Cleric
Base Class: Cleric

 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.

1st: Sanctuary, Shield of Faith

3rd: Gentle Repose, Lesser Restoration

5th: Remove Curse, Revivify

7th: Death Ward, Mass Healing Word

9th: Mass Cure Wounds, Dispel Evil and Good

Bonus Proficiencies

When you choose this domain at 1st level, you gain 60 ft. of Darkvision (120 ft if you already have Darkvision, no more than that if you already have 120 ft.) and you can now speak Celestial.

Angelic Flight

Starting at 1st level, you have been blessed with the holy ability of flight. As a bonus action, you can sprout angelic wings from your back. You gain a flying speed of 60 ft. and your wings give off a soft, white glow that spreads around you in a 5 ft circle. When the wings are out, you have disadvantage on stealth checks involving sight but also you have resistance to necrotic damage. Your wings last for 1 hour, or until you take another bonus action to dispel them. Once you use this feature, you may not use it again until you finish a long rest.

Channel Divinity: Ethereal Embrace

Starting at the 2nd level, you gain your Channel Divinity. Using your holy symbol, you may use your Channel Divinity as a reaction to protect your allies from incoming attacks. Holding your holy symbol, you may use your channel divinity to cause a soft glow to radiate around a creature you can see within 30 ft. Any creature you choose within this 30 ft. radius around you, is resistant to necrotic damage and all attacks made against them have disadvantage for 1 minute. 

An undead creature's or fiends speed is halved in this area, and when an undead creature or a fiend enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage.

God's Grace

Starting at the 6th level, your God has blessed you with the gift of truesight, letting you see things as they truly are for 10 minutes.

As an action, you may use this ability to gain the following benefits:

Your eyes radiate a soft yellow glow, as you gain 60 ft. of truesight, cannot be blinded, and gain advantage on investigation, insight, and sight based perception checks. Once you use this feature, you may not use it again until you finish a long rest. 

Divine Smite

Starting at the 8th level, you gain the ability to imbue your magic with extra radiant damage. The cleric gains the ability to infuse his or her weapon strikes with radiant energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Holy Aura

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.

Bonus Proficiencies

When you choose this domain at 1st level, you gain 60 ft. of Darkvision (120 ft if you already have Darkvision, no more than that if you already have 120 ft.) and you can now speak Celestial.

Angelic Flight

Starting at 1st level, you have been blessed with the holy ability of flight. As a bonus action, you can sprout angelic wings from your back. You gain a flying speed of 60 ft. and your wings give off a soft, white glow that spreads around you in a 5 ft circle. When the wings are out, you have disadvantage on stealth checks involving sight but also you have resistance to necrotic damage. Your wings last for 1 hour, or until you take another bonus action to dispel them. Once you use this feature, you may not use it again until you finish a long rest.

 

Extended Spell List

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.

1st: Sanctuary, Shield of Faith

3rd: Gentle Repose, Lesser Restoration

5th: Remove Curse, Revivify

7th: Death Ward, Mass Healing Word

9th: Mass Cure Wounds, Dispel Evil and Good

Channel Divinity: Ethereal Embrace

Starting at the 2nd level, you gain your Channel Divinity. Using your holy symbol, you may use your Channel Divinity as a reaction to protect your allies from incoming attacks. Holding your holy symbol, you may use your channel divinity to cause a soft glow to radiate around a creature you can see within 60 ft. Any creature within this 60ft radius warmth, they are resistant to necrotic damage and all attacks made against them have disadvantage for 1 minute. 

Fiends and undead who start their turn within 5 ft. of this light take 2d4 radiant damage.

God's Grace

Starting at the 6th level, your God has blessed you with the gift of truesight, letting you see things as they truly are for 10 minutes.

As an action, you may use this ability to gain the following benefits:

Your eyes radiate a soft yellow glow, as you gain 60 ft. of truesight, cannot be blinded, and gain advantage on investigation, insight, and sight based perception checks. Once you use this feature, you may not use it again until you finish a long rest. 

Divine Smite

Starting at the 8th level, you gain the ability to imbue your magic with extra radiant damage. The cleric gains the ability to infuse his or her weapon strikes with radiant energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

 

Holy Aura

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.

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