In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand 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. The Deities of Krynn section includes lists of many of the gods of Krynn in your campaign.
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.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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 2 Handed Flail or (b) a 2 Handed warhammer (depending on weapon chosen at 1st Lvl)
(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 mace
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Clairvoyance, Tongues
5th
Greater restoration, Raise Dead
7th
Conjure Celestial, Fire Storm
9th
Mass Heal, True Resurrection
Divine Healing
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 gain one extra dice for any healing spells. The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 10th level, two extra dice; and 20th level, three extra dice. You regain all expended uses when you finish a long rest.
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.
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.
Herald of the Gods
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 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
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.
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
level Thrice Blessed Weapons: Bless spell effects up to 6 creatures instead of 3 within the 30’foot radius and doesn’t require concentration to maintain. Or
Thrice Blessed Instrument: Healing word effects up to 6 creatures as per spell as well as subclass benefits
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
level Thrice Blessed Weapons: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain or if used in combat until the end of the combat or
Thrice Blessed Instrument: Mass healing word as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
level Thrice Blessed Weapons: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +3 to hit / +3 to damage as well.
level Thrice Blessed Weapons: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +4 to hit / +4 to damage as well.
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
level Thricee Blessed Weapon: Bless spell effects up to 6 creatures all other spell effects as per spell Or
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
level Thrice Blkessed Weapon: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain or if used in combat until the end of the combat or
Thrice Blessed Instrument: Pray of Healing as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
level Thrice Blessed Weapon: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +3 to hit / +3 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
level Thrice Blessed Weapon: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +4 to hit / +4 to damage as well.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and requiewre a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric feature,
You are blessed with divine might in battle. When a creature takes damage from one of your 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand 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. The Deities of Krynn section includes lists of many of the gods of Krynn in your campaign.
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.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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 2 Handed Flail or (b) a 2 Handed warhammer (depending on weapon chosen at 1st Lvl)
(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 mace
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Clairvoyance, Tongues
5th
Greater restoration, Raise Dead
7th
Conjure Celestial, Fire Storm
9th
Mass Heal, True Resurrection
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
2nd Level
Thrice Blessed Weapons: Bless spell effects up to 6 creatures instead of 3 within the 30’foot radius and doesn’t require concentration to maintain. Or
Thrice Blessed Instrument: Healing word effects up to 6 creatures as per spell as well as subclass benefit
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain until the end of the combat or
Thrice Blessed Instrument: Mass healing word as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
8th level
Thrice Blessed Weapons: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +3 to hit / +3 to damage as well.
17th level
Thrice Blessed Weapons: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +4 to hit / +4 to damage as well.
Divine Healing
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 gain one extra dice for any healing spells. The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 10th level, two extra dice; and 20th level, three extra dice. You regain all expended uses when you finish a long rest.
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.
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.
Herald of the Gods
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 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
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.
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
2nd level
Thricee Blessed Weapon: Bless spell effects up to 6 creatures all other spell effects as per spell Or
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
6th level
Thrice Blkessed Weapon: Protection for energy effecting up 6 creatures as per spell or
Thrice Blessed Instrument: Pray of Healing as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
8th Laval
Thrice Blessed Weapon: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +3 to hit / +3 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
17th level
Thrice Blessed Weapon: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +4 to hit / +4 to damage as well.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds the power of their deity and require a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric feature,
You are blessed with divine might in battle. When a creature takes damage from one of your 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
It is still designed incorrectly. Firstly, you do not need to replicate the base Cleric class, you need simply list this subclasses features. Cleric subclasses gain features at levels 1, 2, 6, 8, and 17.
At 1st level they gain Domain spells which are: - You have spells of the wrong level here b/c you mixed up cleric level with spell level 2 spells of 1st level which are gained at cleric level 1, 2 spells of 2nd level which are gained at cleric level 3, 2 spells of 3rd level which are gained at cleric level 5, 2 spells of 4th level which are gained at cleric level 7, 2 spells of 5th level which are gained at cleric level 9,
At 1st level they gain some combination of:
Bonus skill proficiencies
Proficiency in heavy armour
Proficiency in martial weapons
Bonus 1-2 cantrips (optionally with a slight modification to make it unique)
At 1st level they gain a unique limited use ability (Wisdom modifier times per long rest)
At 2nd level they gain one unique use of their Channel Divinity - I nearly said you didn't have one of these but you do, it is just completely unrelated to the subclass and utterly impotent
At 6th level they gain a unique subclass feature that is often related to or building on their unique 1st level ability.
At 8th level they gain either Potent Spellcasting or Divine Strike and this is related to the bonus proficiencies they got at level 1 - you have inexplicably changed this to be limited use when every other subclass it is unlimited
At 17th level they gain a final unique subclass feature building on the same theme as their 1st and 6th level abilities.
Other problems with your HB is the scaling of your artificer-infusion thing is way too powerful, simply look at the Artificer infusions for guidance here: They get a +1 infusion at level 2, which increased to a +2 at level 10. If we look at the DMG +3 items with extra bonuses are Legendary and require attunement (thus only exist at the pleasure of the DM) and +4 items don't exist at all because of Bounded Accuracy.
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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, heavy armour and shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a 2 Handed Flail or (b) a 2 Handed warhammer (depending on weapon chosen at 1st Lvl)
(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 mace
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Hold Person, Lesser Restoration
5th
Motivational Speech, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
2nd Level
Thrice Blessed Weapons: Bless spell effects up to 6 creatures instead of 3 within the 30’foot radius and doesn’t require concentration to maintain. Or
Thrice Blessed Instrument: Healing word effects up to 6 creatures as per spell as well as subclass benefit
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain until the end of the combat or
Thrice Blessed Instrument: Mass healing word as per the spell
8th level
Thrice Blessed Weapons: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
Thrice Blessed Weapons: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
2nd level
Thricee Blessed Weapon: Bless spell effects up to 6 creatures all other spell effects as per spell Or
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
6th level
Thrice Blkessed Weapon: Protection for energy effecting up 6 creatures as per spell or
Thrice Blessed Instrument: Pray of Healing as per the spell.
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
8th Laval
Thrice Blessed Weapon: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
17th level
Thrice Blessed Weapon: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and requiewre a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
Still a mess, terribly written with tons of extra unnecessary repetition and missing words all over the place. Here I will rewrite it for you in a succinct manner. This is all you need to define this subclass:
Domain Spells (These seem pretty random, what is the theme you're trying to embody with this subclass?)
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Hold Person, Lesser Restoration
5th
Motivational Speech (FYI this is a setting-specific spell to AI so a really strange choice), Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Bonus Proficiencies
When you choose this domain at 1st level, you become the chosen herald of your god in the mortal realm. You gain proficiency in heavy armour and the Performance skill. Whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer (Neither of these weapons exist in 5e, so what are you talking about here?). Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them (Getting BOTH the instrument and the weapon is completely OP and doesn't make much sense, I'd recommend making this a choice between one or the other). Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed (So if they are mid quest on another plane of existence far from a monastery they just don't get to level up??). These symbols are instant casting time (No spells in the game are instant casting time, this makes no sense what so ever). The inlayed runes taken from list below (There is no list?) are added to the items. These are on top of the normal spells and don’t take up any spell slots.
At 1st level, you choose your divine instrument - either an actual instrument or one martial weapon of your choice. You gain proficiency with your chosen divine instrument and can use it as a spellcasting focus for your cleric spells. Whenever you finish a long rest you can decorate your instrument with holy symbols and gold inlays that represent one spell of 5th level or lower that you can prepare, if you chose a weapon this spell must be from the abjuration, evocation or transmutation schools of magic, if you chose a musical instrument this spell must be from the divination, conjuration or enchantment schools of magic. You can cast that spell from your instrument once without expending a spellslot.
At 6th level you can add additional decoration to inlay a 2nd spell into your instrument, a 8th level you can inlay a 3rd spell.
Channel Divinity: Infused Healing
Starting at 2nd level, you can use your Channel Divinity to empower your words to restore your allies.
When you cast a spell that causes a creature to regain hit points, you can expend a use of your Channel Divinity to restore maximum hit points, instead of rolling.
Herald of the Gods
At 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
Second Instrument
At 17th level, you can choose a second weapon or musical instrument to be an implement of your divinity, and inlay it with up to three additional spells as described in your Thrice Blessed Instrument feature.
set in dragonlance and the "return of the gods" bit bard more cleric loosely based on a warrior preist from warhammer. domain spells related to bringing word of the return.
fixed up the wording of the weeapon and insturnment. Each inlay level can only be used once per long sleep, either the weaopon or the instrument of each inlay level can be used
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A flail or a warhammer. Along with a music instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon symbol or the musical instrument symbol, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. The inlayed runes are listed below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
Teller of Tales (Rather than Bonus Proficiencies) At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
omain Spell Level Domain Spells
Level
Domain Spells
1st
Thunderwave, Heroism
3rd
Enhance Ability, Enthrall
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Hold Monster
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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 and shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Flail or (b) a Warhammer (depending on weapon chosen at 1st Lvl)
(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 mace
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Heroism, Thunderwave
3rd
Enhance Ability, Enthrall
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A flail or a warhammer. Along with a music instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon symbol or the musical instrument symbol, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. The inlayed runes are listed below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
2nd Level
Thrice Blessed Weapons: Bless spell effects up to 6 creatures instead of 3 within the 30’foot radius and doesn’t require concentration to maintain. Or
Thrice Blessed Instrument: Healing word effects up to 6 creatures as per spell as well as subclass benefit
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain until the end of the combat or
Thrice Blessed Instrument: Mass healing word as per the spell
8th level
Thrice Blessed Weapons: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
Thrice Blessed Weapons: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
2nd level
Thricee Blessed Weapon: Bless spell effects up to 6 creatures all other spell effects as per spell Or
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
6th level
Thrice Blkessed Weapon: Protection for energy effecting up 6 creatures as per spell or
Thrice Blessed Instrument: Pray of Healing as per the spell.
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
8th Laval
Thrice Blessed Weapon: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
17th level
Thrice Blessed Weapon: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and requiewre a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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 and shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Flail or (b) a Warhammer (depending on weapon chosen at 1st Lvl)
(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 mace
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Herald of the Return domain is detailed at the end of the class description and provides examples of gods associated with it. See the Krynn Deities for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Heroism, Thunderwave
3rd
Enhance Ability, Suggestion
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay level. It will require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon and Instrument: Inlay Levels
2nd level
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
Thricee Blessed Weapon: Bless as per spell effects up to 6 creatures
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Shatter as per spell
Thrice Blessed Instrument: Mass healing word as per the spell
8th level
Thrice Blessed Weapons: Spirit Guardian as per the spell
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
Thrice Blessed Weapon: Dawn as per the spell
Thrice Blessed Instrument: Heal as per spell
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
At 2th level the cleric gains the first inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 1sr level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
2nd level
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
Thricee Blessed Weapon: Bless as per spell effects up to 6 creatures
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
At 6th level the cleric gains the second inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 2nd level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
6th level
Thrice Blkessed Weapon: Shatter as per spell
Thrice Blessed Instrument: Pray of Healing as per the spell.
Thrice Blessed Weapon and instrument: Third Inlay
At 8th level the cleric gains the third inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 3th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
8th Laval
Thrice Blessed Weapon: Spirit Guardian as per the spell
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
At 17th level the cleric gains the last inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 4th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
17th level
Thrice Blessed Weapon: Dawn as per the spell
Thrice Blessed Instrument: Heal as per spell
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
At 1 level the cleric gains their Thrice Blessed Instrument a musical instrument of their choice and their Thrice Blessed Weapon. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Instrument inlay levels
2nd Level
Thrice Blessed Instrument: Healing word as per spell effects up to 6 creatures
6th Level
Thrice Blessed Instrument: Mass healing word as per the spell
8th level
Thrice Blessed Instrument: Mass cure wounds as per the spell
17th level
Thrice Blessed Instrument: Heal as per spell
Bonus Proficiency Thrice Blessed Weapon
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon Inlay Level
2nd Level
Thrice Blessed Weapons: Bless as per spell effects up to 6 creatures.
At the completion of this ritual your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Shatter as per spell
8th level
Thrice Blessed Weapons: Spirit Guardian as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
Thrice Blessed Weapons: Dawn as per the spell or
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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, heavy armor and shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(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
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Herald of the Return domain is detailed at the end of the class description and provides examples of gods associated with it. See the Krynn Deities for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Heroism, Thunderwave
3rd
Enhance Ability, Suggestion
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay level. It will require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon and Instrument: Inlay Levels
2nd level
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
Thricee Blessed Weapon: Bless as per spell effects up to 6 creatures
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Shatter as per spell
Thrice Blessed Instrument: Mass healing word as per the spell
8th level
Thrice Blessed Weapons: Spirit Guardian as per the spell
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
Thrice Blessed Weapon: Dawn as per the spell
Thrice Blessed Instrument: Heal as per spell
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
At 2th level the cleric gains the first inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 1sr level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
2nd level
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
Thricee Blessed Weapon: Bless as per spell effects up to 6 creatures
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
At 6th level the cleric gains the second inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 2nd level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
6th level
Thrice Blkessed Weapon: Shatter as per spell
Thrice Blessed Instrument: Pray of Healing as per the spell.
Thrice Blessed Weapon and instrument: Third Inlay
At 8th level the cleric gains the third inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 3th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
8th Laval
Thrice Blessed Weapon: Spirit Guardian as per the spell
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
At 17th level the cleric gains the last inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 4th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
17th level
Thrice Blessed Weapon: Dawn as per the spell
Thrice Blessed Instrument: Heal as per spell
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
At 1 level the cleric gains their Thrice Blessed Instrument a musical instrument of their choice and their Thrice Blessed Weapon. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Instrument inlay levels
2nd Level
Thrice Blessed Instrument: Healing word as per spell effects up to 6 creatures
6th Level
Thrice Blessed Instrument: Mass healing word as per the spell
8th level
Thrice Blessed Instrument: Mass cure wounds as per the spell
17th level
Thrice Blessed Instrument: Heal as per spell
Bonus Proficiency Thrice Blessed Weapon
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon Inlay Level
2nd Level
Thrice Blessed Weapons: Bless as per spell effects up to 6 creatures.
At the completion of this ritual your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
6th Level
Thrice Blessed Weapons: Shatter as per spell
8th level
Thrice Blessed Weapons: Spirit Guardian as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
17th level
Thrice Blessed Weapons: Dawn as per the spell or
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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A new cleric subclass for the world of Krynn. please give feedback
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand 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. The Deities of Krynn section includes lists of many of the gods of Krynn in your campaign.
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.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips
Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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:
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Clairvoyance, Tongues
5th
Greater restoration, Raise Dead
7th
Conjure Celestial, Fire Storm
9th
Mass Heal, True Resurrection
Divine Healing
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 gain one extra dice for any healing spells. The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 10th level, two extra dice; and 20th level, three extra dice. You regain all expended uses when you finish a long rest.
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.
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.
Herald of the Gods
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 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
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.
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
level Thrice Blessed Weapons: Bless spell effects up to 6 creatures instead of 3 within the 30’foot radius and doesn’t require concentration to maintain. Or
Thrice Blessed Instrument: Healing word effects up to 6 creatures as per spell as well as subclass benefits
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
level Thrice Blessed Weapons: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain or if used in combat until the end of the combat or
Thrice Blessed Instrument: Mass healing word as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
level Thrice Blessed Weapons: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +3 to hit / +3 to damage as well.
level Thrice Blessed Weapons: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +4 to hit / +4 to damage as well.
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
level Thricee Blessed Weapon: Bless spell effects up to 6 creatures all other spell effects as per spell Or
Thrice Blessed Musical Instrument: Healing word effects up to 6 creatures as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +1 to hit / +1 to damage as well.
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
level Thrice Blkessed Weapon: Protection for energy effecting up 6 creatures as per spell and doesn’t require concentration to maintain or if used in combat until the end of the combat or
Thrice Blessed Instrument: Pray of Healing as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +2 to hit / +2 to damage as well.
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
level Thrice Blessed Weapon: Banishment as per the spell or
Thrice Blessed Instrument: Mass cure wounds as per the spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +3 to hit / +3 to damage as well.
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
level Thrice Blessed Weapon: Earthquake as per the spell or
Thrice Blessed Instrument: Resurrection as per spell
At the completion of these rituals your Thrice Blessed Weapon becomes enchanted and now gains +4 to hit / +4 to damage as well.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice blessed musical instrument
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and requiewre a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric feature,
You are blessed with divine might in battle. When a creature takes damage from one of your 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
Sorry but this is a bit of a mess, it looks half finished and the Domains spells are of the wrong level.
have cleaned it up a bit and the Domain spells seem out a bit as the 1st, 3rd and 5th levels were taken from the bards spell list.
thank you for your input hope it reads a bit easier.
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand 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. The Deities of Krynn section includes lists of many of the gods of Krynn in your campaign.
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.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips
Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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:
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Clairvoyance, Tongues
5th
Greater restoration, Raise Dead
7th
Conjure Celestial, Fire Storm
9th
Mass Heal, True Resurrection
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
2nd Level
6th Level
8th level
17th level
Divine Healing
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 gain one extra dice for any healing spells. The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 10th level, two extra dice; and 20th level, three extra dice. You regain all expended uses when you finish a long rest.
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.
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.
Herald of the Gods
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 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
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.
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
2nd level
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
6th level
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
8th Laval
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
17th level
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice blessed musical instrument
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds the power of their deity and require a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric feature,
You are blessed with divine might in battle. When a creature takes damage from one of your 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. It can only be used the amount of times as per your Wisdom bonus modifier times before a long rest. These are regained as part of the rituals practice a Herald must complete each morning for 1 hour
It is still designed incorrectly. Firstly, you do not need to replicate the base Cleric class, you need simply list this subclasses features. Cleric subclasses gain features at levels 1, 2, 6, 8, and 17.
At 1st level they gain Domain spells which are: - You have spells of the wrong level here b/c you mixed up cleric level with spell level
2 spells of 1st level which are gained at cleric level 1,
2 spells of 2nd level which are gained at cleric level 3,
2 spells of 3rd level which are gained at cleric level 5,
2 spells of 4th level which are gained at cleric level 7,
2 spells of 5th level which are gained at cleric level 9,
At 1st level they gain some combination of:
At 1st level they gain a unique limited use ability (Wisdom modifier times per long rest)
At 2nd level they gain one unique use of their Channel Divinity - I nearly said you didn't have one of these but you do, it is just completely unrelated to the subclass and utterly impotent
At 6th level they gain a unique subclass feature that is often related to or building on their unique 1st level ability.
At 8th level they gain either Potent Spellcasting or Divine Strike and this is related to the bonus proficiencies they got at level 1 - you have inexplicably changed this to be limited use when every other subclass it is unlimited
At 17th level they gain a final unique subclass feature building on the same theme as their 1st and 6th level abilities.
Other problems with your HB is the scaling of your artificer-infusion thing is way too powerful, simply look at the Artificer infusions for guidance here: They get a +1 infusion at level 2, which increased to a +2 at level 10. If we look at the DMG +3 items with extra bonuses are Legendary and require attunement (thus only exist at the pleasure of the DM) and +4 items don't exist at all because of Bounded Accuracy.
cool thanks for the advice will look nto it.
Have made some adjustments may still need a bit of refining but getting there. feed back appreciated
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips
Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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, heavy armour and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Hold Person, Lesser Restoration
5th
Motivational Speech, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
2nd Level
6th Level
8th level
17th level
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
2nd level
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
6th level
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
8th Laval
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
17th level
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice blessed musical instrument
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and requiewre a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
Still a mess, terribly written with tons of extra unnecessary repetition and missing words all over the place. Here I will rewrite it for you in a succinct manner. This is all you need to define this subclass:
Domain Spells (These seem pretty random, what is the theme you're trying to embody with this subclass?)
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Earth Tremor, Heroism
3rd
Hold Person, Lesser Restoration
5th
Motivational Speech (FYI this is a setting-specific spell to AI so a really strange choice), Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Bonus Proficiencies
When you choose this domain at 1st level, you become the chosen herald of your god in the mortal realm. You gain proficiency in heavy armour and the Performance skill. Whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer (Neither of these weapons exist in 5e, so what are you talking about here?). Along with a mu instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them (Getting BOTH the instrument and the weapon is completely OP and doesn't make much sense, I'd recommend making this a choice between one or the other). Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual both items’ symbols lose the use of that rune. As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed (So if they are mid quest on another plane of existence far from a monastery they just don't get to level up??). These symbols are instant casting time (No spells in the game are instant casting time, this makes no sense what so ever). The inlayed runes taken from list below (There is no list?) are added to the items. These are on top of the normal spells and don’t take up any spell slots.At 1st level, you choose your divine instrument - either an actual instrument or one martial weapon of your choice. You gain proficiency with your chosen divine instrument and can use it as a spellcasting focus for your cleric spells. Whenever you finish a long rest you can decorate your instrument with holy symbols and gold inlays that represent one spell of 5th level or lower that you can prepare, if you chose a weapon this spell must be from the abjuration, evocation or transmutation schools of magic, if you chose a musical instrument this spell must be from the divination, conjuration or enchantment schools of magic. You can cast that spell from your instrument once without expending a spellslot.
At 6th level you can add additional decoration to inlay a 2nd spell into your instrument, a 8th level you can inlay a 3rd spell.
Channel Divinity: Infused HealingStarting at 2nd level, you can use your Channel Divinity to empower your words to restore your allies.
When you cast a spell that causes a creature to regain hit points, you can expend a use of your Channel Divinity to restore maximum hit points, instead of rolling.
Herald of the Gods
At 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
Second Instrument
At 17th level, you can choose a second weapon or musical instrument to be an implement of your divinity, and inlay it with up to three additional spells as described in your Thrice Blessed Instrument feature.
set in dragonlance and the "return of the gods" bit bard more cleric loosely based on a warrior preist from warhammer. domain spells related to bringing word of the return.
fixed up the wording of the weeapon and insturnment. Each inlay level can only be used once per long sleep, either the weaopon or the instrument of each inlay level can be used
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A flail or a warhammer. Along with a music instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon symbol or the musical instrument symbol, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. The inlayed runes are listed below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
again gthanks for the input.
Ooohh... more of a bard theme. Then consider:
Teller of Tales (Rather than Bonus Proficiencies)
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
omain Spell Level Domain Spells
Level
Domain Spells
1st
Thunderwave, Heroism
3rd
Enhance Ability, Enthrall
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Hold Monster
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
thanks for the ideas. I will get them in if thats ok with you.
again thanks for the input
Thanks for the help on ideas and development Agilemind very much appreciated. with the added suggestions added in.
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips
Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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 and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Heroism, Thunderwave
3rd
Enhance Ability, Enthrall
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric picks his instrument of the gods this is their weapon of choice and their holy symbol, the cleric chooses from A flail or a warhammer. Along with a music instrument of their choice, these items through ritual and training in the hands of the cleric, only work in the hands of the cleric who has trained them. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon symbol or the musical instrument symbol, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. The inlayed runes are listed below are added to the items. These are on top of the normal spells and don’t take up any spell slots.
2nd Level
6th Level
8th level
17th level
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
2nd level
Thrice Blessed Weapon and Instrument: Second Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
6th level
Thrice Blessed Weapon and instrument: Third Inlay
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and require 2 gp worth of crushed gold per spell level rubbed on it before it will retain another charge
8th Laval
Thrice Blessed Wepon and Instrument: Fourth Inlay
As the cleric gains levels, he must return to a monastery to have their instrument and weapon of choice undergo ritual and training as the new symbols are inlayed. These symbols are instant casting time. The inlayed runes taken from list below are added to the items. These are on top of the normal spells and don’t take up any spell slots. . It doesn’t matter if you’re using the weapon or the musical instrument, once you have performed the ritual of the First Inlay both the Thrice Blessed Weapon and instrument lose the power stored within the inlay granted by yoour god.
17th level
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice blessed musical instrument
This musical instrument undergoes the same rituals as the weapon that with gainning level in this class increase the abilities gained with the instrument
Bonus Proficiency Thrice Blessed weapon
When you choose this domain at At 1st level the cleric picks his instruments of the gods this is their weapon of choice and this becomes their holy symbol, the cleric chooses from A 2 handed flail or a 2 handed Warhammer. Through ritual these items are inlayed with golden symbols of the god. The number of symbols inlayed increases with levels in this class. These symbols are gold encrusted and the inlayed symbol that holds spells and requiewre a long rest before it will retain another charge
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
a couple of changes. 1st change in domain spell list
cleaned it up a bit more
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips
Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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 and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Herald of the Return domain is detailed at the end of the class description and provides examples of gods associated with it. See the Krynn Deities for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Heroism, Thunderwave
3rd
Enhance Ability, Suggestion
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay level. It will require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon and Instrument: Inlay Levels
2nd level
6th Level
8th level
17th level
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
At 2th level the cleric gains the first inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 1sr level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
2nd level
Thrice Blessed Weapon and Instrument: Second Inlay
At 6th level the cleric gains the second inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 2nd level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
6th level
Thrice Blessed Weapon and instrument: Third Inlay
At 8th level the cleric gains the third inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 3th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
8th Laval
Thrice Blessed Wepon and Instrument: Fourth Inlay
At 17th level the cleric gains the last inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 4th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
17th level
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice Blessed Musical Instrument
At 1 level the cleric gains their Thrice Blessed Instrument a musical instrument of their choice and their Thrice Blessed Weapon. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Instrument inlay levels
2nd Level
6th Level
8th level
17th level
Bonus Proficiency Thrice Blessed Weapon
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon Inlay Level
2nd Level
6th Level
8th level
17th level
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
another few adjustments.
The Divine Agent of word and song
In the worlds of D&D, divine words and music and are not just words or song of air, but their vocalizations empower by their god’s divine power. The cleric is a master of song and speech, and the magic they contain. clerics say that the multiverse came into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The words and song of the cleric is an attempt to connect with their deity and harness their energies, subtly woven into their spells and powers with the power of those gods.
The greatest strength of Herald of the return is their strength that comes from their gods through their words and song. Clerics take on many different roles in combat, using the power granted them by their gods to inspire their allies and hinder their foes. Clerics can defend themselves in melee using their magic to bolster their weapons and armor and those around them. Their spells lean toward healing and augmenting occasional blatantly destructive spells. They have the knowledge of the return of the old gods which is man returning to the gods. They share this knowledge through sermons and songs.
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 steppingstone 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 in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, 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 able to demand it.
The Cleric Table
Level
Proficiency
Bonus
Features
Cantrips
Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Herald of the return domain
3
2
—
—
—
—
—
—
—
—
2nd
+2
Channel Divinity (1/rest), Herald of the return domain feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
—
—
—
—
—
6th
+3
Channel Divinity (2/rest), Herald of the return domain feature*
4
4
3
3
—
—
—
—
—
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead (CR 1), Herald of the return domain feature
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
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
5
4
3
3
3
2
1
1
1
—
17th
+6
Destroy Undead (CR 4), Herald of the return 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
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
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, heavy armor and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, History, Insight, Medicine, Perception, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a conduit for divine power, you can cast clerical 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.
Herald of the Return Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Herald of the Return domain is detailed at the end of the class description and provides examples of gods associated with it. See the Krynn Deities for details on all the domains. 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.
Domain Spell Level Domain Spells
Level
Domain Spells
1st
Heroism, Thunderwave
3rd
Enhance Ability, Suggestion
5th
Beacon of Hope, Tongues
7th
Banishment, Divination
9th
Flame Strike, Summon Celestial
Teller of Tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Thrice Blessed Weapon and Instrument
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay level. It will require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon and Instrument: Inlay Levels
2nd level
6th Level
8th level
17th level
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 Infused Healing from Herald of the Return 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.
Channel Divinity: Infused Healing
at 2nd level using your Channel Divinity to gain max healing of a spell as selected. When you finish a short or long rest, you regain your expended uses.
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: Infused Healing twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a 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.
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.
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.
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.
Thanks to Agilemind for helping ideas and development
Thrice Blessed weapon and Musical Instrument: First inlay
At 2th level the cleric gains the first inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 1sr level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
2nd level
Thrice Blessed Weapon and Instrument: Second Inlay
At 6th level the cleric gains the second inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 2nd level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
6th level
Thrice Blessed Weapon and instrument: Third Inlay
At 8th level the cleric gains the third inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 3th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
8th Laval
Thrice Blessed Wepon and Instrument: Fourth Inlay
At 17th level the cleric gains the last inlay to their Thrice Blessed Weapon and Thrice Blessed Instrument. Their 4th level inlay, these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots
17th level
Teller of tales
At 1st level, you learn the Minor Illusion cantrip, it counts as a cleric spell for you. You gain proficiency in the Performance skill and whenever you make a Charisma (Performance) check you add your Wisdom modifier as a bonus to the roll.
Channel Divinity: Inspiring Speech
Channel Divinity: Inspiring Speech
Starting at 6th level, you can use your Channel Divinity to inspire your allies.
As an action, you expend one use of your Channel Divinity. Each creature of your choice within 30 ft of you has advantage on ability checks and saving throws until the start of your next turn.
Domain: Herald of the return
It seems the Gods have returned to Krynn. You have come to know the Gods have returned and by way of vision or witness something that restored your faith in the gods maybe even seen a miracle. You now have access to all skills and abilities for the Herald of the return.
Bonus proficiency Thrice Blessed Musical Instrument
At 1 level the cleric gains their Thrice Blessed Instrument a musical instrument of their choice and their Thrice Blessed Weapon. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Instrument inlay levels
2nd Level
6th Level
8th level
17th level
Bonus Proficiency Thrice Blessed Weapon
At 1 level the cleric gains their Thrice Blessed Weapon, this is their Deities favored weapon and this becomes their holy symbol, Along with a Thrice Blessed Instrument a musical instrument of their choice. In time these items are inlayed with golden symbols of the Deity. The number of symbols inlayed increases with levels in this class and are listed below. Upon obtaining a level that has a Thrice Blessed Weapon and Instrument inlay levels require an 8 hour of ritual before the new level of symbols appear on the items. These symbols require a long rest before it will retain another charge. It doesn’t matter if you’re using the weapon inlay or the musical instrument inlay, once you have performed a ritual for that level of inlay, both weapon and instrument lose the power for the level of inlay. These symbols have a casting time as per spell. These are on top of the normal spells and don’t take up any spell slots.
Thrice Blessed Weapon Inlay Level
2nd Level
6th Level
8th level
17th level
Herald of the Gods
Herald of the Gods
8th-level cleric Herald of the Return domain feature
You are blessed with divine might in battle. When a creature takes damage from one of your 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. When you reach 14th level, the extra damage increases to 2d8.