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Published by Jollie Window, 2022-05-07 05:35:07

Unchained Cleric

DnD 5e Homebrew made by u/Ozzifer
None of this is mine, it is just a copy

Unchained Cleric

Cleric Creating a Cleric
As you create a cleric, the most important question to
Arms and eyes upraised toward the sun and a consider is which deity to serve and what principles you
prayer on his lips, an elf begins to glow with want your character to embody. Appendix B in the PHB
an inner light that spills out to heal his battle- includes lists of many of the gods of the multiverse. Check
worn companions. with your DM to learn which deities are in your campaign.
Chanting a song of glory, a dwarf swings
his axe in wide swaths to cut through the Once you've chosen a deity, consider your cleric's
ranks of orcs arrayed against him, shouting relationship to that god. Did you enter this service willingly?
praise to the gods with every foe's fall. Or did the god choose you, impelling you into service with
no regard for your wishes? How do the temple priests of
Calling down a curse upon the forces of undeath, a your faith regard you: as a champion or a troublemaker?
human lifts her holy symbol as light pours from it to drive What are your ultimate goals? Does your deity have a
back the zombies crowding in on her companions. special task in mind for you? Or are you striving to prove
yourself worthy of a great quest?
Clerics are intermediaries between the mortal world and
the distant planes of the gods. As varied as the gods they Keepsake
serve, clerics strive to embody the handiwork of their
deities. No ordinary priest, a cleric is imbued with divine Many clerics have items among their personal gear that
magic. symbolize their faith, remind them of their vows, or
otherwise help to keep them on their chosen paths. Even
Healers and Warriors though such an item is not imbued with divine power, it is
Divine magic, as the name suggests, is the power of the vitally important to its owner because of what it represents.
gods, flowing from them into the world. Clerics are
conduits for that power, manifesting it as miraculous Keepsake
effects. The gods don't grant this power to everyone who
seeks it, but only to those chosen to fulfill a high calling. d6 Keepsake

Harnessing divine magic doesn't rely on study or 1 The finger bone of a saint
training. A cleric might learn formulaic prayers and ancient
rites, but the ability to cast cleric spells relies on devotion 2 A metal-bound book that tells how to hunt and
and an intuitive sense of a deity's wishes. destroy infernal creatures

Clerics combine the helpful magic of healing and 3 A pig's whistle that reminds you of your humble and
inspiring their allies with spells that harm and hinder foes. beloved mentor
They can provoke awe and dread, lay curses of plague or
poison, and even call down flames from heaven to consume 4 A braid of hair woven from the tail of a unicorn
their enemies. For those evildoers who will benefit most
from a mace to the head, clerics depend on their combat 5 A scroll that describes how best to rid the world of
training to let them wade into melee with the power of the necromancers
gods on their side.
6 A runestone said to be blessed by your god
Divine Agents
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
stepping stone 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 beyond the walls of
civilization, smiting evil or seeking holy relics in ancient
tombs. Many clerics are also expected to protect their
deities' worshipers, which can mean fighting rampaging
orcs, 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 in a
position to demand it.

2 Ozzifer's Unchained Cleric

The Cleric

Proficiency
Orisons
Cantrips
— Spell Slots per Spell Level —
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Divine Domain — 3 2 — ———————

2nd +2 Channel Divinity (1/rest),
2 3 3 — ———————
Divine Domain feature

3rd +2 — 2 3 4 2 ———————
2 4 4 3 ———————
4th +2 Ability Score Improvement 2 4 4 3 2 ——————

5th +3 —

6th +3 Channel Divinity (2/rest),
3 4 4 3 3 ——————
Divine Domain feature

7th +3 — 3 4 4 3 3 1 —————
3 4 4 3 3 2 —————
8th +3 Ability Score Improvement 3 4 4 3 3 3 1 ————
3 5 4 3 3 3 2 ————
9th +4 — 4 5 4 3 3 3 2 1 ———
4 5 4 3 3 3 2 1 ———
10th +4 Divine Intervention 4 5 4 3 3 3 2 1 1 ——
4 5 4 3 3 3 2 1 1 ——
11th +4 Divine Domain feature 4 5 4 3 3 3 2 1 1 1—
4 5 4 3 3 3 2 1 1 1—
12th +4 Ability Score Improvement 4 5 43 3321111
5 5 43 3331111
13th +5 — 5 5 43 3332111
5 5 43 3332211
14th +5 Channel Divinity (3/rest)

15th +5 —

16th +5 Ability Score Improvement

17th +6 —

18th +6 Divine Domain feature

19th +6 Ability Score Improvement

20th +6 Divine Intervention improvement

Pantheons, Philosophies, or Forces Quick Build

The typical cleric is an ordained servant of a particular god You can make a cleric quickly by following these
and chooses a Divine Domain associated with that deity. suggestions. First, Wisdom should be your highest ability
The cleric's magic flows from the god or the god's sacred score, followed by Strength or Constitution. Second,
realm, and often the cleric bears a holy symbol that choose the acolyte background.
represents that divinity. Some clerics might serve a whole
pantheon, rather than a single deity, or instead serve a Class Features
cosmic force, such as life or death, or a philosophy or
concept, such as love, peace, or one of the nine alignments. As a cleric, you gain the following class features.

Talk with your DM about the divine options available in Hit Points
your campaign, whether they're gods, pantheons,
philosophies, or cosmic forces. Whatever being or thing Hit Dice: 1d8

your cleric ends up serving, choose a Divine Domain that is Hit Points at 1st Level: 8 + your Constitution modifier

appropriate for it, and if it doesn't have a holy symbol, work Hit Points at Higher Levels: 1d8 (or 5) + your
with your DM to design one. Constitution modifier per Cleric level after 1st

The cleric's class features often refer to your deity. If you Proficiencies
are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Think of the Armor: light armor, medium armor, shields

references to a god as references to the divine thing you Weapons: simple weapons

serve that gives you your magic. Tools: none
Saving Throws: Wisdom, Charisma

Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion.

Ozzifer's Unchained Cleric 3

Starting Equipment Ritual Casting

You start with the following items, plus anything provided You can cast a cleric spell as a ritual if that spell has the
by your background. ritual tag and you have the spell prepared.

(a) a mace or (b) a warhammer (if proficient) Spellcasting Focus
(a) scale mail, (b) leather armor, or (c) chain mail (if
proficient) You can use a holy symbol as a spellcasting focus for your
(a) a light crossbow and 20 bolts or (b) any simple cleric spells.
weapon
(a) a priest's pack or (b) an explorer's pack Divine Domain
A shield and a holy symbol Choose one domain related to your deity from the list of
Alternatively, you may start with 5d4 × 10 gp to buy your available domains. Each domain is detailed in their own
own equipment. feature, and each one provides examples of gods
Spellcasting associated with it. Your choice grants you domain spells
As a conduit for divine power, you can cast cleric spells. and other features when you choose it at 1st level. It also
See chapter 10 of the PHB for the general rules of grants you additional ways to use Channel Divinity when
spellcasting, and "Cleric Spells" at the end of the class you gain that feature at 2nd level, and additional features at
description for the cleric spell list. 6th, 11th, and 18th level.

Cantrips Domain Spells

At 1st level, you know three cantrips of your choice from Each domain has a list of spells — its domain spells — that
the cleric spell list. You learn additional cleric cantrips of you gain at the cleric levels noted in the domain
your choice at higher levels, as shown in the Cantrips description. Once you gain a domain spell, you always have
Known column of the Cleric table. it prepared, and it doesn't count against the number of
spells you can prepare each day.
Preparing and Casting Spells
If you have a domain spell that doesn't appear on the
The Cleric table shows how many spell slots you have to cleric spell list, the spell is nonetheless a cleric spell for
cast your cleric spells of 1st level and higher. To cast one of you.
these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish Channel Divinity
a long rest. At 2nd level, you gain the ability to channel divine energy
directly from your deity, using that energy to fuel magical
You prepare the list of cleric spells that are available for effects known as divine orisons. You start with two such
you to cast, choosing from the cleric spell list. When you do orisons: Turn Undead, and any one orison of your choice
so, choose a number of cleric spells equal to your Wisdom which is available to your domain. See "Channel Divinity"
modifier + your cleric level (minimum of one spell). The in your Divine Domain's description for the orisons
spells must be of a level for which you have spell slots. available to your domain, and "Divine Orisons" at the end
of the class description for the full list of Channel Divinity
For example, if you are a 3rd-level cleric, you have four effects available to this class.
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 You learn an additional divine orison of your choice when
2nd level, in any combination. If you prepare the 1st-level you reach 6th, 11th, and 18th level in this class, as shown
spell cure wounds, you can cast it using a 1st-level or 2nd- in the Orisons Known column of the cleric table. Each of
level slot. Casting the spell doesn't remove it from your list these orisons must be available to your domain, as listed in
of prepared spells. the orison's description.

You can change your list of prepared spells when you When you use your Channel Divinity, you choose which
finish a long rest. Preparing a new list of cleric spells orison to invoke and produce its effect. You must then
requires time spent in prayer and meditation: at least 1 finish a short or long rest to use your Channel Divinity
minute per spell level for each spell on your list. again.

Spellcasting Ability You can't produce the effect of more than one divine
orison at a time when you use your Channel Divinity, nor
Wisdom is your spellcasting ability for your cleric spells. can you use your Channel Divinity more than once per
The power of your spells comes from your devotion to your turn.
deity. You use your Wisdom whenever a cleric spell refers
to your spellcasting ability. In addition, you use your Some Channel Divinity effects require saving throws.
Wisdom modifier when setting the saving throw DC for a When you use such an effect from this class, the DC equals
cleric spell you cast and when making an attack roll with your cleric spell save DC.
one.
Beginning at 6th level, you can use your Channel Divinity
Spell save DC = 8 + your proficiency bonus + your twice between rests, and beginning at 14th level, you can
use it three times between rests. When you finish a short or
Wisdom modifier long rest, you regain your expended uses.

Spell attack modifier = your proficiency bonus + your Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Wisdom modifier 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20
using this feature.

4 Ozzifer's Unchained Cleric

   
If your DM allows the use of feats, you may instead take The Arcana Domain, whose gods are acutely attuned to
the power of arcane magic and its potential uses.
a feat. The Death Domain, whose gods govern over the forces
Additionally, whenever you reach a level in this class that of death and, sometimes, of undeath.
The Forge Domain, whose gods are the patrons of
grants this feature, you can do one of the following, artisans, and masters of craft and material creation.
representing a shift in the divine powers you receive from The Grave Domain, whose gods watch over the line
your deity: between life and death, and the transition to the
afterlife.
Replace one cantrip you learned from this class's The Knowledge Domain, whose gods who value
Spellcasting feature with another cantrip from the cleric learning and understanding, and amass secrets and
spell list. esoteric lore.
Replace one of your chosen divine orisons with another The Life Domain, whose gods promote health and
orison available to your domain. vitality, and drive away the causes of death and undeath.
The Light Domain, whose gods are viewed as the
Divine Intervention ideals of truth and renewal, often by association with
Beginning at 10th level, you can call on your deity to divine symbols such as the sun.
intervene on your behalf when your need is great. The Nature Domain, whose gods are the keepers and
guardians of the world's varied lands on which
Imploring your deity's aid requires you to use your civilization grows.
action. Describe the assistance you seek, and roll The Order Domain, whose gods favor law and
percentile dice. If you roll a number equal to or lower than discipline, and the enforcement of communal
your cleric level, your deity intervenes. The DM chooses the hierarchies.
nature of the intervention; the effect of any cleric spell or The Peace Domain, whose gods inspire people to
cleric domain spell would be appropriate. If your deity resolve conflicts without bloodshed.
intervenes, you can't use this feature again for 7 days. The Tempest Domain, whose gods rule over the seas
Otherwise, you can use it again after you finish a long rest. and skies, their wrath feared by follower and heretic
alike.
At 20th level, your call for intervention succeeds The Trickery Domain, whose gods are mischief-makers
automatically, with no roll required. who tilt the balance between order and chaos.
The Twilight Domain, whose gods preside over the
Divine Domains passage between night and day as a source of comfort.
The Unity Domain, whose gods compel follows to band
In a pantheon, every deity has influence over different together in pursuit of a shared destiny.
aspects of mortal life and civilization, called a deity's The War Domain, whose gods observe their warriors
domain. All the domains over which a deity has influence and reward those who excel amidst the horrors of war.
are called the deity's portfolio. For example, the portfolio of The Zeal Domain, whose gods cultivate fervor and a
the Greek god Apollo includes the domains of Knowledge, thirst for glory in battle.
Life, and Light. As a cleric, you choose one aspect of your
deity's portfolio to emphasize and exemplify, and you are Arcana Domain
granted powers related to that domain. Magic is an energy that suffuses the multiverse and that
fuels both destruction and creation. Gods of the Arcana
Your choice might correspond to a particular sect domain know the secrets and potential of magic intimately.
dedicated to your deity. Apollo, for example, could be For some of these gods, magical knowledge is a great
worshiped in one region as Phoebus ("radiant") Apollo, responsibility that comes with a special understanding of
emphasizing his influence over the Light domain, and in a the nature of reality. Other gods of Arcana see magic as
different place as Apollo Acesius ("healing"), emphasizing pure power, to be used as its wielder sees fit.
his association with the Life domain. Alternatively, your
choice of domain could simply be a matter of personal The gods of this domain are often associated with
preference, the aspect of the deity that appeals to you most. knowledge, as learning and arcane power tend to go hand-
in-hand. In the Realms, deities of this domain include Azuth
Each domain's description gives examples of deities who and Mystra, as well as Corellon Larethian of the elven
have influence over that domain. Gods are included from pantheon. In other worlds, this domain includes Hecate,
the worlds of the Forgotten Realms, Greyhawk, Math Mathonwy, and Isis; the triple moon gods of Solinari,
Dragonlance, and Eberron campaign settings, as well as Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and
from the Celtic, Greek, Norse, and Egyptian pantheons of Wee Jas of Greyhawk.
antiquity. The options available for you to choose from are
listed below. Domain Spells

You gain domain spells at the cleric levels listed in the
Arcana Domain Spells table.

Ozzifer's Unchained Cleric 5

Arcana Domain Spells Death Domain
The Death domain is concerned with the forces that cause
Cleric death, as well as the negative energy that gives rise to
Level Spells undead creatures. Deities such as Chemosh, Myrkul, and
1st detect magic, magic missile Wee Jas are patrons of necromancers, death knights,
3rd magic weapon, Nystul's magic aura liches, mummy lords, and vampires. Gods of the Death
5th dispel magic, magic circle domain also embody murder (Anubis, Bhaal, and
7th arcane eye, Leomund's secret chest Pyremius), pain (Iuz or Loviatar), disease or poison
9th planar binding, teleportation circle (Incabulos, Talona, or Morgion), and the underworld
(Hades and Hel).
Bonus Proficiencies
Domain Spells
When you choose this domain at 1st level, you gain
proficiency in the Arcana skill. You gain domain spells at the cleric levels listed in the
Death Domain Spells table.
Arcane Initiate
Death Domain Spells
At 1st level, you gain two cantrips of your choice from the
wizard spell list. For you, these cantrips count as cleric Cleric

cantrips, and they don't count against the number of cleric Level Spells
cantrips you know. 1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
Channel Divinity: Arcana Domain 5th animate dead, vampiric touch
7th blight, death ward
At 2nd level, your choice of domain grants you access to 9th antilife shell, cloudkill
additional ways to use your Channel Divinity. You learn one
divine orison of your choice, which must either be one Bonus Proficiencies
available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons: When you choose this domain at 1st level, you gain
proficiency with martial weapons.
Arcane Abjuration. You can use your Channel Divinity
to abjure otherworldly creatures. Reaper
Invoke Duplicity. You can use your Channel Divinity to
create an illusory duplicate of yourself. At 1st level, you learn one necromancy cantrip of your
Read Thoughts. You can use your Channel Divinity to choice from any spell list. For you, this cantrip counts as a
read a creature's thoughts, and then use your access to cleric cantrip, and it doesn't count against the number of
the creature's mind to command it. cleric cantrips you know.
Severance of Mind. You can use your Channel Divinity
to disrupt the mind of a creature, momentarily splitting Additionally, when you cast a necromancy cantrip that
its psyche. normally targets only one creature, the spell can instead
target two creatures within range that are within 5 feet of
Spell Breaker each other.

Starting at 6th level, when you restore hit points to an ally Channel Divinity: Death Domain
with a spell of 1st level or higher, you can also end one spell
of your choice on that creature. The level of the spell you At 2nd level, your choice of domain grants you access to
end must be equal to or lower than the level of the spell slot additional ways to use your Channel Divinity. You learn one
you use to cast the healing spell. divine orison of your choice, which must either be one
available to every domain (see "Divine Orisons" at the end
Potent Spellcasting of the class description) or one of the following orisons:

Starting at 11th level, you can add your Wisdom modifier to Noxious Offering. You can use your Channel Divinity to
the damage roll of any cleric spell you cast. Once you use envenom a weapon, making it deadlier.
this feature, you can't do so again until the start of your Path to the Grave. You can use your Channel Divinity
next turn. to mark another creature's life force for termination.
Scholarly Insight. You can use your Channel Divinity to
Arcane Mastery analyze a creature's form and deduce its strengths and
weaknesses.
At 18th level, you choose four spells from the wizard spell Touch of Death. You can use your Channel Divinity to
list, one from each of the following levels: 6th, 7th, 8th, and destroy another creature's life force by touch.
9th. You add them to your list of domain spells. Like your
other domain spells, they are always prepared and count as Inescapable Destruction
cleric spells for you.
Starting at 6th level, your ability to channel negative energy
becomes more potent. Necrotic damage dealt by your cleric
spells and features ignores resistance to necrotic damage.

6 Ozzifer's Unchained Cleric

Blessed Strikes Channel Divinity: Forge Domain

Starting at 11th level, you gain the ability to infuse your At 2nd level, your choice of domain grants you access to
strikes with divine energy. Once per turn when you hit a additional ways to use your Channel Divinity. You learn one
creature with an attack, you can cause the attack to deal an divine orison of your choice, which must either be one
extra 1d8 necrotic damage. available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons:
Improved Reaper
Artisan's Blessing. You can use your Channel Divinity
Starting at 18th level, when you cast a necromancy spell of to create simple items.
1st through 5th level that targets only one creature, the Diligent Requital. You can use your Channel Divinity to
spell can instead target two creatures within range and ameliorate fatigue and reinvigorate your allies.
within 5 feet of each other. If the spell consumes its Frenzied Assault. You can use your Channel Divinity to
material components, you must provide them for each strike with savage desperation.
target. Radiance of the Dawn. You can use your Channel
Forge Domain Divinity to harness sunlight, banishing darkness and
The gods of the forge are patrons of artisans who work dealing radiant damage to your foes.
with metal, from a humble blacksmith who keeps a village
in horseshoes and plow blades to the mighty elf artisan Soul of the Forge
whose diamond-tipped arrows of mithral have felled demon
lords. The gods of the forge teach that, with patience and Starting at 6th level, your mastery of the forge grants you
hard work, even the most intractable metal can be special abilities:
transformed from a lump of ore to a beautifully wrought
object. Clerics of these deities search for objects lost to the You gain resistance to fire damage.
forces of darkness, liberate mines overrun by orcs, and While wearing heavy armor, you gain a +1 bonus to AC.
uncover rare and wondrous materials necessary to create
potent magic items. Followers of these gods take great Empowered Attack
pride in their work, and they are willing to craft and use
heavy armor and powerful weapons to protect them. Starting at 11th level, you learn to channel your divine
Deities of this domain include Gond, Reorx, Onatar, power into a frenzy of weapon strikes. Once on each of
Moradin, Hephaestus, and Goibhniu. your turns when you take the Attack action, you can make
an additional weapon attack as part of the same action. If
Domain Spells you hit with this additional attack, you can cause all of the
attack's damage to become fire damage.
You gain domain spells at the cleric levels listed in the
Forge Domain Spells table. Saint of Forge and Fire

Forge Domain Spells At 18th level, your blessed affinity with fire and metal
becomes more powerful:
Cleric
Level Spells You gain immunity to fire damage.
1st catapult, identify While wearing heavy armor, you have resistance to
3rd heat metal, magic weapon bludgeoning, piercing, and slashing damage from
5th elemental weapon, tiny servant nonmagical attacks.
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain
proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a
weapon or armor. At the end of a long rest, you can touch
one nonmagical object that is a suit of armor, a shield, or a
simple or martial weapon. Until the end of your next long
rest or until you die, the object becomes a magic item,
granting a +1 bonus to AC (if it is a suit of armor or a
shield) or a +1 bonus to attack and damage rolls (if it is a
weapon).

Once you use this feature, you can't use it again until you
finish a long rest.

Ozzifer's Unchained Cleric 7

Grave Domain  
Gods of the grave watch over the line between life and Balm of Repose. You can use your Channel Divinity to
death. To these deities, death and the afterlife are a make your very presence a soothing balm.
foundational part of the multiverse. To desecrate the peace Cloak of Shadows. You can use your Channel Divinity
of the dead is an abomination. Deities of the grave include to vanish.
Kelemvor, Wee Jas, the ancestral spirits of the Undying Path to the Grave. You can use your Channel Divinity
Court, Hades, Anubis, and Osiris. Followers of these deities to mark another creature's life force for termination.
seek to put wandering spirits to rest, destroy the undead, Touch of Death. You can use your Channel Divinity to
and ease the suffering of the dying. Their magic also allows destroy another creature's life force by touch.
them to stave off death for a time, particularly for a person
who still has some great work to accomplish in the world. Sentinel at Death's Door
This is a delay of death, not a denial of it, for death will
eventually get its due. At 6th level, you gain the ability to impede death's progress.
As a reaction when you or a creature you can see within 30
Domain Spells feet of you suffers a critical hit, you can turn that hit into a
normal hit. Any effects triggered by a critical hit are
You gain domain spells at the cleric levels listed in the canceled.
Grave Domain Spells table.
You can use this feature a number of times equal to your
Grave Domain Spells proficiency bonus, and you regain all expended uses when
you finish a long rest.
Cleric

Level Spells Potent Spellcasting
1st bane, false life
3rd gentle repose, ray of enfeeblement Starting at 11th level, you can add your Wisdom modifier to
5th revivify, vampiric touch the damage roll of any cleric spell you cast. Once you use
7th blight, death ward this feature, you can't do so again until the start of your
9th antilife shell, raise dead next turn.

Circle of Mortality Keeper of Souls

At 1st level, you gain the ability to manipulate the line Starting at 18th level, you can seize a trace of vitality from a
between life and death. When you would normally roll one parting soul and use it to heal the living. When an enemy
or more dice to restore hit points with a spell to a creature you can see dies within 60 feet of you, you or one creature
at 0 hit points, you instead use the highest number possible of your choice that is within 60 feet of you regains hit
for each die. points equal to the enemy's number of Hit Dice. You can
use this feature only if you aren't incapacitated. Once you
In addition, you learn the spare the dying cantrip, which use it, you can't do so again until the start of your next turn.
doesn't count against the number of cleric cantrips you
know. For you, it has a range of 30 feet, and you can cast it Knowledge Domain
as a bonus action. The gods of knowledge — including Oghma, Boccob,
Gilean, Aureon, and Thoth — value learning and
Eyes of the Grave understanding above all. Some teach that knowledge is to
be gathered and shared in libraries and universities, or
At 1st level, you gain the ability to occasionally sense the promote the practical knowledge of craft and invention.
presence of the undead, whose existence is an insult to the Some deities hoard knowledge and keep its secrets to
natural cycle of life. As an action, you can open your themselves. And some promise their followers that they
awareness to magically detect undead. Until the end of your will gain tremendous power if they unlock the secrets of
next turn, you know the location of any undead within 60 the multiverse. Followers of these gods study esoteric lore,
feet of you that isn't behind total cover and that isn't collect old tomes, delve into the secret places of the earth,
protected from divination magic. This sense doesn't tell you and learn all they can. Some gods of knowledge promote
anything about a creature's capabilities or identity. the practical knowledge of craft and invention, including
smith deities like Gond, Reorx, Onatar, Moradin,
You can use this feature a number of times equal to your Hephaestus, and Goibhniu.
Wisdom modifier (a minimum of once), and you regain all
expended uses when you finish a long rest. Domain Spells

Channel Divinity: Grave Domain You gain domain spells at the cleric levels listed in the
Knowledge Domain Spells table.
At 2nd level, your choice of domain grants you access to
additional ways to use your Channel Divinity. You learn one Knowledge Domain Spells
divine orison of your choice, which must either be one
available to every domain (see "Divine Orisons" at the end Cleric

of the class description) or one of the following orisons: Level Spells
1st command, identify
3rd augury, mind spike
5th intellect fortress, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

8 Ozzifer's Unchained Cleric

Bonus Proficiencies  
Area Reading. As you meditate, you see visions of recent
When you choose this domain at 1st level, you gain
proficiency in one of the following skills of your choice: events in your immediate vicinity (a room, street, tunnel,
Arcana, History, Nature, or Religion. Your proficiency clearing, or the like, up to a 50-foot cube), going back a
bonus is doubled for any ability check you make that uses number of days equal to your Wisdom score. For each
the chosen skill. minute you meditate, you learn about one significant event,
beginning with the most recent. Significant events typically
You also learn two languages of your choice. involve powerful emotions, such as battles and betrayals,
marriages and murders, births and funerals. However, they
Blessings of Knowledge might also include more mundane events that are
nevertheless important in your current situation.
At 1st level, you gain the ability to tap into a divine Life Domain
wellspring of knowledge. At the end of a long rest, you can The Life domain focuses on the vibrant positive energy —
choose one skill or tool. You become magically proficient one of the fundamental forces of the universe — that
with that skill or tool until the end of your next long rest. sustains all life. The gods of life promote vitality and health
through healing the sick and wounded, caring for those in
Channel Divinity: Knowledge Domain need, and driving away the forces of death and undeath.
Almost any non-evil deity can claim influence over this
At 2nd level, your choice of domain grants you access to domain, particularly agricultural deities (such as Chauntea,
additional ways to use your Channel Divinity. You learn one Arawai, and Demeter), sun gods (such as Lathander, Pelor,
divine orison of your choice, which must either be one and Re-Horakhty), gods of healing or endurance (such as
available to every domain (see "Divine Orisons" at the end Ilmater, Mishakal, Apollo, and Diancecht), and gods of
of the class description) or one of the following orisons: home and community (such as Hestia, Hathor, and Boldrei).

Arcane Abjuration. You can use your Channel Divinity Domain Spells
to abjure otherworldly creatures.
Read Thoughts. You can use your Channel Divinity to You gain domain spells at the cleric levels listed in the Life
read a creature's thoughts, and then use your access to Domain Spells table.
the creature's mind to command it.
Scholary Insight. You can use your Channel Divinity to Life Domain Spells
analyze a creature's form and deduce its strengths and
weaknesses. Cleric

Severance of Mind. You can use your Channel Divinity Level Spells
to disrupt the mind of a creature, momentarily splitting 1st bless, cure wounds
its psyche. 3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
Inquisitive Blessings 7th death ward, guardian of faith
9th mass cure wounds, raise dead
Starting at 6th level, your intellect and insights are divinely
guided. Whenever you make an ability check that uses Bonus Proficiencies
Intelligence or Wisdom and lets you add your proficiency
bonus, you can treat a d20 roll of 9 or lower as a 10. When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Potent Spellcasting
Disciple of Life
Starting at 11th level, you can add your Wisdom modifier to
the damage roll of any cleric spell you cast. Once you use Starting at 1st level, your healing spells are more effective.
this feature, you can't do so again until the start of your Whenever you use a spell of 1st level or higher to restore
next turn. hit points to a creature, the creature regains additional hit
points equal to 2 + the spell's level.
Visions of the Past
Channel Divinity: Life Domain
Starting at 18th level, you can call up visions of the past
that relate to an object you hold or your immediate At 2nd level, your choice of domain grants you access to
surroundings. You spend at least 1 minute in meditation additional ways to use your Channel Divinity. You learn one
and prayer, then receive dreamlike, shadowy glimpses of divine orison of your choice, which must either be one
recent events. You can meditate in this way for a number of available to every domain (see "Divine Orisons" at the end
minutes equal to your Wisdom score and must maintain of the class description) or one of the following orisons:
concentration during that time, as if you were casting a
spell. Balm of Repose. You can use your Channel Divinity to
make your very presence a soothing balm.
Once you use this feature, you can't use it again until you Diligent Requital. You can use your Channel Divinity to
finish a short or long rest. ameliorate fatigue and reinvigorate your allies.
Nature's Bounty. You can use your Channel Divinity to
Object Reading. Holding an object as you meditate, you bestow blessings of the wild upon your allies.
can see visions of the object's previous owner. After Preserve Life. You can use your Channel Divinity to
meditating for 1 minute, you learn how the owner acquired heal the badly injured.
and lost the object, as well as the most recent significant
event involving the object and that owner. If the object was
owned by another creature in the recent past (within a
number of days equal to your Wisdom score), you can
spend 1 additional minute for each owner to learn the
same information about that creature.

Ozzifer's Unchained Cleric 9

Blessed Healer Domain Spells

Beginning at 6th level, the healing spells you cast on others You gain domain spells at the cleric levels listed in the Light
heal you as well. When you cast a spell of 1st level or higher Domain Spells table.
that restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell's level. Light Domain Spells

Blessed Strikes Cleric

Level Spells
Starting at 11th level, you gain the ability to infuse your 1st burning hands, faerie fire
strikes with divine energy. Once per turn when you hit a 3rd flaming sphere, scorching ray
creature with an attack, you can cause the attack to deal an 5th daylight, fireball
extra 1d8 radiant damage. 7th sickening radiance, wall of fire
9th flame strike, wall of light
Supreme Healing
Bonus Cantrip
Starting at 18th level, when you would normally roll one or
more dice to restore hit points with a spell, you instead use When you choose this domain at 1st level, you gain the light
the highest number possible for each die. For example, cantrip if you don't already know it, and it doesn't count
instead of restoring 2d6 hit points to a creature, you against the number of cleric cantrips you know.
restore 12.
Warding Flare
Light Domain
Gods of light — including Helm, Lathander, Pholtus, Starting at 1st level, you can interpose divine light between
Branchala, the Silver Flame, Belenus, Apollo, and Re- yourself and an attacking enemy. When you are attacked by
Horakhty — promote the ideals of rebirth and renewal, a creature within 30 feet of you that you can see, you can
truth, vigilance, and beauty, often using the symbol of the use your reaction to impose disadvantage on the attack roll,
sun. Some of these gods are portrayed as the sun itself or causing light to flare before the attacker before it hits or
as a charioteer who guides the sun across the sky. Others misses. An attacker that can't be blinded is immune to this
are tireless sentinels whose eyes pierce every shadow and feature.
see through every deception. Some are deities of beauty
and artistry, who teach that art is a vehicle for the soul's You can use this feature a number of times equal to your
improvement. Clerics of a god of light are enlightened souls Wisdom modifier (a minimum of once), and you regain all
infused with radiance and the power of their gods' expended uses when you finish a long rest.
discerning vision, charged with chasing away lies and
burning away darkness.

10 Ozzifer's Unchained Cleric

Channel Divinity: Light Domain Bonus Proficiencies

At 2nd level, your choice of domain grants you access to When you choose this domain at 1st level, you gain
additional ways to use your Channel Divinity. You learn one proficiency with heavy armor. You also gain proficiency in
divine orison of your choice, which must either be one one of the following skills of your choice: Animal Handling,
available to every domain (see "Divine Orisons" at the end Nature, or Survival.
of the class description) or one of the following orisons:
Acolyte of Nature
Artisan's Blessing. You can use your Channel Divinity
to create simple items. At 1st level, you learn one druid cantrip of your choice. For
Consuming Fervor. You can use your Channel Divinity you, this cantrip counts as a cleric cantrip, and it doesn't
to channel your deity's power with unchecked ferocity. count against the number of cleric cantrips you know.
Radiance of the Dawn. You can use your Channel
Divinity to harness sunlight, banishing darkness and Channel Divinity: Nature Domain
dealing radiant damage to your foes.
Twilight Sanctuary. You can use your Channel Divinity At 2nd level, your choice of domain grants you access to
to refresh your allies with soothing twilight. additional ways to use your Channel Divinity. You learn one
divine orison of your choice, which must either be one
Improved Flare available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons:
Starting at 6th level, you can also use your Warding Flare
feature when a creature that you can see within 30 feet of Nature's Bounty. You can use your Channel Divinity to
you attacks a creature other than you. bestow blessings of the wild upon your allies.
Noxious Offering. You can use your Channel Divinity to
Potent Spellcasting envenom a weapon, making it deadlier.
Preserve Life. You can use your Channel Divinity to
Starting at 11th level, you can add your Wisdom modifier to heal the badly injured.
the damage roll of any cleric spell you cast. Once you use Tailwind. You can use your Channel Divinity to bless
this feature, you can't do so again until the start of your your allies with favorable winds.
next turn.
Dampen Elements
Corona of Light
Starting at 6th level, when you or a creature within 10 feet
Starting at 18th level, you can use your action to activate an of you takes acid, cold, fire, lightning, or thunder damage,
aura of sunlight that lasts for 1 minute or until you dismiss you can use your reaction to reduce that damage against
it using another action. You emit bright light in a 60-foot the creature by half. If the creature takes damage of more
radius and dim light 30 feet beyond that. Your enemies in than one type at a time, you choose which damage type to
the bright light have disadvantage on saving throws against dampen.
any spell that deals fire or radiant damage.
Blessed Strikes
Nature Domain
Gods of nature are as varied as the natural world itself, Starting at 11th level, you gain the ability to infuse your
from inscrutable gods of the deep forests (such as Silvanus, strikes with divine energy. Once per turn when you hit a
Obad-Hai, Chislev, Balinor, and Pan) to friendly deities creature with an attack, you can cause the attack to deal an
associated with particular springs and groves (such as extra 1d8 acid, cold, fire, lightning, or thunder damage
Eldath). Druids revere nature as a whole and might serve (your choice each time you deal this damage).
one of these deities, practicing mysterious rites and
reciting all-but-forgotten prayers in their own secret tongue. Master of Nature
But many of these gods have clerics as well, champions
who take a more active role in advancing the interests of a At 18th level, you choose four spells from the druid spell
particular nature god. These clerics might hunt the evil list, one from each of the following levels: 6th, 7th, 8th, and
monstrosities that despoil the woodlands, bless the harvest 9th. You add them to your list of domain spells. Like your
of the faithful, or wither the crops of those who anger their other domain spells, they are always prepared and count as
gods. cleric spells for you.

Domain Spells Order Domain
The Order Domain represents discipline, as well as
You gain domain spells at the cleric levels listed in the devotion to a society or an institution and strict obedience
Nature Domain Spells table. to the laws governing it. On Ravnica, the domain is favored
by clerics of the Azorius Senate, who use it to maintain and
Nature Domain Spells enforce the law, and of the Orzhov Syndicate, who exploit
law and order for their personal gain. On other worlds,
Cleric
gods who grant access to this domain include Bane, Tyr,
Level Spells Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet,
1st beast bond, speak with animals Nuada, Athena, Anubis, Forseti, and Asmodeus.
3rd barkskin, spike growth
5th plant growth, wind wall The ideal of order is obedience to the law above all else,
7th dominate beast, guardian of nature rather than to a specific individual or the passing influence
9th insect plague, tree stride of emotion or popular rule. Clerics of order are typically
concerned with how things are done, rather than whether
an action's results are just. Following the law and obeying
its edicts is critical, especially when it benefits these clerics
and their guilds or deities.

Ozzifer's Unchained Cleric 11

  Blessed Strikes
Law establishes hierarchies. Those selected by the law
Starting at 11th level, you gain the ability to infuse your
to lead must be obeyed. Those who obey must do so to the strikes with divine energy. Once per turn when you hit a
best of their ability. In this manner, law creates an intricate creature with an attack, you can cause the attack to deal an
web of obligations that allows society to forge order and extra 1d8 psychic damage.
security in a chaotic multiverse.
Order's Wrath
Domain Spells
Starting at 18th level, enemies you designate for
You gain domain spells at the cleric levels listed in the destruction wilt under the combined efforts of you and your
Order Domain Spells table. allies. When you hit a creature with a weapon attack on
your turn, you can curse that creature until the start of your
Order Domain Spells next turn. The first time on a turn that one of your allies
hits the cursed creature with an attack, the target also
Cleric
takes 1d8 psychic damage.
Level Spells Peace Domain
1st command, heroism The balm of peace thrives at the heart of healthy
3rd hold person, zone of truth communities, between friendly nations, and in the souls of
5th mass healing word, slow the kindhearted. The gods of peace — including
7th compulsion, locate creature Angharradh, Boldrei, Gaerdal Ironhand, and gods such as
9th dominate person, hold monster Rao of Greyhawk or Paladine of Dragonlance — inspire
people of all sorts to resolve conflict and to stand up
Bonus Proficiencies against those forces that try to prevent peace from
flourishing.
When you choose this domain at 1st level, you gain
proficiency with heavy armor. You also gain proficiency in Clerics of the Peace Domain preside over the signing of
the Intimidation or Persuasion skill (your choice). treaties, and they are often asked to arbitrate in disputes.
These clerics' blessings draw people together and help
Voice of Authority them shoulder one another's burdens, and the clerics'
magic aids those who are driven to fight for the way of
Starting at 1st level, you can invoke the power of law to peace.
drive an ally to attack. If you cast a spell with a spell slot of
1st level or higher and target an ally with the spell, that ally Domain Spells
can use their reaction immediately after the spell to make
one weapon attack against a creature of your choice that You gain domain spells at the cleric levels listed in the
you can see. Peace Domain Spells table.

If the spell targets more than one ally, you choose the ally Peace Domain Spells
who can make the attack.
Cleric

Channel Divinity: Order Domain Level Spells
1st heroism, sanctuary
At 2nd level, your choice of domain grants you access to 3rd aid, warding bond
additional ways to use your Channel Divinity. You learn one 5th beacon of hope, sending
divine orison of your choice, which must either be one 7th aura of purity, Otiluke's resilient sphere
available to every domain (see "Divine Orisons" at the end 9th greater restoration, Rary's telepathic bond
of the class description) or one of the following orisons:
Bonus Proficiencies
Battle Hymn. You can use your Channel Divinity to
deliver a bolt of inspiration to a warrior engaged in When you choose this domain at 1st level, you gain
battle. proficiency in the Insight, Performance, or Persuasion skill
Emissary's Blessing. You can use your Channel (your choice).
Divinity to inspire diplomatic solutions.
Orderly Demand. You can use your Channel Divinity to Emboldening Bond
exert an intimidating presence over others.
Severance of Mind. You can use your Channel Divinity Starting at 1st level, you can forge an empowering bond
to disrupt the mind of a creature, momentarily splitting among people who are at peace with one another. As an
its psyche. action, you choose a number of willing creatures within 10
feet of you (this can include yourself) equal to your
Embodiment of the Law proficiency bonus. You create a magical bond among them
for 10 minutes or until you use this feature again. While
At 6th level, you become remarkably adept at channeling any bonded creature is within 10 feet of another, the
magical energy to compel others. creature can roll a d4 and add the number rolled to an
attack roll, an ability check, or a saving throw it makes.
If you cast a spell of the enchantment school using a Each creature can add the d4 no more than once per turn.
spell slot of 1st level or higher, you can change the spell's
casting time to 1 bonus action for this casting, provided the You can use this feature a number of times equal to your
spell's casting time is normally 1 action. Wisdom modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all
expended uses of it when you finish a long rest.

12 Ozzifer's Unchained Cleric

  Protective Bond

Channel Divinity: Peace Domain At 6th level, the bond you forge between people helps them
protect each other. When a creature affected by your
At 2nd level, your choice of domain grants you access to Emboldening Bond feature is about to take damage, a
additional ways to use your Channel Divinity. You learn one second bonded creature within 10 feet of the first can use
divine orison of your choice, which must either be one its reaction take all the damage instead.
available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons: Potent Spellcasting

Balm of Repose. You can use your Channel Divinity to Starting at 11th level, you can add your Wisdom modifier to
make your very presence a soothing balm. the damage roll of any cleric spell you cast. Once you use
Emissary's Blessing. You can use your Channel this feature, you can't do so again until the start of your
Divinity to inspire diplomatic solutions. next turn.
Preserve Life. You can use your Channel Divinity to
heal the badly injured. Expansive Bond
Shared Burden. You can use your Channel Divinity to
protect your allies using the strength of your shared At 18th level, you perfect the delicate magical process
bonds. involved in forging your bonds. The benefits of your
Emboldening Bond and Protective Bond features now
work when the creatures are within 30 feet of each other.
Moreover, when a creature uses Protective Bond to take
someone else's damage, the creature has resistance to that
damage.
Tempest Domain
Gods whose portfolios include the Tempest domain —
including Talos, Umberlee, Kord, Zeus, and Thor — govern
storms, sea, and sky. They include gods of lightning and
thunder, gods of earthquakes, some fire gods, and certain
gods of violence, physical strength, and courage. In some
pantheons, a god of this domain rules over other deities
and is known for swift justice delivered by thunderbolts. In
the pantheons of seafarers, gods of this domain are ocean
deities and the patrons of sailors. Tempest gods send their
clerics to inspire fear in the common folk, either to keep
those folk on the path of righteousness or encourage them
to offer sacrifices of propitiation to avoid divine wrath.

Domain Spells

You gain domain spells at the cleric levels listed in the
Tempest Domain Spells table.

Tempest Domain Spells

Cleric

Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th lightning bolt, sleet storm
7th control water, ice storm
9th destructive wave, maelstrom

Bonus Proficiencies

When you choose this domain at 1st level, you gain
proficiency with martial weapons and heavy armor.

Wrath of the Storm

Starting at 1st level, you can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see hits
you with an attack, you can use your reaction to cause the
creature to make a Dexterity saving throw. The creature
takes 2d8 lightning or thunder damage (your choice) on a
failed saving throw, and half as much damage on a
successful one.

You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

Ozzifer's Unchained Cleric 13

Channel Divinity: Tempest Domain Blessing of the Trickster

At 2nd level, your choice of domain grants you access to Starting at 1st level, you can use your action to touch a
additional ways to use your Channel Divinity. You learn one willing creature other than yourself to give it advantage on
divine orison of your choice, which must either be one Dexterity (Stealth) checks. This blessing lasts for 1 hour or
available to every domain (see "Divine Orisons" at the end until you use this feature again.
of the class description) or one of the following orisons:
Channel Divinity: Trickery Domain
Destructive Wrath. You can use your Channel Divinity
to wield the power of the storm with unchecked ferocity. At 2nd level, your choice of domain grants you access to
Frenzied Assault. You can use your Channel Divinity to additional ways to use your Channel Divinity. You learn one
strike with savage desperation. divine orison of your choice, which must either be one
Tailwind. You can use your Channel Divinity to bless available to every domain (see "Divine Orisons" at the end
your allies with favorable winds. of the class description) or one of the following orisons:
Violent Blessing. You can bestow your deity's blessing
upon an ally to guide its strikes. Cloak of Shadows. You can use your Channel Divinity
to vanish.
Thunderbolt Strike Invoke Duplicity. You can use your Channel Divinity to
create an illusory duplicate of yourself.
Starting at 6th level, when you deal lightning damage to a Noxious Offering. You can use your Channel Divinity to
Large or smaller creature, you can also push it up to 10 envenom a weapon, making it deadlier.
feet in any direction horizontally. Read Thoughts. You can use your Channel Divinity to
read a creature's thoughts, and then use your access to
Empowered Attack the creature's mind to command it.

Starting at 11th level, you learn to channel your divine Disciple of Deceit
power into a frenzy of weapon strikes. Once on each of
your turns when you take the Attack action, you can make At 6th level, your shadowy misdeeds gain a divine
an additional weapon attack as part of the same action. If benediction. When you make a Dexterity (Stealth) check to
you hit with this additional attack, you can cause all of the hide or a Charisma (Deception) check to lie, you gain a
attack's damage to become lightning or thunder damage bonus to the check equal to your Wisdom modifier
(your choice each time you deal this damage). (minimum of +1).

Stormborn Blessed Strikes

At 18th level, you have a flying speed equal to your current Starting at 11th level, you gain the ability to infuse your
walking speed, and you can hover. strikes with divine energy. Once per turn when you hit a
creature with an attack, you can cause the attack to deal an
Trickery Domain extra 1d8 necrotic or poison damage (your choice each
Gods of trickery — such as Tymora, Beshaba, Olidammara, time you deal this damage).
the Traveler, Garl Glittergold, and Loki — are mischief-
makers and instigators who stand as a constant challenge Soul of Deceit
to the accepted order among both gods and mortals.
They're patrons of thieves, scoundrels, gamblers, rebels, Starting at 18th level, your thoughts can't be read by
and liberators. Their clerics are a disruptive force in the telepathy or other means, unless you allow it. You can
world, puncturing pride, mocking tyrants, stealing from the present false thoughts by succeeding on a Charisma
rich, freeing captives, and flouting hollow traditions. They (Deception) check contested by the mind reader's Wisdom
prefer subterfuge, pranks, deception, and theft rather than (Insight) check.
direct confrontation.
Additionally, no matter what you say, magic that would
Domain Spells determine if you are telling the truth indicates you are
being truthful if you so choose, and you can't be compelled
You gain domain spells at the cleric levels listed in the to tell the truth by magic.
Trickery Domain Spells table. Twilight Domain
The twilit transition from light into darkness often brings
Trickery Domain Spells calm and even joy, as the day's labors end and the hours of
rest begin. The darkness can also bring terrors, but the
Cleric gods of twilight guard against the horrors of the night.
Level Spells
1st charm person, disguise self Clerics who serve these deities — such as Boldrei and
3rd mirror image, pass without trace Dol Arrah of Eberron; Helm, Ilmater, and Selûne of the
5th blink, dispel magic Forgotten Realms; Celestian of Greyhawk; Mishakal of
7th dimension door, polymorph Dragonlance; and Yondalla of the halfling pantheon — bring
9th dominate person, modify memory comfort to those who seek rest and protect them by
venturing into the encroaching darkness to ensure that the
Bonus Proficiencies dark is a comfort, not a terror.

When you choose this domain at 1st level, you gain Domain Spells
proficiency in martial weapons. You also gain proficiency in
the Sleight of Hand or Stealth skill (your choice). You gain domain spells at the cleric levels listed in the
Twilight Domain Spells table.

14 Ozzifer's Unchained Cleric

Twilight Domain Spells Twilight Shroud

Cleric At 18th level, your twilight magic offers a protective
Level Spells embrace. Whenever you expend a use of your Channel
1st faerie fire, sleep Divinity, each creature of your choice within 10 feet of you
3rd moonbeam, see invisibility gains advantage on all saving throws until the start of your
5th aura of vitality, Leomund's tiny hut next turn.
7th aura of life, greater invisibility
9th circle of power, mislead Unity Domain
A sense of oneness shines at the heart of healthy
Eyes of Night communities, whether bound together by friendship, blood,
faith, or some other uniting force. The gods of unity deepen
Starting at 1st level, you can see through the deepest such bonds and delight in their strength, justified in the
gloom. You have darkvision out to a range of 300 feet. In belief that many hands working together accomplish more
that radius, you can see in dim light as if it were bright light than one could ever hope to achieve alone. Clerics of these
and in darkness as if it were dim light. gods preside over marriages and other familial bonding
customs, but they also nurture the emotional bonds of
As an action, you can magically share the darkvision of friendship and camaraderie.
this feature with willing creatures you can see within 10
feet of you, up to a number of creatures equal to your Domain Spells
Wisdom modifier (minimum of one creature). The shared
darkvision lasts for 1 hour. Once you share this darkvision, You gain domain spells at the cleric levels listed in the
you can't do so again until you finish a long rest, unless you Unity Domain Spells table.
expend a spell slot of 1st level or higher to share it again.
Unity Domain Spells
Vigilant Blessing
Cleric

At 1st level, the night has taught you to be vigilant. As an Level Spells
action, you give one creature you touch (including possibly 1st bless, shield of faith
yourself) advantage on the next initiative roll the creature 3rd aid, enhance ability
makes. This benefit ends immediately after the roll or if you 5th beacon of hope, haste
use this feature again. 7th freedom of movement, guardian of faith
9th circle of power, skill empowerment
Channel Divinity: Twilight Domain
Bonus Proficiencies
At 2nd level, your choice of domain grants you access to
additional ways to use your Channel Divinity. You learn one When you choose this domain at 1st level, you gain
divine orison of your choice, which must either be one proficiency with heavy armor. You also gain proficiency in
available to every domain (see "Divine Orisons" at the end the Persuasion skill.
of the class description) or one of the following orisons:
Hand of Solidarity
Arcane Abjuration. You can use your Channel Divinity
to abjure otherworldly creatures. Starting at 1st level, you can invoke your divine power to lift
Cloak of Shadows. You can use your Channel Divinity your allies to new heights in battle. You can take the Help
to vanish. action as a bonus action.
Radiance of the Dawn. You can use your Channel
Divinity to harness sunlight, banishing darkness and Additionally, when you use the Help action to aid an ally
dealing radiant damage to your foes. in attacking a creature, you can help two allies targeting the
Twilight Sanctuary. You can use your Channel Divinity same creature within range. You can use this benefit a
to refresh your allies with soothing twilight. number of times equal to your Wisdom modifier (a
minimum of once), and you regain all expended uses when
Steps of Night you finish a long rest.

At 6th level, you can draw on the mystical power of night to Channel Divinity: Unity Domain
rise into the air. As a bonus action when you are in dim
light or darkness, you can magically give yourself a flying At 2nd level, your choice of domain grants you access to
speed equal to your walking speed for 1 minute. You can additional ways to use your Channel Divinity. You learn one
use this bonus action a number of times equal to your divine orison of your choice, which must either be one
proficiency bonus, and you regain all expended uses when available to every domain (see "Divine Orisons" at the end
you finish a long rest. of the class description) or one of the following orisons:

Potent Spellcasting Diligent Requital. You can use your Channel Divinity to
ameliorate fatigue and reinvigorate your allies.
Starting at 11th level, you can add your Wisdom modifier to Emissary's Blessing. You can use your Channel
the damage roll of any cleric spell you cast. Once you use Divinity to inspire diplomatic solutions.
this feature, you can't do so again until the start of your Preserve Life. You can use your Channel Divinity to
next turn. heal the badly injured.
Shared Burden. You can use your Channel Divinity to
protect your allies using the strength of your shared
bonds.

Ozzifer's Unchained Cleric 15

Gestalt Anchor Domain Spells

Starting at 6th level, you can lend providence to your allies You gain domain spells at the cleric levels listed in the War
when they falter against foes. When a creature you can see Domain Spells table.
within 30 feet of you fails a saving throw, you can use your
reaction to add your Wisdom modifier (minimum of +1) to War Domain Spells
the roll, potentially turning it into a success.
Cleric

You can use this feature a number of times equal to your Level Spells
proficiency bonus, and you regain all expended uses when 1st divine favor, shield of faith
you finish a long rest. 3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
Blessed Strikes 7th freedom of movement, stoneskin
9th flame strike, hold monster
Starting at 11th level, you gain the ability to infuse your
strikes with divine energy. Once per turn when you hit a Bonus Proficiencies
creature with an attack, you can cause the attack to deal an
extra 1d8 radiant damage. When you choose this domain at 1st level, you gain
proficiency with martial weapons and heavy armor.
Indomitable Defense
Guided Strike
At 18th level, you gain resistance to two damage types of
your choice. Whenever you finish a short or long rest, you Starting at 1st level, your god guides your hand to allow you
can replace one of your chosen damage types with another to strike with supernatural accuracy. When you make an
from the same list. attack roll, you can choose to gain a +10 bonus to the roll.
You make this choice after you see the roll, but before the
As an action, you can temporarily forgo one of your DM says whether the attack hits or misses.
damage resistances and transfer it to a willing creature you
touch. That creature retains this damage resistance until You can use this feature a number of times equal to your
the end of your next short or long rest, until you use this Wisdom modifier (a minimum of once). You regain all
ability again, or until you reclaim it for yourself as a bonus expended uses when you finish a long rest.
action.
Channel Divinity: War Domain
War Domain
War has many manifestations. It can make heroes of At 2nd level, your choice of domain grants you access to
ordinary people. It can be desperate and horrific, with acts additional ways to use your Channel Divinity. You learn one
of cruelty and cowardice eclipsing instances of excellence divine orison of your choice, which must either be one
and courage. In either case, the gods of war watch over available to every domain (see "Divine Orisons" at the end
warriors and reward them for their great deeds. The clerics of the class description) or one of the following orisons:
of such gods excel in battle, inspiring others to fight the
good fight or offering acts of violence as prayers. Gods of Battle Hymn. You can use your Channel Divinity to
war include champions of honor and chivalry (such as deliver a bolt of inspiration to a warrior engaged in
Torm, Heironeous, and Kiri-Jolith) as well as gods of battle.
destruction and pillage (such as Erythnul, the Fury, Frenzied Assault. You can use your Channel Divinity to
Gruumsh, and Ares) and gods of conquest and domination strike with savage desperation.
(such as Bane, Hextor, and Maglubiyet). Other war gods Scholarly Insight. You can use your Channel Divinity to
(such as Tempus, Nike, and Nuada) take a more neutral analyze a creature's form and deduce its strengths and
stance, promoting war in all its manifestations and weaknesses.
supporting warriors in any circumstance. Violent Blessing. You can bestow your deity's blessing
upon an ally to guide its strikes.

16 Ozzifer's Unchained Cleric

War God's Magic Channel Divinity: Zeal Domain

Starting at 6th level, divine magic fuels your attacks. When At 2nd level, your choice of domain grants you access to
you cast a cleric cantrip using your action, you can make additional ways to use your Channel Divinity. You learn one
one weapon attack as a bonus action. divine orison of your choice, which must either be one
available to every domain (see "Divine Orisons" at the end
Empowered Attack of the class description) or one of the following orisons:

Starting at 11th level, you learn to channel your divine Battle Hymn. You can use your Channel Divinity to
power into a frenzy of weapon strikes. Once on each of deliver a bolt of inspiration to a warrior engaged in
your turns when you take the Attack action, you can make battle.
an additional weapon attack as part of the same action. If Consuming Fervor. You can use your Channel Divinity
you hit with this additional attack, you can cause all of the to channel your deity's power with unchecked ferocity.
attack's damage to become radiant damage. Frenzied Assault. You can use your Channel Divinity to
strike with savage desperation.
Avatar of Battle Orderly Demand. You can use your Channel Divinity to
exert an intimidating presence over others.
At 18th level, you gain resistance to bludgeoning, piercing,
and slashing damage. Fanatical Focus
Zeal Domain
Zealotry of faith is an intrinsic sibling to the ceremonial Starting at 6th level, the divine power that fuels your magic
worship of a god. Followers clamor for the attention and can protect you. If you fail a saving throw, you can reroll it
approval of their chosen deity, the desire to be praised for and must use the new roll.
their devotion overwhelming, and they spread word of their
religion through dedication to scripture and Once you use this feature, you can't do so again until you
demonstrations of dutiful belief. finish a short or long rest.

Gods of zeal, most often those with a close association to Empowered Attack
personifications of passion and fury, are those who take the
greatest pleasure in the fervent actions of the worshipful. Starting at 11th level, you learn to channel your divine
They cultivate and nurture a following that at times blurs power into a frenzy of weapon strikes. Once on each of
the line between an established path to the afterlife and a your turns when you take the Attack action, you can make
cult of personality, the teachings of which drive many to an additional weapon attack as part of the same action. If
reckless acts. you hit with this additional attack, you can cause all of the
attack's damage to become fire or radiant damage (your
Domain Spells choice each time you deal this damage).

You gain domain spells at the cleric levels listed in the Zeal Blaze of Glory
Domain Spells table.
Starting at 18th level, you can delay death for an instant to
Zeal Domain Spells perform a final heroic act.

Cleric When you are reduced to 0 hit points by a creature you
Level Spells can see, even if you would be killed outright, you can use
1st command, searing smite your reaction to delay falling unconscious or dying, moving
3rd branding smite, magic weapon up to your speed toward the creature and making one
5th fireball, haste melee weapon attack against it, provided your movement
7th compulsion, wall of fire brings it within your reach. You make this attack with
9th destructive wave, immolation advantage. If the attack hits, the target takes an extra 4d10
radiant damage and an extra 4d10 damage of the weapon's
Bonus Proficiencies type. You then fall unconscious and begin making death
saving throws as normal, or you die if the damage you took
When you choose this domain at 1st level, you gain would have killed you outright.
proficiency with martial weapons and heavy armor.
Once you use this feature, you can't use it again until you
Relentless Advance finish a long rest.

At 1st level, you learn to harness and control your divine Divine Orisons
fervor on the battlefield. When you hit a creature with a
weapon attack, you can push the target up to 10 feet away The list of divine orisons below is presented in alphabetical
from you if it is Large or smaller, and you can then move up order. You can choose an orison only if your Divine Domain
to 10 feet toward the creature as part of the same attack. is listed as one of the orison's available domains, or if the
orison is available to every domain (such as Turn Undead
You can use this feature a number of times equal to your or Harness Divine Power).
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest. If an orison has prerequisites (such as those for the
Channel Positive Energy orison), you must meet those
prerequisites in order to learn the orison. If you ever lose or
fail to qualify for the prerequisites to an orison, you can't
use that orison until you regain the prerequisite.

Ozzifer's Unchained Cleric 17

Arcane Abjuration Battle Hymn

Divine Domains: Arcana, Knowledge, and Twilight Divine Domains: Order, War, and Zeal
You can use your Channel Divinity to deliver a bolt of
You can use your Channel Divinity to abjure otherworldly inspiration to a warrior engaged in battle. As a bonus
creatures. As an action, you present your holy symbol, and action, you touch your holy symbol and choose one willing
one celestial, elemental, fey, or fiend of your choice that is creature you can see within 30 feet of you, other than
within 30 feet of you must make a Wisdom saving throw, yourself. Once before the end of the creature's next turn
provided that the creature can see or hear you. If the when it takes the Attack action, it can make one additional
creature fails its saving throw, it is turned for 1 minute or weapon attack as part of that action.
until it takes any damage.
Channel Negative Energy
A turned creature must spend its turns trying to move as
far away from you as it can, and it can't willingly end its Divine Domains: Every domain

move in a space within 30 feet of you. It also can't take Prerequisite: A cleric of neutral or evil alignment
reactions. For its action, it can use only the Dash action or You can use your Channel Divinity to release a wave of
try to escape from an effect that prevents it from moving. If annihilative energy. As an action on your turn during
there's nowhere to move, then the creature can use the combat, you cause every creature within 30 feet of you,
Dodge action. other than constructs and undead, to make a Charisma
saving throw against your spell save DC. A creature takes
After you reach 5th level, when a creature fails its saving necrotic damage equal to 2d6 + half your cleric level on a
throw against your Arcane Abjuration feature, the creature failed save, or half as much damage on a successful one. An
is banished for 1 minute (as in the banishment spell, no undead within this range instead regains hit points equal to
concentration required) if it isn't on its plane of origin, and the total.
its challenge rating is at or below a certain threshold, as
shown on the Arcane Banishment table below. Channel Positive Energy

Arcane Banishment Divine Domains: Every domain

Prerequisite: A cleric of neutral or good alignment
Cleric Level Banishes Creatures of CR ... You can use your Channel Divinity to release a wave of life-
giving energy. As an action on your turn during combat, you
5th 1/2 or lower cause every creature within 30 feet of you, other than
constructs and undead, to regain hit points equal to 2d6 +
8th 1 or lower half your cleric level. An undead within this range must
instead make a Charisma saving throw against your spell
11th 2 or lower save DC, taking radiant damage equal to the total on a
failed save, or half as much damage on a successful one.
14th 3 or lower

17th 4 or lower

Artisan's Blessing

Divine Domains: Forge and Light
You can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical
item that must include some metal: a simple or martial
weapon, a suit of armor, ten pieces of ammunition, a set of
tools, or another metal object (see chapter 5, "Equipment,"
of the PHB for examples of these items). The creation is
completed at the end of the hour, coalescing in an
unoccupied space of your choice on a surface within 5 feet
of you.

The thing you create can be something that is worth no
more than 100 gp. As part of this ritual, you must lay out
metal, which can include coins, with a value equal to the
creation. The metal irretrievably coalesces and transforms
into the creation at the ritual's end, magically forming even
nonmetal parts of the creation. The ritual can create a
duplicate of a nonmagical item that contains metal, such as
a key, if you possess the original during the ritual.

Balm of Repose

Divine Domains: Grave, Life, and Peace
You can use your Channel Divinity to make your very
presence a soothing balm. As an action, you can move up to
your speed, without provoking opportunity attacks, and
when you move within 5 feet of any other creature during
this action, you can restore a number of hit points to that
creature equal to 2d6 + your Wisdom modifier (minimum
of 1). A creature can receive this healing only once
whenever you take this action.

18 Ozzifer's Unchained Cleric

Cloak of Shadows  
The number of times you can use this orison is based on
Divine Domains: Grave, Trickery, and Twilight
You can use your Channel Divinity to vanish. As an action, the level you've reached in this class: at 2nd level, once;
you become invisible until the end of your next turn. You from 6th level, twice; and from 14th level, thrice. You regain
become visible if you attack or cast a spell. all expended uses when you finish a long rest.

Consuming Fervor Invoke Duplicity

Divine Domains: Light and Zeal Divine Domains: Arcana and Trickery
You can use your Channel Divinity to channel your deity's You can use your Channel Divinity to create an illusory
power with unchecked ferocity. When you deal fire or duplicate of yourself. As an action, you create a perfect
radiant damage, you can use your Channel Divinity to have illusion of yourself that lasts for 1 minute, or until you lose
that damage ignore all resistances to fire and radiant your concentration (as if you were concentrating on a spell).
damage. The illusion appears in an unoccupied space that you can
see within 30 feet of you. As a bonus action on your turn,
Destructive Wrath you can move the illusion up to 30 feet to a space you can
see, but it must remain within 120 feet of you.
Divine Domains: Tempest
You can use your Channel Divinity to wield the power of the For the duration, you can cast spells as though you were
storm with unchecked ferocity. When you roll lightning or in the illusion's space, but you must use your own senses.
thunder damage, you can use your Channel Divinity to deal Additionally, when both you and your illusion are within 5
maximum damage, instead of rolling. feet of a creature that can see the illusion, you have
advantage on attack rolls against that creature, given how
Diligent Requital distracting the illusion is to the target.

Divine Domains: Forge, Life, and Unity After you reach 18th level, you can create up to four
You can use your Channel Divinity to ameliorate fatigue duplicates of yourself, instead of one, when you use Invoke
and reinvigorate your allies. As an action, you present your Duplicity. As a bonus action on your turn, you can move any
holy symbol, and choose any number of willing creatures number of them up to 30 feet, to a maximum range of 120
you can see within 30 feet of you. Each chosen recipient feet.
regains a number of spent Hit Dice equal to or less than
half your proficiency bonus (rounded up). Once a creature Nature's Bounty
gains the benefit of this orison, it can't gain that benefit
again until it finishes a long rest. Divine Domains: Life and Nature
You can use your Channel Divinity to bestow blessings of
Emissary's Blessing the wild upon your allies. As an action, you present your
holy symbol and invoke the name of your deity, selecting up
Divine Domains: Order, Peace, and Unity to five friendly creatures you can see within 30 feet of you.
You can use your Channel Divinity to inspire diplomatic You and the chosen creatures all gain one of the following
solutions. As an action, you touch your holy symbol and benefits of your choice for 1 hour:
another willing creature, granting them a holy blessing
which lasts for 10 minutes. Once before the blessing ends, The creature gains a swimming speed of 30 feet, and it
the creature can gain a +10 bonus on a Charisma can breathe underwater.
(Persuasion) check it makes, and the blessing then ends. The creature gains a climbing speed of 30 feet, and it
The creature makes this choice after seeing the roll, but can climb difficult surfaces, including upside down on
before learning of the result. ceilings, without needing to make an ability check.
The creature gains resistance to poison damage, and
The number of times you can use this orison is based on has advantage on saving throws against poison.
the level you've reached in this class: at 2nd level, once; After you reach 18th level, you can choose two benefits to
from 6th level, twice; and from 14th level, thrice. You regain grant to every chosen recipient, instead of one.
all expended uses when you finish a long rest.
Noxious Offering
Frenzied Assault
Divine Domains: Death, Nature, and Trickery
Divine Domains: Forge, Tempest, War, and Zeal You can use your Channel Divinity to envenom a weapon,
You can use your Channel Divinity to strike with savage making it deadlier. As a bonus action, you touch one
desperation. When you make your first attack on your turn, weapon or piece of ammunition, infusing it with a special
you can grant yourself advantage on all attack rolls you poison which lasts for 1 minute. Immediately after a
make until the end of the turn. creature is hit with an attack using that weapon or
ammunition, the target takes poison damage equal to 2d8 +
Harness Divine Power your cleric level, and the poison vanishes from the weapon
or ammunition.
Divine Domains: Every domain
You can use your Channel Divinity to fuel your spells. As a After you reach 18th level, a creature that takes the
bonus action, you touch your holy symbol, utter a prayer, poison damage of your Noxious Offering is poisoned until
and regain one expended spell slot, the level of which can the end of its next turn.
be no higher than half your proficiency bonus (rounded up).

Ozzifer's Unchained Cleric 19

  

   

Orderly Demand Radiance of the Dawn

Divine Domains: Order and Zeal Divine Domains: Forge, Light, and Twilight
You can use your Channel Divinity to exert an intimidating You can use your Channel Divinity to harness sunlight,
presence over others. As an action, you present your holy banishing darkness and dealing radiant damage to your
symbol, and each creature of your choice that can see or foes. As an action, you present your holy symbol, and any
hear you within 30 feet of you must succeed on a Wisdom magical darkness within 30 feet of you is dispelled.
saving throw or be charmed by you until the end of your Additionally, each hostile creature within 30 feet of you
next turn or until the charmed creature takes any damage. must make a Constitution saving throw. A creature takes
You can also cause any of the charmed creatures to drop radiant damage equal to 2d10 + your cleric level on a failed
what they are holding when they fail the saving throw. saving throw, and half as much damage on a successful
one. A creature that has total cover from you is not affected.
Path to the Grave
Read Thoughts
Divine Domains: Death and Grave
You can use your Channel Divinity to mark another Divine Domains: Arcana, Knowledge, and Trickery
creature's life force for termination. As an action, you You can use your Channel Divinity to read a creature's
choose one creature you can see within 30 feet of you, thoughts, and then use your access to the creature's mind
cursing it until the end of your next turn. The next time you to command it. As an action, choose one creature that you
or an ally of yours hits the cursed creature with an attack, can see within 60 feet of you. That creature must make a
the creature has vulnerability to all of that attack's damage, Wisdom saving throw. If the creature succeeds on the
and then the curse ends. saving throw, you can't use this feature on it again until you
finish a long rest.
Preserve Life
If the creature fails its save, you can read its surface
Divine Domains: Life, Nature, Peace, and Unity thoughts (those foremost in its mind, reflecting its current
You can use your Channel Divinity to heal the badly injured. emotions and what it is actively thinking about) when it is
As an action, you present your holy symbol and evoke within 60 feet of you. This effect lasts for 1 minute.
healing energy that can restore a number of hit points
equal to five times your cleric level. Choose any creatures During that time, you can use your action to end this
within 30 feet of you, and divide those hit points among effect and cast the suggestion spell on the creature without
them. This feature can restore a creature to no more than expending a spell slot. The target automatically fails its
half of its hit point maximum. You can't use this feature on saving throw against the spell.
an undead or a construct.
Scholarly Insight

Divine Domains: Death, Knowledge, and War
You can use your Channel Divinity to analyze a creature's
form and deduce its strengths and weaknesses. As an
action, choose one creature that you can see within 60 feet
of you. Make a Wisdom (Insight) check contested against
the creature's Charisma (Deception) check. If your check
succeeds, you learn if the target has any damage
vulnerabilities, resistances, or immunities, and what they
are. You also learn whether the target is your equal,
superior, or inferior in regard to one ability score of your
choice.

If your check fails, you gain no insight into the target's
statistics, and the target becomes immune to this ability for
24 hours.

20 Ozzifer's Unchained Cleric

Severance of Mind  
A turned creature must spend its turns trying to move as
Divine Domains: Arcana, Knowledge, and Order
You can use your Channel Divinity to disrupt the mind of a far away from you as it can, and it can't willingly move to a
creature, momentarily splitting its psyche. As an action, space within 30 feet of you. It also can't take reactions. For
choose one creature that you can see within 60 feet of you. its action, it can use only the Dash action or try to escape
If the creature is concentrating on a spell or other effect, its from an effect that prevents it from moving. If there's
concentration ends; otherwise, the creature must make an nowhere to move, the creature can use the Dodge action.
Intelligence saving throw against your spell save DC. On a
failed save, the creature is incapacitated until the end of its After you reach 5th level, when an undead fails its saving
next turn. throw against your Turn Undead feature, the undead
instantly destroyed if its challenge rating is equal to or
Shared Burden below a certain threshold, as shown in the Destroy Undead
table below.
Divine Domains: Peace and Unity
You can use your Channel Divinity to protect your allies Destroy Undead
using the strength of your shared bonds. When a creature
you can see within 30 feet of you takes damage, you can Cleric Level Destroys Undead of CR ...
use your reaction to choose a number of other willing
creatures you can see (which can include yourself), up to a 5th 1/2 or lower
number equal to your Wisdom modifier (minimum of one
creature). Distribute the damage dealt between the original 8th 1 or lower
target and the chosen creatures however you like. This
feature doesn't transfer any other effects that might 11th 2 or lower
accompany the damage, the damage can't be reduced in
any way, and each creature involved must take at least 1 14th 3 or lower
damage.
17th 4 or lower
Tailwind
Twilight Sanctuary
Divine Domains: Nature and Tempest
You can use your Channel Divinity to bless your allies with Divine Domains: Light and Twilight
favorable winds. As an action, you present your holy symbol You can use your Channel Divinity to refresh your allies
and choose a number of willing creatures you can see with soothing twilight. As an action, you present your holy
within 30 feet of you (which can include yourself), up to a symbol, and a sphere of twilight emanates from you. The
number equal to your proficiency bonus. A chosen recipient sphere is centered on you, has a 30-foot radius, and is filled
gains the following benefits for 1 minute or until it is with dim light. The sphere moves with you, and it lasts for
incapacitated or dies: 1 minute or until you are incapacitated or die.

The creature's speed increases by 10 feet. When the sphere appears and as an action on each of
The creature can use a bonus action to gain advantage your subsequent turns while it lasts, you can grant the
on ability checks made to avoid or escape a grapple until following benefits to any number of creatures of your
the end of the turn. choice (including you) within the sphere's area:

Touch of Death The creature gains temporary hit points equal to 1d6 +
your cleric level.
Divine Domains: Death and Grave You end one effect on the creature causing it to be
You can use your Channel Divinity to destroy another charmed or frightened.
creature's life force by touch. When you hit a creature with After you reach 18th level, you and your allies also have
a melee attack, you can deal extra necrotic damage to the half cover while in the sphere created by your Twilight
target. The damage equals 5 + twice your cleric level. Sanctuary.

Turn Undead Violent Blessing

Divine Domains: Every domain Divine Domains: Tempest and War
You can use your Channel Divinity to reject the presence of You can bestow your deity's blessing upon an ally to guide
undead creatures or destroy them. As an action, you its strikes. When an ally within 30 feet of you makes an
present your holy symbol and speak a prayer censuring the attack roll, you can use your reaction to grant that ally a
undead. Each undead within 30 feet of you that can see or +10 bonus to the roll. You make this choice after you see
hear you must make a Wisdom saving throw. If the the roll, but before the DM says whether the attack hits or
creature fails its saving throw, it is turned for 1 minute or misses.
until it takes any damage.
Cleric Spells

The list of cleric spells below is presented in alphabetical
order, sorted by spell level. The spell list notes which cleric
spells are rituals, and spells which were not originally
included in the cleric spell list are written in bolded italics.

Each spell is in the Player's Handbook, unless it has one
asterisk (a spell in Xanathar's Guide to Everything) or two
asterisks (a spell in Tasha's Cauldron of Everything).

Ozzifer's Unchained Cleric 21

List of Spells Clairvoyance Planar Ally 8th Level
Create Food and Water Sunbeam
Cantrips (0 Level) Daylight True Seeing Antimagic Field
Dispel Magic Word of Recall Control Weather
Guidance Feign Death (ritual) Earthquake
Light Glyph of Warding 7th Level Holy Aura
Mending Life Transference * Maze
Resistance Magic Circle Conjure Celestial Sunburst
Sacred Flame Mass Healing Word Divine Word
Spare the Dying Meld into Stone (ritual) Etherealness 9th Level
Thaumaturgy Protection from Energy Fire Storm
Toll the Dead * Remove Curse Plane Shift Astral Projection
Word of Radiance * Revivify Project Image Gate
Sening Regenerate Imprisonment
1st Level Speak with Dead Resurrection Mass Heal
Spirit Guardians Sequester Power Word Heal
Bane Spirit Shroud ** Symbol True Resurrection
Bless Tongues Temple of the Gods *
Cause Fear * Water Walk (ritual)
Ceremony (ritual) *  
Command 4th Level
Create or Destroy Water Class Changes
Cure Wounds Aura of Life
Detect Evil and Good Aura of Purity As an elementary archetype of roleplaying games and a
Detect Magic (ritual) Banishment mainstay of all editions of D&D, the cleric represents a
Detect Poison and Disease Compulsion theoretically complete and role-appropriate class with little
Control Water need for additional features, as opposed to other classes
(ritual) Death Ward such as the fighter or rogue. Changes to the class's basic
Guiding Bolt Divination (ritual) features are therefore based upon achieving greater
Healing Word Freedom of Movement flexibility with the divine powers granted to each cleric in
Inflict Wounds Guardian of Faith the form of their Channel Divinity options. Slight
Protection from Evil and Locate Creature alterations to the feature progression of the class have also
Stone Shape been made to ensure that more cleric levels provide new
Good tools relating to the cleric's chosen Divine Domain, which
Purify Food and Drink 5th Level forms a cornerstone of each cleric's individual character
identity.
(ritual) Commune (ritual)
Sanctuary Contagion Divine Domain. The cleric's choice of subclass now
Shield of Faith Dawn * provides features at 1st, 2nd, 6th, 11th, and 18th level,
Dream rather than at 1st, 2nd, 6th, 8th, and 17th level. The nature
2nd Level Dispel Evil and Good of each domain's affinity to certain Channel Divinity effects
Flame Strike has been changed significantly (see below). The 8th-level
Aid Geas features Potent Spellcasting and Divine Strike have also
Augury (ritual) Greater Restoration been rebalanced, as detailed below. Finally, a new subclass,
Blindness/Deafness Hallow the Unity Domain, has been added.
Calm Emotions Holy Weapon *
Continual Flame Insect Plague Divine Domain: Channel Divinity. This feature has
Enhance Ability Legend Lore been changed significantly, in order to incorporate the
Find Traps Mass Cure Wounds changes made to the Channel Divinity feature of the base
Gentle Repose (ritual) Planar Binding cleric class (see below). The cleric only gains this feature in
Hold Person Raise Dead its description at 2nd level, although the benefits it provides
Lesser Restoration Scrying are increased at 6th, 10th, and 18th level.
Locate Object Summon Celestial *
Prayer of Healing Wall of Light * Divine Domain: Potent Spellcasting. A cleric that gains
Protection from Poison this feature through its domain gains it at 11th level,
See Invisibility 6th Level instead of 8th level. The feature's bonus to damage applies
Silence (ritual) to any cleric spell, but no more than once between the start
Spiritual Weapon Blade Barrier of each of the cleric's turns.
Warding Bond Create Undead
Zone of Truth Find the Path Divine Domain: Blessed Strikes. This feature replaces
Forbiddance (ritual) the Divine Strike feature of some cleric domains, and a
3rd Level Harm cleric that gains this feature through its domain gains it at
Heal 11th level, instead of 8th level. The feature now grants a
Animate Dead Heroes' Feast bonus to the damage of any attack, once per turn
Aura of Vitality (previously, it applied only to weapon attacks); in exchange,
Beacon of Hope the extra damage is set to 1d8, and does not increase to
Bestow Curse 2d8 at 14th level.

22 Ozzifer's Unchained Cleric

  Knowledge Domain
Divine Domain: Empowered Attack. This feature
The changes to the Knowledge Domain are listed below.
replaces the Divine Strike feature of some cleric domains, Domain Spells. At 3rd level, the cleric gains access to
and a cleric that gains this feature through its domain gains
it at 11th level, instead of 8th level. This is a new feature the spell mind spike, instead of suggestion. At 5th level,
which is intended for the domains which lean most heavily they gain access to the spell intellect fortress, instead of
towards martial combat. nondetection.

Channel Divinity. When the cleric gains this feature, Bonus Proficiencies. Renamed from Blessings of
they gain the Turn Undead effect as normal, but the effects Knowledge (see below), this feature is otherwise
gained by way of their Divine Domain choice have been unchanged.
changed (see below), and they no longer automatically gain
Harness Divine Power at 2nd level. The cleric now gains Blessings of Knowledge. Renamed from Knowledge of
their third use of Channel Divinity between rests at 14th the Ages (formerly a Channel Divinity option), this feature
level (previously 18th level). The cleric can no longer use now grants the cleric one skill or tool proficiency of their
their Channel Divinity more than once per turn. choice between long rests, instead of having a duration of
10 minutes.
Channel Divinity: Divine Orisons. Individual Channel
Divinity effects are now referred to as "divine orisons", to Inquisitive Blessings. This is a new feature, which
provide a simple reference point when describing replaces the former 6th-level feature Channel Divinity:
individual effects. With one exception, a single orison is no Read Thoughts.
longer unique to a divine domain; instead, the full list of
orisons appears at the end of the class description (see Light Domain
below), and the cleric chooses which orisons to gain at
certain levels, based partially upon their choice of domain. The changes to the Light Domain are listed below.
Domain Spells. At 7th level, the cleric gains access to
Each cleric domain has a list of available orisons to
choose from, choosing one at 2nd level, and another at 6th, the spell sickening radiance, instead of guardian of faith. At
10th, and 18th level (for a total of five, including the Turn 9th level, they gain access to wall of light, instead of
Undead orison they receive at 2nd level). Some orisons are scrying.
available to clerics of any and every domain, while others
are restricted only to certain domains which are Nature Domain
thematically appropriate for the orison. Each domain's 2nd-
level Channel Divinity feature lists the four orisons which The changes to the Nature Domain are listed below.
are restricted to that domain. Domain Spells. At 1st level, the cleric gains access to

Ability Score Improvement. Instead of only replacing the spell beast bond, instead of animal friendship. At 7th
one of their cleric cantrips, the cleric can now also use level, they gain access to guardian of nature, instead of
levels in which they gain this feature to replace one of their grasping vine.
divine orisons (see above) with another one available to
their domain. Bonus Proficiencies. This feature adopts some of the
benefits of Acolyte of Nature (see below).
Destroy Undead. This feature's benefits have
automatically been incorporated into the Turn Undead Acolyte of Nature. This feature no longer grants the
Channel Divinity effect (see below), to accommodate the cleric a skill proficiency from an available list, which has
changes to the Channel Divinity feature. been moved to Bonus Proficiencies in order to standardize
the list of features gained by each domain at 1st level.
Arcana Domain
Dampen Elements. This feature now specifies how its
The changes to the Arcana Domain are listed below. effect is resolved when multiple damage types are present.
Bonus Proficiencies. This feature includes the skill
Master of Nature. This feature grants the cleric a druid
proficiency formerly gained from Arcane Initiate (see spell each of 6th, 7th, 8th, and 9th level. Previously, the
below). feature augmented the functions of Channel Divinity:
Charm Animals and Plants (which has been removed
Arcane Initiate. The aspect of this feature that granted a entirely).
skill proficiency has been moved to Bonus Proficiencies, in
order to standardize the list of features gained by each Order Domain
domain at 1st level.
The changes to the Order Domain are listed below.
Forge Domain Order's Wrath. The cleric can curse a creature with this

The changes to the Forge Domain are listed below. feature's effect when they hit with any weapon attack.
Domain Spells. At 1st level, the cleric gains access to Previously, the curse could only be laid when the cleric
used their Divine Strike (which has been replaced).
the spell catapult, instead of searing smite. At 5th level, they
gain access to the spell tiny servant, instead of protection
from energy.

Blessings of the Forge. This feature can now be used to
augment a shield.

Grave Domain

The changes to the Grave Domain are listed below.
Sentinel at Death's Door. This feature can now be used

between long rests a number of times equal to the cleric's
proficiency bonus, instead of the cleric's Wisdom modifier
(a minimum of once).

Ozzifer's Unchained Cleric 23

Peace Domain  
Relentless Advance. This feature is intended to
The changes to the Peace Domain are listed below.
Emboldening Bond. This feature's range limit is now 10 assimilate some aspects of both Priest of Zeal and
Resounding Strike, which have otherwise been removed
feet, instead of 30 feet, and cleric can use the feature a entirely.
number of times equal to their Wisdom modifier (a
minimum of once), instead of their proficiency bonus. Fanatical Focus. This feature, which is nearly identical
to the Zealot barbarian path feature of the same name,
Protective Bond. The second bonded creature must now replaces the former 6th-level feature Resounding Strike.
be within 10 feet to use its reaction, and it no longer
teleports as part of that reaction. Blaze of Glory. This feature's extra damage rolls are
both 4d10, instead of 5d10.
Expansive Bond. This feature's range limit is now 30
feet, instead of 60 feet. Channel Divinity

Tempest Domain The changes to individual Channel Divinity effects (also
known as "divine orisons") are listed below.
The changes to the Tempest Domain are listed below.
Domain Spells. At 9th level, the cleric gains access to Balm of Repose. Renamed from Balm of Peace, this
orison is otherwise unchanged.
the spell maelstrom, instead of insect plague.
Stormborn. This feature grants a flying speed Battle Hymn. Renamed from War Priest, this orison was
formerly unique to the War Domain. It now allows the
regardless of environment, and the cleric can hover. recipient creature to make an additional attack as part of
the Attack action; previously, it allowed the cleric to follow
Trickery Domain the Attack action with a weapon attack as a bonus action.

The changes to the Trickery Domain are listed below. Consuming Fervor. Formerly unique to the Zeal
Bonus Proficiencies. This is a new feature, added to the Domain, this orison is now used for fire or radiant damage
(previously fire or thunder damage).
subclass in order to standardize the list of features gained
by each domain at 1st level. Invoke Duplicity. This orison now also improves at 18th
level, as per the previous effect of Improved Duplicity.
Disciple of Deceit. This is a new feature, which replaces
the former 6th-level feature Channel Divinity: Cloak of Nature's Bounty. This is a new orison, which replaces
Shadows. the Charm Animals and Plants orison formerly unique to
the Nature Domain (widely considered an underwhelming
Soul of Deceit. This feature, which is identical to the feature).
Mastermind roguish archetype feature of the same name,
replaces the former 17th-level feature Improved Duplicity Turn Undead. This orison automatically includes the
(which is now an inborn effect of the divine orison Invoke benefits of the "Destroy Undead" feature once the cleric
Duplicity). reaches 5th level.

Twilight Domain Twilight Sanctuary. Formerly unique to the Twilight
Domain, this orison's benefits are granted once when the
The changes to the Twilight Domain are listed below. sanctuary appears, and can be reactivated as an action on
(Bonus Proficiencies.) The Bonus Proficiencies feature the cleric's turn. Previously, the orison's benefits could be
applied automatically at the end of each recipient creature's
has been removed; the cleric no longer gains additional turns, repeatedly and without cost (widely considered to be
proficiencies, in order to standardize the list of features overwhelmingly powerful in its utility). This orison now also
gained by each domain at 1st level. improves at 18th level, as per the previous effect of Twilight
Shroud.
Twilight Shroud. This feature now grants benefits to
certain creatures after the cleric expends a use of their Art Credits
Channel Divinity. Its former effect, which improved
Channel Divinity: Twilight Sanctuary, is now an inborn The artists below are credited in alphabetical order. Where
effect of that divine orison. possible, an art credit includes the website where the
artist's work can be found, and the pages on which their
War Domain illustrations appear.

The changes to the War Domain are listed below. Bob Kehl (© Art of Bob Kehl; pg 7)
Guided Strike. The cleric gains this feature, formerly a Elisa Serio / "ESerioArt" (@ ArtStation; cover)
Ilmari Kumpunen (@ ArtStation; pg 20)
Channel Divinity option, at 1st level, instead of 2nd level, Michael Blackesley (@ Pinterest; pg 18)
and it can now be used a number of times between long Vasyling (@ DeviantArt; pg 13)
rests equal to the cleric's Wisdom modifier (a minimum of Wizards of the Coast (© Wizards; pg 2, 5, 10, 16, 23)
once).
Thank You ...
War God's Magic. This is a new feature, which replaces
the former 6th-level feature Channel Divinity: War God's ... for taking the time to read this reimagining of the Cleric
Blessing. class! If you have any feedback or suggestions, please
contact the author ─ /u/Ozzifer on Reddit ─ or consider
Zeal Domain joining their Patreon.

The changes to the Zeal Domain are listed below.
Domain Spells. At 1st level, the cleric gains access to

the spell command, instead of thunderous smite. At 3rd
level, they gain access to branding smite, instead of shatter.
At 7th level, they gain access to compulsion and wall of fire,
instead of fire shield and freedom of movement. At 9th
level, they gain access to immolation, instead of flame
strike.

24 Ozzifer's Unchained Cleric


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