Cantarans believe that the sea connects us and brings life to this world, and its patron Lyra embodies that. Helias is associated with providing for others and fostering community. The followers of Illyo believe in open expression and creation rather than destruction.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
 

Peace Domain Spells

Cleric Level Spells
1st heroism, sanctuary
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, otiluke's resilient sphere
9th greater restoration, rary's telepathic bond
 

Implement of Peace

1st-level peace domain feature
When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
 

Emboldening Bond

1st-level peace domain feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 

Channel Divinity: Balm of Peace

2nd-level peace domain feature
You can use your Channel Divinity to make your very presence a soothing balm.
As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
 

Protective Bond

6th-level peace domain feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
 

Expansive Bond

17th-level peace domain feature
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
 

Grave Domain

The patron of the grave watches over the line between life and death. To Iapetus and their followers, death and the afterlife are a foundational part of living. To resist death, or to desecrate the dead’s rest, is an abomination. These clerics teach to respect the dead and pay them due homage. Graverights are those who 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’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.  

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

1st-level grave domain feature
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
 

Eyes of the Grave

1st-level grave domain feature
You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
 

Channel Divinity: Path of the Grave

2nd-level grave domain feature
You can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
 

Sentinel at Death's Door

6th-level grave domain feature
You gain the ability to impede death’s 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.
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.
 

Keeper of Souls

17th-level grave domain feature
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 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’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.
 

Order Domain

The order domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Orin is the patron of order, justice, and trade, whose followers meditate on logic and justice as they serve to achieve balance and peace.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic world.
 

Order Domain Spells

Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person
 

Bonus Proficiencies

1st-level order domain feature
When 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).
 

Voice of Authority

1st-level order domain feature
You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

2nd-level order domain feature
You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
 

Embodiment of the Law

6th-level order domain feature
You become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
 

Order's Wrath

17th-level order domain feature
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
 

Forge Domain

The spirits 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 dwarven artisan whose diamond-tipped arrows of mithral have felled demons. Brightrock 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. Followers of Thal believe that the most divine thing one can do with the life they're given is to make something new.
Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These clerics take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons 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

1st-level forge domain feature
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.
 

Blessing of the Forge

1st-level forge domain feature
You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
 

Channel Divinity: Artisan's Blessing

2nd-level forge domain feature
You can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. 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

6th-level forge domain feature
Your mastery of the forge grants you special abilities:
  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.
 

Saint of Forge and Fire

17th-level forge domain feature
Your blessed affinity with fire and metal becomes more powerful:
  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
 

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but there are those bound to twilight who guard against the horrors of the night.
These Clerics connect with Lugos, twilight spirits, or fey beings to bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. They may also be affiliated with patrons such as Tyr whose waxing glow illuminates our night sky, Fena of the woodland realms where the shade of the canopy both protects and hides danger, or Helias whose fall heralds the darkness, but whose innevitable rise bring sanctuary.
 

Twilight Domain Spells

Cleric Level Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, leomund's tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead
 

Bonus Proficiencies

1st-level twilight domain feature
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
 

Eyes of Night

1st-level twilight domain feature
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
 

Vigilant Blessing

1st-level twilight domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.  

Channel Divinity: Twilight Sanctuary

2nd-level twilight domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
 

Steps of Night

6th-level twilight domain feature
You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 

Twilight Shroud

17th-level twilight domain feature
The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
 
 

Cleric Spell List

Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Toll the Dead**
Word of Radiance**
 
1st Level
Bane
Bless
Ceremony** (ritual)
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (ritual)
Detect Poison and Disease (ritual)
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink (ritual)
Sanctuary
Shield of Faith
 
2nd Level
Aid
Augury (ritual)
Blindness Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose (ritual)
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence (ritual)
Spiritual Weapon
Warding Bond
Zone of Truth
 
3rd Level
Animate Dead
Aura of Vitality
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Feign Death (ritual)
Glyph of Warding
Life Transference**
Magic Circle
Mass Healing Word
Meld into Stone (ritual)
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Spirit Shroud*
Tongues
Water Walk (ritual)
 
4th Level
Aura of Life
Aura of Purity
Banishment
Control Water
Death Ward
Divination (ritual)
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
 
5th Level
Commune (ritual)
Contagion
Dawn**
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Holy Weapon**
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Summon Celestial*
 
6th Level
Blade Barrier
Create Undead
Find the Path
Forbiddance (ritual)
Harm
Heal
Heroes' Feast
Planar Ally
Sunbeam
True Seeing
Word of Recall
 
7th Level
Conjure Celstial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
Temple of the Gods**
 
8th Level
Antimagic Field
Control Weather
Earthquake
Holy Aura
Sunburst
 
9th Level
Astral Projection
Gate
Mass Heal
Power Word Heal
True Resurrection