Cleric
Base Class: Cleric

(prerequisite: must be an Elf)

The gods and goddesses of Elven peoples regale a very distinct set of values, and those Elves who pursue this domain are generally considered paragons of all such virtues. Elves value wisdom, magical aptitiude, beauty, and goodness in alignment with nature. Purveyors of this domain often do much to promote all these values, even if not in Elven society, but their devotion to these concepts identify them as particularly devout and holy amongst all Elves. While unique among other domains for the unusual oddity of their powers, comparatively, the Clerics of this domain are undoubtedly beloved among their people. Only Elves, with their hundreds of years of perspective, truly understand the complexities of Elven belief and culture, after all.

 

Domain Spells
1st-level Elvenkind Domain feature

You gain domain spells at the cleric levels listed in the Elvenkind Domain Spells table. See the Divine Domain class feature for how domain spells work.

Elvenkind Domain Spells
Cleric Level Spells
1st faerie fire, silent image
3rd locate animals or plants, zone of truth
5th aura of vitality, major image
7th conjure woodland beings, freedom of movement
9th awaken, commune with nature 

Elven Ways

1st-level Elvenkind Domain feature

At 1st level, when you choose this Domain, you become a paragon of Elven virtues that you gain a blessing from the Elven gods or goddesses you serve. This grants the following benefits:

- You are immune to fear.
- Whenever you attack with a Longbow, Shortbow, Longsword, or Shortsword, you gain a +1 to attack rolls with such weapons.
- You learn a cantrip of your choice from the Wizard spell list, which counts as a Cleric cantrip for you.

Channel Divinity: Deflect Magic

2nd-level Elvenkind Domain feature

At 2nd level, you learn the ways of magic's most basic flow, which lends well to defending against it. You can staunch the flow of magic targeted at you directly, countering its effects. As a reaction when a creature casts a spell and you are the only target of the spell, you can make a Wisdom ability check at the spell save DC of the spell. On a success, the creature's spell fails and has no effect. Failing this check does not count as expending a use of this feature.

Elven Grace

6th-level Elvenkind Domain spell

At 6th level, you have become a disciple of your god or goddess so fervently that your faith is rewarded with extraordinary beauty and grace. You gain proficiency with Persuasion, you double your Proficiency Bonus with Persuasion checks and you have advantage on Acrobatics and Athletics checks.

Potent Spellcasting

8th-level Elvenkind Domain feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Eternal Divine Grace

17th-level Elvenkind Domain class feature

At 17th level, you gain the divine bearing of the mighty High Eladrin, the powerful divine forbears of modern Elvenkind. This grants the following benefits:

- You have a divine presence that can influence all those around you with awe or terror. As an action with your holy symbol in your hand, you can radiate a divine presence of awe or terror, as you choose. If you choose a presence of awe, creatures of your choice within 50 feet of you must make a Wisdom saving throw at your spell save DC or be charmed by you until the beginning of your next turn. Creatures charmed this way can make a Wisdom saving throw at the end of their turns, and if successful are no longer charmed. If you choose a presence of terror, creatures of your choice within 50 feet of you must make a Wisdom saving throw at your spell save DC or become frightened of you. Creatures frightened this way can make a Wisdom saving throw at the end of their turns and success ends the frightened effect. You can use either type this presence a total number of times per day equal to your Proficiency Bonus before you must finish a long rest to use it again.
- You can cast your choice of the Enthrall, Misty Step, Pass Without Trace, or Suggestion spells as if they were Cleric spells with a casting time of a bonus action without expending a spell slot. You may use this feature to cast one of these spells this way a number of times per day equal to your Proficiency Bonus before you must finish a long rest to cast one of these spells this way again.
- You are immune to the charmed condition.

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