Cleric
Base Class: Cleric

Clerics of the Conversion Domain are called to carry their deity's teachings beyond the walls of temples and into the wider world. They travel among distant peoples, establish communities of faith, offer healing and guidance, and seek to bring others into the service of their god.

While some rely on compassion, reason, and good works to inspire belief, others demonstrate their deity's authority through displays of divine power. A Conversion cleric might be a humble preacher tending to the sick, a wandering prophet gathering followers, or a zealous inquisitor determined to bring entire kingdoms under the authority of their faith.

Whatever their methods, these clerics believe that divine truth is not meant to remain hidden. Their calling is to spread it, whether through words, deeds, or miracles.

Your divine calling grants you magic to spread your deity's teachings, influence others, and demonstrate the power of your faith.

When you reach a Cleric level specified in the Conversion Domain Spells table, you thereafter always have the listed spells prepared. These spells count as Cleric spells for you and don't count against the number of spells you can prepare. You also learn the Friends cantrip, which counts as a Cleric cantrip for you and doesn't count against the number of Cleric cantrips you know.

Cleric Level

Prepared Spells

3

Pacify Person, Speechmaster's Rune, Suggestion, Hold Person

5

Tongues, Inflict Doubt

7

Zone of Amicability, Pacify Monster

9

Yolande's Regal Presence, Hold Monster

 (Have to add spells manually because I use dicecloud and have no DNDBeyond content)

 

Level 3: Divine Mandate

Your divine calling grants you an exceptional ability to inspire and influence others. Whenever you make a Charisma (Performance) check, you can add your Wisdom modifier to the roll 

At Cleric level 6, this benefit also applies to Charisma (Performance) checks.

At Cleric level 17, this benefit also applies to Wisdom (Insight) checks allowing you to add your Wisdom modifier a second time to those checks.

Level 3: Awe the Masses

You can channel your deity's divine power to overwhelm those who witness it.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity. Choose up to half your Cleric level (rounded down) in creatures within 120 feet of yourself that can see your Holy Symbol. Each target must make a Wisdom saving throw against your spell save DC.

On a failed save, a creature suffers one of the following effects of your choice:

  • Blinded and Deafened. The creature has both conditions.

  • Charmed. The creature is Charmed by you.

  • Frightened. The creature is Frightened of you.

  • Poisoned. The creature has the Poisoned condition.

  • Grappled. The creature is Grappled by spectral bindings, with an escape DC equal to your spell save DC. Escaping the grapple ends this effect on the creature.

The effects manifest in a form appropriate to your deity, such as blinding radiance, an overwhelming divine presence, or spectral restraints.

An effect lasts for a number of rounds equal to your Proficiency Bonus. At the end of each of its turns, an affected creature repeats the saving throw, ending the effect on itself on a success.

A creature that succeeds on a saving throw against this feature is immune to Awe the Masses for 24 hours.

Divine Mandate Level 6

At Cleric level 6, this benefit also applies to Charisma (Persuasion) checks.
included here only for DNDBeyond Sheet mechanics. This feature is hidden on the character builder and sheet

 

Divine Mandate Level 17

 At Cleric level 17, this benefit also applies to Wisdom (Insight) checks, allowing you to add your Wisdom modifier a second time to those checks.
included here only for DNDBeyond Sheet mechanics. This feature is hidden on the character builder and sheet

Level 3: The Book

Your devotion grants you a sacred tome known as The Book, containing the teachings, rites, and rituals of your deity or religion. You receive one Common-rarity copy of The Book, which requires attunement as normal.

Divine Progression. The Book's rarity can increase through quests undertaken in service of your deity, as determined by the DM. Its rarity progresses from Common to Uncommon (1 part quest), Rare (2 part quest-line), and Very Rare (3 part questline) as you fulfill increasingly significant divine missions. The Book cannot be upgraded through ordinary crafting, purchase, or enchantment. A Legendary version of The Book can only be bestowed or created through the direct intervention of your deity on a special 4-part questline.

Spread the Faith. Once per quest, you can bestow one Common-rarity copy of The Book upon an NPC without paying its usual cost. This copy possesses all the properties of a Common-rarity Book, regardless of the rarity of your personal Book, and must be dedicated to your deity or religion.

Level 6: Affect the Masses

Your divine influence allows you to extend the reach of your magic or overwhelm an individual with its power.

When you cast a spell using a spell slot, you can expend one use of this feature to enhance the spell in one of the following ways:

  • Reach the Masses. If the spell can target additional creatures when cast using a higher-level spell slot, double the number of creatures it can target, including any additional targets granted by the spell slot used.

  • Overwhelming Influence. If the spell targets only one creature and requires that creature to make a saving throw, the target has Disadvantage on its initial saving throw against the spell.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 6: Sacred Attunement

Your devotion allows you to channel additional divine power through The Book.

While attuned to The Book, you can use its Words of Inspiration property once more again after expending its free use by spending a spell slot of a level equal to or greater than the book's bonus to spell attack rolls and spell save DC + 1 (minimum 1st level).

Level 17: Living Word

As a Bonus Action while holding The Book, you awaken an incorporeal, spiritual duplicate of it for 1 minute, requiring no Concentration. The duplicate floats beside you, moves with you, and recites your deity's teachings while the physical book remains in your hands.

Spread the Word.  At the end of each of your turns while the book is awakened, you can spread one ongoing effect of your Awe the Masses or an eligible spell you cast to one additional creature, without expending an action, spell slot, or Channel Divinity.

An eligible spell must have a base level of 1–5, have a duration other than Instantaneous, and target creatures without creating an area of effect. Spells cast using higher-level spell slots remain eligible.

Each new target must be within 30 feet of a creature currently affected by the original effect. You must be able to see both creatures, and each new target must meet the original targeting requirements, except range restrictions for Touch spells and limits on the number of targets. A creature can't be targeted more than once by the same casting or use of Awe the Masses.

Each new target receives the original effect, making its initial saving throw against the original save DC, if required. Any choices made for the effect carry over, and the spell retains the level at which it was cast. Spreading an effect doesn't repeat damage or healing that occurs only when the spell first takes effect.

New targets share the original effect's remaining duration and Concentration requirements, follow its normal ending conditions, and can spread the effect further on subsequent turns.

 

Empowered Proclamation. When you use Spread the Word, you can expend one use of Affect the Masses to spread the effect to two additional creatures instead of one, or impose Disadvantage on the initial saving throw of the additional creature. This benefit applies regardless of the spell's upcasting options and must be expended separately for each spread.

The awakening ends early if you have the Incapacitated condition or dismiss it (no action required). Effects already spread continue normally.

Once you use this feature, you can't do so again until you finish a Long Rest or as a free action, expend a level 8 or greater spell slot to refresh the use of it.

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2026 2:58:19 PM
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