Domain | Feature | Description |
---|---|---|
Life | Your devotion empowers your healing Spells. When casting a healing spell, the target regains additional hit points equal to 2 + the spell's levelhit points. | |
Light | Shield yourself with divine light. Use your reaction to impose Disadvantage on an attacker, possibly causing their attack to miss. | |
Trickery | Grant another creature Advantage on Stealth Checks.
Only affects one target at a time. | |
Knowledge | Become Proficient in two of the following Skills: , , , or . Your Proficiency Bonus is doubled for Ability Checks made using these Skills. | |
Nature | Learn one of the following Druid cantrips: , , , .
Get one of the following proficiencies: Animal Handling, Nature, Survival. | |
Tempest | As a reaction, strike back at an attacking creature, dealing 2d8Lightning or 2d8Thunder damage. The target takes half damage on a successful Saving throw. | |
War | When you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a Bonus action.
A War Domain Cleric begins with three War Priest Charges per long rest. The number of charges increases to 4 at Cleric Level 5, 5 at Cleric Level 8, and 6 at Cleric Level 11. |
User:Toancaro/Cleric
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Domain features[edit | edit source]
Available for all domains:
Domain | Feature | Description |
---|---|---|
Life | Evoke a healing energy that restores 3 x Character Levelhit points to allied creatures. | |
Light | Harness the sun's divine power to dispel any magical darkness and deal 2d10 + Character LevelRadiant damage to hostile creatures.
Doesn't affect creatures that have total cover from you. | |
Trickery | Summon an illusion to distract your enemies. You and your allies receive Advantage on Attack Rolls against a creature if both the attacker and the illusion are within 3m / 10ft of it.
| |
Knowledge | Gain Proficiency in all Skills of a chosen Ability. | |
Nature | Channel fey magic to nearby beasts and plants. | |
Tempest | When you roll Thunder or Lightning damage, you can use your Channel Divinity to deal maximum damage instead. | |
War | Gain a +10 bonus to your Attack roll. |
Domain | Feature | Description |
---|---|---|
Life | Healing others heals you as well.
When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2 + the spell's levelhit points. | |
Light | When an enemy attacks an ally, you can use your Reaction to impose Disadvantage on the Attack roll, possibly causing their attack to miss. | |
Trickery | Wrap yourself in shadows to become if you are obscured.
Area must be Lightly or Heavily Obscured. | |
Knowledge | Read the thoughts of certain creatures while talking to them. | |
Knowledge | Gain the ability to comprehend and communicate with beasts. | |
Nature | When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to halve the attack's damage. | |
Tempest | When you deal Thunder or Lightning damage to a creature that is Large or smaller, you can also push it up to 3 m / 10 ft. | |
War | Endow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack roll. |
Domain | Feature | Description |
---|---|---|
Life | ||
Light | Your god grants you even more intense power.
You can add your Wisdom Modifier to the damage you deal with Cleric cantrips. | |
Trickery | ||
Knowledge | Your god grants you even more intense power.
You can add your Wisdom Modifier to the damage you deal with Cleric cantrips. | |
Nature |
| |
Tempest | ||
War |
Common cantrips & spells[edit | edit source]
Cantrips and spells that are available for every domains of Cleric class.
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blade Ward | Abjuration | Bard Cleric Sorcerer Warlock Wizard |
0 | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. | ||||||||
Guidance | Divination | Cleric Druid |
1.5m | The target gains +1d4 bonus to Ability checks. Duration: 10 turns | ||||||||
Light | Evocation | Bard Cleric Sorcerer Wizard |
1.5m | Infuse an object with an aura of light. | ||||||||
Produce Flame | Conjuration | Cleric Druid |
0 | A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Fire damage when thrown. | ||||||||
Resistance | Abjuration | Cleric Druid |
1.5m | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving throws. | ||||||||
Sacred Flame | Evocation | Cleric | DEX | 18m | Engulf a target in a flame-like radiance. | |||||||
Thaumaturgy | Transmutation | Cleric | 0 | Gain Advantage on Intimidation and Performance Checks. | ||||||||
File:Toll The Dead Icon.webp | Toll The Dead | Necromancy | Cleric | 18m | . |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bane | Enchantment | Bard Cleric |
9m | Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. | ||||||||
Bless | Enchantment | Cleric Paladin |
9m | Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. | ||||||||
Command | Enchantment | Cleric Paladin |
18m | Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. | ||||||||
Create or Destroy Water | Transmutation | Cleric Druid |
9m | 4m | Choose to call forth rain or destroy a water-based surface. | |||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Guiding Bolt | Evocation | Cleric | 18m | The next attack roll against this target has Advantage. | ||||||||
Healing Word | Evocation | Bard Cleric Druid |
18m | Heal a creature you can see. | ||||||||
Inflict Wounds | Necromancy | Cleric | 1.5m | Putrefy a creature with Necrotic energy filling your hands. | ||||||||
Protection from Evil and Good | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. | ||||||||
Sanctuary | Abjuration | Cleric | 18m | You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. | ||||||||
Shield of Faith | Abjuration | Cleric Paladin |
18m | Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Aid | Abjuration | Cleric Paladin |
0 | 9m | Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum. | |||||||
Blindness | Necromancy | Bard Cleric Sorcerer Wizard |
18m | Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage and the foe attacks with Disadvantage. | ||||||||
Calm Emotions | Enchantment | Bard Cleric |
18m | 6m | Humanoids can't be , , or become enraged. | |||||||
Enhance Ability | Transmutation | Bard Cleric Druid Sorcerer |
1.5m | Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | ||||||||
Hold Person | Enchantment | Bard Cleric Druid Sorcerer Warlock Wizard |
18m | Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. | ||||||||
Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, , or Blinded. | ||||||||
Prayer of Healing | Evocation | Cleric | 0 | 9m | Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points. | |||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. | ||||||||
Silence | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are and Immune to Thunder damage. | ||||||||
Spiritual Weapon | Evocation | Cleric | 18m | Summon a floating, spectral weapon that attacks your enemies alongside you. | ||||||||
Warding Bond | Abjuration | Cleric | 1.5m | Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class and Saving throws. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Animate Dead | Necromancy | Cleric Wizard |
3m | Animate a corpse to create an undead servant while not in combat. | ||||||||
Beacon of Hope | Abjuration | Cleric | 0 | 9m | Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws. | |||||||
Bestow Curse | Necromancy | Bard Cleric Wizard |
WIS | 1.5m | Curse a creature with your touch. The curse either bestows Disadvantage on Ability checks and Saving throws, Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns. | |||||||
Daylight | Evocation | Cleric Druid Paladin Ranger Sorcerer |
18m | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | ||||||||
Feign Death | Necromancy | Bard Cleric Druid Wizard |
1.5m | Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and Poison no longer have any effect. Removed when . | ||||||||
Glyph of Warding | Abjuration | Bard Cleric Wizard |
9m | 4m | Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest. | |||||||
Mass Healing Word | Evocation | Cleric | 0 | 18m | Heal your nearby allies. | |||||||
Protection from Energy | Abjuration | Cleric Druid Ranger Sorcerer Wizard |
1.5m | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. | ||||||||
Remove Curse | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Touch a creature or object to remove all Curses and Hexes affecting it. | ||||||||
Revivify | Necromancy | Cleric Paladin |
9m | 9m | Revive a companion. They return to life with 1 Hit point. | |||||||
Speak with Dead | Necromancy | Bard Cleric |
9m | Grant a semblance of life to a corpse, allowing it to answer questions. | ||||||||
Spirit Guardians | Conjuration | Cleric | 0 | 3m | Call forth spirits to protect you. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Banishment | Abjuration | Cleric Paladin Sorcerer Warlock Wizard |
CHA | 18m | Temporarily your target to another plane of existence. | |||||||
Death Ward | Abjuration | Cleric Paladin |
1.5m | Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left. | ||||||||
Freedom of Movement | Abjuration | Bard Cleric Druid |
1.5m | Snap an ally out of any . can't slow them down, and they can't be magically or . | ||||||||
Guardian of Faith | Conjuration | Cleric Light Domain |
9m | Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Contagion | Necromancy | Cleric Druid |
1.5m | Poison a target and possibly afflict them with a disease of your choice. Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster. | ||||||||
Destructive Wave | Evocation | Cleric Paladin |
CON | 9m | Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them . | |||||||
Dispel Evil and Good | Abjuration | Cleric | 0 | Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack rolls against you. | ||||||||
Flame Strike | Evocation | Cleric | 18m | 3m | Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. | |||||||
Greater Restoration | Abjuration | Bard Cleric Druid |
1.5m | Touch a creature and negate any , , , or Cursed. | ||||||||
Insect Plague | Conjuration | Cleric Druid Sorcerer |
18m | 6m | Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. | |||||||
Mass Cure Wounds | Evocation | Bard Cleric Druid |
18m | Unleash a soothing hum of energy that heals you and nearby allies. | ||||||||
Planar Binding | Abjuration | Bard Cleric Druid Wizard |
18m | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. | ||||||||
Telekinesis | Transmutation | Cleric Sorcerer Wizard |
STR | 18m | Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blade Barrier | Evocation | Cleric | 18m | Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. | ||||||||
Create Undead | Necromancy | Cleric Warlock Wizard |
3m | Create a corpse as a heinous mummy that fights by your side. | ||||||||
Harm | Necromancy | Cleric | CON | 18m | Reduce a target's maximum Hit Points, but never below 1. | |||||||
Heal | Evocation | Cleric Druid |
18m | Heals a target's wounds and remove and any diseases. | ||||||||
Heroes' Feast | Conjuration | Cleric Druid |
0 | 18m | You and everyone around can't be Poisoned, Diseased, or . Everyone's maximum Hit Points increases by 12, and they make Wisdom Saving throws with Advantage. | |||||||
Planar Ally | Conjuration | Cleric | 18m | Beseech one of these otherworldly entities for aid. Summon either an Elemental, Celestial, or Fiend to fight for you. Duration: Until Long rest |
Domain cantrips & spells[edit | edit source]
Cantrips and spells that are only available for a speficic domain of Cleric class.
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Poison Spray | Nature | Conjuration | Druid Sorcerer Warlock Wizard |
CON | 3m | Project a puff of noxious gas, dealing 1d12Poison to a target. | |||||||
Shillelagh | Nature | Transmutation | Druid | 0m | Quarterstaff or Club Required. Your staff or club becomes magical: it deals 1d8 + Wisdom ModifierBludgeoning damage, and uses your Spellcasting Ability for Attack rolls. | ||||||||
Thorn Whip | Nature | Transmutation | Druid | 9m | Pulls the creature 3 m / 10 ft closer to you. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal Friendship | Nature | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Burning Hands | Light | Evocation | Sorcerer Wizard |
DEX | 0m | 5m | Each flammable target is hit with 3d6Fire damage. | ||||||
Charm Person | Trickery | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | |||||||
Disguise Self | Trickery | Illusion | Bard Sorcerer Wizard |
0m | Magically change all aspects of your appearance. | ||||||||
Divine Favour | War | Evocation | Paladin | 0m | Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Radiant damage. | ||||||||
Faerie Fire | Light | Evocation | Bard Druid |
DEX | 18m | 6m | All targets within the light turn visible, and Attack rolls against them have Advantage. | ||||||
Fog Cloud | Tempest | Conjuration | Druid Ranger Sorcerer Wizard |
18m | 5m | Create a cloud of dense fog to and creatures within. | |||||||
Sleep | Knowledge | Enchantment | Bard Sorcerer Wizard |
18m | Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. | ||||||||
Speak with Animals | Nature | Divination | Bard Druid Ranger |
0m | Gain the ability to comprehend and communicate with beasts. | ||||||||
Thunderwave | Tempest | Evocation | Bard Druid Sorcerer Wizard |
CON | 1.5m | 5m | Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Barkskin | Nature | Transmutation | Druid Ranger |
1.5m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Flaming Sphere | Light | Conjuration | Druid Wizard |
18m | 2m | Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. | |||||||
Gust of Wind | Tempest | Evocation | Druid Sorcerer Wizard |
0m | 12m | Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown . | |||||||
Magic Weapon | War | Transmutation | Paladin Wizard |
1.5m | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. | ||||||||
Mirror Image | Trickery | Illusion | Sorcerer Warlock Wizard |
0m | Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. | ||||||||
Pass Without Trace | Trickery | Abjuration | Druid Ranger |
0m | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. | |||||||
Scorching Ray | Light | Evocation | Sorcerer Wizard |
18m | Hurl 3 rays of fire. Each ray deals 2d6Fire damage. | ||||||||
Shatter | Tempest | Evocation | Bard Sorcerer Warlock Wizard |
18m | 3m | Damages all nearby creatures and objects. | |||||||
Spike Growth | Nature | Transmutation | Druid Ranger |
18m | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Call Lightning | Tempest | Conjuration | Druid | 18m | 2m | Call down lightning to hit all targets within range and its area of effect for 3d10Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. | |||||||
Crusader's Mantle | War | Evocation | Paladin | 0m | 9m | Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. | |||||||
Fear | Trickery | Illusion | Bard Sorcerer Warlock Wizard |
WIS | 0m | 9m | Targets drop everything and become : they have Disadvantage on Ability Checks and Attack Rolls. | ||||||
Fireball | Light | Evocation | Sorcerer Wizard |
18m | 4m | Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Fire damage. | |||||||
Plant Growth | Nature | Transmutation | Bard Druid Ranger |
18m | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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Sleet Storm | Nature | Conjuration | Druid Sorcerer Wizard |
18m | Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall on a failed Dexterity Saving throw. | ||||||||
Slow | Knowledge | Transmutation | Sorcerer Wizard |
WIS | 18m | Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Confusion | Knowledge | Enchantment | Bard Druid Sorcerer Wizard |
18m | 6m | Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. | |||||||
Dimension Door | Trickery | Conjuration | Bard Sorcerer Warlock Wizard |
2m | Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. | ||||||||
Dominate Beast | Nature | Enchantment | Druid Sorcerer |
18m | Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination. | ||||||||
Grasping Vine | Nature | Conjuration | Druid | 9m | Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns | ||||||||
Ice Storm | Tempest | Evocation | Druid Sorcerer Wizard |
18m | 6m | Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns. | |||||||
Otiluke's Resilient Sphere | Knowledge | Evocation | Wizard | DEX | 9m | Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects. | |||||||
Polymorph | Trickery | Transmutation | Bard Druid Sorcerer Wizard |
18m | Transform a creature into a harmless sheep. | ||||||||
Stoneskin | War | Abjuration | Druid Sorcerer Wizard |
1.5m | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. | ||||||||
Wall of Fire | Light | Evocation | Druid Sorcerer Wizard |
18m | Create a blazing wall of fire, anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dominate Person | Trickery | Enchantment | Bard Sorcerer Wizard |
18m | a nearby humanoid. Allies are unaffected. | ||||||||
Hold Monster | War | Enchantment | Bard Sorcerer Warlock Wizard |
18m | a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. | ||||||||
Seeming | Trickery | Illusion | Bard Sorcerer Wizard |
18m | Disguise up to 4 members of your adventuring party. | ||||||||
Wall of Stone | Nature | Evocation | Druid Sorcerer Wizard |
18m | Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight. |
No results
Self notes[edit | edit source]
Domains:
- Life: healing
- Light: damage
- Trickery
- Knowledge: proficiency
- Nature
- Tempest
- War