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Published by jmg021596_2008, 2019-12-26 16:19:51

classes

All Races and Classes

Keywords: dnd4playing

T h e C l e r ic

Proficiency Cantrips — Spell Slots per Spell Level—
Bonus Known
Level +2 Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2— —
2nd Channel Divinity (1/rest), 3 3— — — —— — ——
+2 Divine Domain feature
3rd +2 — 3 — —— — ——
4th +3 Ability Score Improvement 4
5th +3 Destroy Undead (CR 1/2) 4 4 2— — —— — ——
6th Channel Divinity (2/rest), 4 ——
+3 Divine Domain feature 4 3— — —— — ——
7th +3 — 4 ——
8th Ability Score Improvement, Destroy Undead 4 4 3 2 — —— —
+4 (CR 1), Divine Domain feature
9th +4 — 4 4 3 3 — —— —
10th +4 Divine Intervention 5
11th +4 Destroy Undead (CR 2) 5 4 3 3 1 —— — ——
12th +5 Ability Score Improvement 5 4 3 3 2 —— — ——
13th +5 — 5
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 1————
15th +5 — 5 4 3 3 3 2————
16th +6 Ability Score Improvement 5 4 3 3 3 2 1———
17th Destroy Undead (CR 4), 5 4 3 3 3 2 1———
+6 Divine Domain feature 4 3 3 3 2 1 1——
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 2 1 1——
19th +6 Ability Score improvement 5 4 3 3 3 2 1 1 1—
20th Divine Intervention improvement 5 4 3 3 3 2 1 1 1—
433321111

433331111

4 33 3321 11
4 3 3 3 3 2 2 11

their deities’ w orshipers, w hich can mean fighting C lass Features
rampaging orc s, negotiating peace between warring
nations, or sealing a portal that w ould allow a dem on As a cleric, you gain the follow ing class features.
prince to enter the world.
H it Poin ts
M ost adventuring clerics maintain som e connection to Hit Dice: 1d8 p er cleric level
established tem ples and orders o f their faiths. A temple Hit Points at 1st Level: 8 + your Constitution m odifier
m ight ask for a cleric’s aid, or a high priest m ight be in a Hit Points at Higher Levels: 1d8 (or 5) + your
position to dem an d it.
Constitution m odifier per cleric level after 1st
C r e a t in g a C leric
P roficiencies
A s you create a cleric, the m ost im portant question to Armor: Light armor, m edium armor, shields
consider is w hich deity to serve and what principles you Weapons: All simple weapons
want your character to embody. Appendix B includes Tools: None
lists o f many o f the gods o f the multiverse. Check with
your DM to learn w hich deities are in your cam paign. Saving Throws: W isdom , Charisma
Skills: C hoose tw o from History, Insight, Medicine,
O n ce you ’ve ch osen a deity, con sid er your cleric's
relationship to that god. Did you enter this service Persuasion, and Religion
willingly? Or did the god ch oose you, im pelling you into
service with no regard for your w ishes? H ow do the Equ ipm en t
temple priests o f your faith regard you: as a cham pion You start with the follow ing equipment, in addition to
or a troublem aker? W hat are your ultimate goals? D oes the equipment granted by your background:
your deity have a special task in m ind for you? Or are
you striving to prove yourself worthy of a great quest? • (a) a m a ce or (b) a w arham m er (if proficient)
• (a) sca le mail, (b) leather armor, or (c) chain m ail (if
Q u ic k Build
You can make a cleric quickly by following these proficient)
suggestions. First, W isdom should be your highest • (a) a light cro s s b o w and 20 bolts or (b) any sim ple
ability score, follow ed by Strength or Constitution.
Second, choose the acolyte background. weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol

Sp e llc a st in g You can change your list o f prepared spells w hen you
finish a long rest. Preparing a new list o f cleric spells
As a conduit for divine power, you can cast cleric spells. requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f spellcasting and m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
Spe l l c a st in g A b il it y
C a n t r ip s W isdom is your spellcasting ability for your cleric spells.
At 1st level, you know three cantrips o f your choice from The pow er o f your spells com es from your devotion to
the cleric spell list. You learn additional cleric cantrips your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips refers to your sp ellcastin g ability. In addition, you use
Know n colum n o f the Cleric table. your W isdom m odifier when setting the saving throw
DC for a cleric spell you cast and when making an
P r e p a r in g a n d C a s t in g Spells attack roll with one.
The Cleric table show s how m any spell slots you have
to cast your spells o f 1st level and higher. To cast one of Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level your Wisdom modifier
or higher. You regain all expended spell slots when you
finish a long rest. Spell attack modifier = your proficiency bonus +
your Wisdom modifier
You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en R it u a l C a st in g
you do so, ch oose a num ber o f cleric spells equal to You can cast a cleric spell as a ritual if that spell has the
your W isdom modifier + your cleric level (minimum of ritual tag and you have the spell prepared.
one spell). The spells must be o f a level for which you
have spell slots. Spe l l c a st in g Focu s
You can use a holy sym bol (found in chapter 5) as a
For example, if you are a 3rd-level cleric, you have four spellcasting focus for your cleric spells.
1st-level and tw o 2nd-level spell slots. W ith a W isd om
o f 16, your list o f prepared spells can include six spells D iv in e D o m a in
o f 1st or 2nd level, in any com bination. If you prepare
the 1st-level sp ell cure wounds, you can cast it using C h oose one dom ain related to your deity: Know ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t Life, Light, Nature, Tempest, Trickery, or War. Each
rem ove it from your list o f prepared spells. dom ain is detailed at the end o f the class description,
and each one provides examples of gods associated
w ith it. Y our ch oice grants you dom ain sp ells and other
features w hen you c h o o s e it at 1st level. It also grants
you additional ways to use Channel Divinity when you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.

D o m a in Spells
E ach dom ain has a list o f sp ells—its dom ain sp ells—
that you gain at the cleric levels noted in the dom ain
description. O nce you gain a dom ain spell, you always
have it prepared, and it d oesn ’t coun t against the
num ber o f spells you ca n prepare each day.

If you have a dom ain spell that d oesn ’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.

C h a n n e l D iv in it y

At 2nd level, you gain the ability to channel divine
en ergy directly from your deity, using that en ergy to fuel
magical effects. You start with tw o such effects: Turn
Undead and an effect determined by your domain. Som e
dom ains grant you additional effects as you advance in
levels, as noted in the dom ain description.

W hen you use your Channel Divinity, you ch oose
which effect to create. You must then finish a short or
long rest to use your Channel Divinity again.

S om e Channel Divinity effects require saving throws.
W hen you use such an effect from this class, the DC
equals your cleric spell save DC.

B egin n in g at 6th level, you can u se your Channel
Divinity tw ice betw een rests, and beginning at 18th level.

you can use it three tim es betw een rests. W h en you finish dom ains o f Know ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expended uses. c h o o s e on e aspect o f your deity’s portfolio to em phasize,
and you are granted pow ers related to that dom ain.
C h a n n e l D iv in it y : T urn U ndead
As an action, you present your holy symbol and speak a Your choice might correspond to a particular sect
prayer censuring the undead. Each undead that can see dedicated to your deity. A pollo, for exam ple, cou ld be
or hear you within 30 feet o f you must make a W isdom w orshiped in one region as P h oebu s (“radiant”) Apollo,
saving throw. If the creature fails its saving throw, it is em phasizing his influence over the Light domain,
turned for 1 m inute or until it takes any dam age. and in a different place as A p ollo A cesiu s (“h ealing”),
em phasizing his association with the Life domain.
A turned creature must spend its turns trying to move Alternatively, your choice o f dom ain could simply be a
as far away from you as it can, and it can ’t w illingly matter o f personal preference, the aspect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take that appeals to you most.
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from Each dom ain’s description gives exam ples o f deities
m oving. If th ere’s now h ere to m ove, the creature can use w ho have influence over that domain. G ods are included
the D odge action. from the worlds o f the Forgotten Realm s, Greyhawk,
Dragonlance, and Eberron cam paign settings, as well as
A b il it y Sco re Im pro vem en t from the Celtic, Greek, Norse, and Egyptian pantheons
o f antiquity.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your K n o w led g e D o m a in
choice by 2, or you can increase tw o ability scores of
your ch oice by 1. A s norm al, you ca n ’t in crease an ability The gods o f know ledge—including Oghma, B occob ,
score above 20 using this feature. Gilean, A u reon, and T h oth —value learning and
understanding above all. S o m e teach that kn ow led ge is
D estroy U ndead to be gathered and shared in libraries and universities,
or prom ote the practical knowledge o f craft and
Starting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn Undead feature, the creature is secrets to themselves. And som e prom ise their followers
instantly destroyed if its challenge rating is at or below a that they w ill gain trem endous pow er if they u nlock the
certain threshold, as show n in the D estroy Undead table. secrets o f the multiverse. Followers of these gods study
esoteric lore, collect old tom es, delve into the secret
D estro y U n d ea d places of the earth, and learn all they can. S om e gods
of knowledge prom ote the practical knowledge of craft
Cleric Level Destroys Undead o f CR and invention, including smith deities like Gond, Reorx,
5th 1/2 or lower Onatar, Moradin, Hephaestus, and Goibhniu.
8th 1 or lower
11th 2 or lower K n o w l e d g e D o m a in S p el l s
14th 3 or lower
17th 4 or lower Cleric Level Spells
1st com m and, identify
D iv in e In t e r v e n t io n 3rd augury, suggestion
5th nondetection, speak with dead
B egin ning at 10th level, you can call on your deity to 7th arcane eye, confusion
intervene on your behalf when your need is great. 9th legend lore, scrying

Im ploring your deity’s aid requ ires you to u se your B le ssin g s o f K n o w l e d g e
action. D escribe the assistance you seek, and roll At 1st level, you learn tw o languages o f your choice.
percentile dice. If you roll a number equal to or lower You also becom e proficient in your choice o f tw o o f the
than your cleric level, your deity intervenes. The DM follow ing skills: Arcana, History, Nature, or Religion.
ch ooses the nature o f the intervention; the effect of any
cleric spell or cleric dom ain spell w ould be appropriate. Your proficiency bonus is doubled for any ability check
you m ake that uses either o f those skills.
If your deity intervenes, you can’t use this feature
again for 7 days. O therw ise, you can use it again after C h a n n e l D iv in it y :
you finish a long rest. K n o w led g e of th e A ges
Starting at 2nd level, you can u se your Channel Divinity
At 20th level, your call for intervention su cceed s to tap into a divine w ell o f knowledge. As an action,
automatically, no roll required. you ch oose one skill or tool. For 10 minutes, you have
proficiency with the chosen skill or tool.
D ivine D omains
C h a n n e l D iv in it y : R ead T h ou gh ts
In a pantheon, every deity has influence over different At 6th level, you can use your Channel Divinity to read a
asp ects o f m ortal life and civilization, called a deity’s creature’s thoughts. You can then use your a ccess to the
dom ain. All the dom ains over w hich a deity has creatu re’s m ind to com m a n d it.
influence are called the deity’s portfolio. For exam ple,
the portfolio o f the Greek god Apollo includes the

A s an action, ch oose one creature that you can see o f healing or endurance (such as Ilmater, Mishakal,
within 60 feet of you. That creature must make a Apollo, and Diancecht), and gods of hom e and
W isdom saving throw. If the creature succeeds on the com m unity (such as Hestia, Hathor, and Boldrei).
saving throw, you ca n ’t use this feature on it again until
you finish a long rest. Life D o m a i n S pells

If the creature fails its save, you can read its su rface Cleric Level Spells
thoughts (those forem ost in its mind, reflecting its 1st bless, cure w ounds
current em otion s and w hat it is actively thinking 3rd lesser restoration, spiritual weapon
about) w hen it is w ithin 60 feet o f you. T h is effect lasts 5th beacon o f hope, revivify
for 1 minute. 7th death ward, guardian o ffaith
9th m ass cure wounds, raise dead
D uring that time, you can use your action to end this
effect and cast the suggestion spell on the creature B o n u s P r o f ic ie n c y
without expending a spell slot. The target automatically W hen you ch oose this dom ain at 1st level, you gain
fails its saving throw against the spell. proficiency with heavy armor.

Po t e n t Sp e l l c a st in g D is c ip l e o f L ife
Starting at 8th level, you add your W isd om m odifier to A lso starting at 1st level, your h ealing spells are m ore
the dam age you deal with any cleric cantrip. effective. W henever you use a spell o f 1st level or higher
to restore hit points to a creature, the creature regains
V is io n s o f t h e Pa s t additional hit points equal to 2 + the sp ell’s level.
Starting at 17th level, you can call up vision s o f the
past that relate to an object you hold or your im mediate C h a n n e l D iv in it y : P r ese rv e L ife
surroundings. You sp end at least 1 m inute in meditation Starting at 2nd level, you can u se your Channel Divinity
and prayer, then receive dream like, shadow y glim pses to heal the badly injured.
o f recent events. You can m editate in this w ay for a
num ber o f minutes equal to your W isdom score and As an action, you present your holy sym bol and
must maintain concentration during that time, as if you evoke h ealing en ergy that can restore a num ber o f hit
were casting a spell. points equal to five tim es your cleric level. C h oose any
creatu res w ithin 30 feet o f you, and divide th ose hit
O n ce you use this feature, you ca n ’t use it again until points am ong them. This feature can restore a creature
you finish a short or long rest. to no m ore than h alf o f its hit point m axim um . You ca n ’t
use this feature on an undead or a construct.
Object Reading. H olding an object as you meditate,
you can see vision s o f the o b je ct’s previous owner. Blessed H ealer
After meditating for 1 minute, you learn how the ow ner B egin ning at 6th level, the healing spells you cast on
acquired and lost the object, as w ell as the m ost recent others heal you as w ell. W h en you cast a spell o f 1st
significant event involving the object and that owner. level or higher that restores hit points to a creature
If the object w as ow ned by another creature in the other than you, you regain hit points equal to 2 + the
recent past (within a num ber of days equal to your spell’s level.
W isdom score), you can spend 1 additional minute
for each ow ner to learn the sam e inform ation about D iv in e St r ik e
that creature. At 8th level, you gain the ability to infuse your w eapon
strikes with divine energy. O nce on each o f your turns
Area Reading. As you meditate, you see visions w hen you hit a creature with a w eapon attack, you can
o f recent events in your im m ediate vicinity (a room , cau se the attack to deal an extra 1d8 radiant dam age to
street, tunnel, clearing, or the like, up to a 50-foot cube), the target. W hen you reach 14th level, the extra dam age
going back a num ber o f days equal to your W isdom increases to 2d8.
score. For each minute you meditate, you learn about
one significant event, beginning with the m ost recent. Su prem e H e a l in g
Significant events typically involve powerful em otions, Starting at 17th level, w hen you w ould norm ally roll
such as battles and betrayals, marriages and murders, one or m ore dice to restore hit points with a spell, you
births and funerals. However, they might also include instead use the highest num ber possible for each die.
m ore mundane events that are nevertheless im portant F or exam ple, instead o f restoring 2d6 hit points to a
in your current situation. creature, you restore 12.

L ife D o m a in L ig h t D o m a in

The Life dom ain focuses on the vibrant positive G ods o f light—including Helm, Lathander, Pholtus,
energy—one o f the fundamental forces o f the universe— Branchala, the Silver Flame, Belenus, Apollo, and
that sustains all life. The gods o f life prom ote vitality Re-Horakhty—prom ote the ideals o f rebirth and
and health through healing the sick and wounded, renewal, truth, vigilance, and beauty, often using the
caring for th ose in need, and driving away the forces o f symbol of the sun. S om e of these gods are portrayed
death and undeath. Alm ost any non-evil deity can claim as the sun itself or as a charioteer w ho guides the sun
influence over this domain, particularly agricultural
deities (such as Chauntea, Arawai, and Demeter), sun
gods (such as Lathander, Pelor, and Re-Horakhty), gods

across the sky. Others are tireless sentinels w h ose eyes N atu re D o m ain
pierce every shadow and see through every deception.
S om e are deities o f beauty and artistry, w ho teach that G ods of nature are as varied as the natural world
art is a vehicle for the soul's improvement. Clerics o f a itself, from inscrutable gods o f the deep forests (such
god o f light are enlightened souls infused with radiance as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
and the pow er of their gods’ discerning vision, charged friendly deities associated with particular springs and
with chasing away lies and burning away darkness. groves (such as Eldath). Druids revere nature as a
whole and might serve one of these deities, practicing
Lig h t D o m a in S pells m ysterious rites and reciting all-but-forgotten prayers in
their own secret tongue. But many of these gods have
Cleric Level Spells clerics as well, cham pions who take a m ore active role
1st b u rning h a nds, faerie fire in advancing the interests o f a particular nature god.
3rd f la m in g sphere, sco rch ing ray T h ese clerics might hunt the evil m onstrosities that
5th daylight, f ireball despoil the w oodlands, bless the harvest of the faithful,
7th gu ardia n o f faith, wall off ire or wither the crops o f those w ho anger their gods.
9th f al m e strike, scrying
N ature D o m a in S pells
B on u s C a n t r ip
W h en you c h o o s e this dom ain at 1st level, you gain the Cleric Level Spells
light cantrip if you don ’t already k n ow it. 1st anim alfriendship, speak with anim als
3rd barkskin, spike growth
Wa r d in g Flare 5th plant growth, wind wall
A lso at 1st level, you can in terpose divine light betw een 7th dom inate beast, grasping vine
yourself and an attacking enemy. W hen you are attacked 9th insect plague, tree stride
by a creature within 30 feet of you that you can see,
you can use your reaction to im pose disadvantage on
the attack roll, causing light to flare before the attacker
before it hits or m isses. A n attacker that ca n ’t be blinded
is im m une to this feature.

You can use this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expended uses w hen you finish a long rest.

C h a n n e l D iv in it y : R a d ia n c e o f t h e D aw n
Starting at 2nd level, you can use your Channel Divinity
to harness sunlight, banishing darkness and dealing
radiant dam age to your foes.

A s an action, you present your holy symbol, and any
m agical darkness within 30 feet of you is dispelled.
Additionally, each hostile creature within 30 feet of
you must make a Constitution saving throw. A creature
takes radiant dam age equal to 2 d 10 + your cleric level
on a failed saving throw, and half as much damage on a
successful one. A creature that has total cover from you
is not affected.

Im pr o v e d Fla r e
Starting at 6th level, you ca n also use your W arding
Flare feature w hen a creature that you can see within
30 feet o f you attacks a creature other than you.

P o t e n t Sp e l l c a st in g
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip.

C o r o n a of L ig h t
Starting at 17th level, you can use your action to activate
an aura o f sunlight that lasts for 1 minute or until you
d ism iss it usin g another action. You emit bright light in
a 60-foot radius and dim light 30 feet beyond that. Your
enem ies in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant damage.

A colyte of Nature righteousness or to encourage them to offer sacrifices of
At 1st level, you learn on e druid cantrip o f your choice. propitiation to w ard off divine wrath.
You also gain proficiency in one of the follow ing skills of
your choice: Anim al Handling, Nature, or Survival. T e m p e s t D o m a in S p e l l s

B o n u s P r o f ic ie n c y Cleric Level Spells
A lso at 1st level, you gain proficiency w ith heavy armor. 1st f o g cloud, thunderw ave
3rd gu st o f wind, shatter
C h a n n e l D iv in it y : C h a r m A n im a l s 5th call lightning, sleet storm
and Plants 7th control water, ice storm
Starting at 2nd level, you can use your Channel Divinity 9th destructive wave, insect plague
to charm anim als and plants.
B o n u s P r o f ic ie n c ie s
A s an action, you present your holy sym bol and invoke At 1st level, you gain proficiency w ith m artial w eap on s
the nam e o f your deity. Each beast or plant creature that and heavy armor.
can see you within 30 feet of you must make a W isdom
saving throw. If the creature fails its saving throw, it is W r a t h o f t h e St o r m
ch a rm ed by you for 1 m inute or until it takes dam age. A lso at 1st level, you can thunderously rebuke attackers.
W h ile it is ch arm ed by you, it is friendly to you and other W hen a creature w ithin 5 feet o f you that you can see
creatures you designate. hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw.
Dam pen Elem ents The creature takes 2d8 lightning or thunder damage
Starting at 6th level, w hen you or a creature w ithin 30 (your choice) on a failed saving throw, and half as much
feet o f you takes acid, cold, fire, lightning, or thunder damage on a successful one.
damage, you can use your reaction to grant resistance to
the creature against that instance of the damage. You can use this feature a num ber o f times equal to
your W isd om m odifier (a m inim um o f once). You regain
D iv in e St r ik e all expended uses w hen you finish a long rest.
At 8th level, you gain the ability to infuse your w eapon
strikes with divine energy. Once on each of your turns C h a n n e l D iv in it y : D e str u c tiv e W r a t h
w hen you hit a creature with a w eapon attack, you Starting at 2nd level, you can u se your Channel Divinity
can cau se the attack to deal an extra 1d8 cold, fire, or to wield the pow er o f the storm with unchecked ferocity.
lightning dam age (your choice) to the target. W hen you
reach 14th level, the extra dam age increases to 2d8. W hen you roll lightning or thunder damage, you can
use your Channel Divinity to deal m axim um damage,
M aster of Nature instead o f rolling.
At 17th level, you gain the ability to com m a n d anim als
and plant creatures. W hile creatures are charm ed by T h u n d e r b o l t St r ik e
your Charm Anim als and Plants feature, you can take At 6th level, w hen you deal lightning dam age to a Large
a bonus action on your turn to verbally com m and what or sm aller creature, you can also push it up to 10 feet
each o f those creatures w ill do on its next turn. away from you.

T em pest D o m a in D iv in e St r ik e
At 8th level, you gain the ability to infuse your w eapon
G ods w hose portfolios include the Tempest d o m a in - strikes with divine energy. O nce on each o f your turns
including Talos, Umberlee, Kord, Zeboim , the w hen you hit a creature with a w eapon attack, you can
Devourer, Zeus, and Thor—govern storms, sea, and cau se the attack to deal an extra 1d8 thunder dam age to
sky. They include gods o f lightning and thunder, gods the target. W hen you reach 14th level, the extra dam age
o f earthquakes, som e fire gods, and certain gods of increases to 2d8.
violence, physical strength, and courage. In som e
pantheons, a god o f this dom ain rules over other deities St o r m b o r n
and is know n for swift justice delivered by thunderbolts. At 17th level, you have a flying sp eed equal to
In the pantheons o f seafaring people, gods o f this your current walking speed whenever you are not
dom ain are ocean deities and the patrons of sailors. underground or indoors.
Tem pest gods send their clerics to inspire fear in the
com m on folk, either to keep those folk on the path of T r ic k e r y D o m a in

G ods of trickery—such as Tymora, Beshaba,
Olidammara, the Traveler, Garl Glittergold, and
Loki—are mischief-m akers and instigators w ho stand
as a constant challenge to the accepted order am ong
both g od s and m ortals. T h ey’re patrons o f thieves,
scoundrels, gamblers, rebels, and liberators. Their
clerics are a disruptive force in the world, puncturing
pride, m ocking tyrants, stealing from the rich, freeing
captives, and flouting hollow traditions. They prefer

subterfuge, pranks, deception, and theft rather than watch over w arriors and reward them for their great
direct confrontation. deeds. T he clerics o f such gods excel in battle, inspiring
others to fight the g ood fight or offering acts o f violence
Trickery D o m a in S pells as prayers. G ods of war include cham pions of honor
and chivalry (such as Torm, H eironeous, and Kiri-
Cleric Level Spells Jolith) as well as gods o f destruction and pillage (such
1st charm person, disguise self as Erythnul, the Fury, Gruumsh, and Ares) and gods of
3rd mirror image, pass without trace conquest and domination (such as Bane, Hextor, and
5th blink, dispel m agic Maglubiyet). Other w ar gods (such as Tempus, Nike,
7th dim ension door, polym orph and Nuada) take a m ore neutral stance, prom oting war
9th dom inate person, modify m em ory in all its m anifestations and supporting w arriors in any
circu m stan ce.
Blessing of th e T rick ster
Starting w hen you c h o o s e this dom ain at 1st level, you W ar D o m a in S pells
can use your action to touch a w illing creature other
than y ou rself to give it advantage on D exterity (Stealth) Cleric Level Spells
checks. This blessing lasts for 1 hour or until you use 1st divine favor, shield o f faith
this feature again. 3rd m a g ic weapon, spiritual w eapon
5th crusad er’s mantle, spirit gu ardians
C h a n n e l D iv in it y : In vo k e D u plicity 7th fre edom o f m ovem ent, stoneskin
Starting at 2nd level, you can use y ou r Channel Divinity 9th f al m e strike, hold m onster
to create an illusory duplicate o f yourself.
B onus Proficiencies
As an action, you create a perfect illusion of At 1st level, you gain proficiency with martial w eapons
yourself that lasts for 1 minute, or until you lose your and heavy armor.
concentration (as if you w ere concentrating on a spell).
The illusion appears in an unoccupied space that you Wa r P riest
can see within 30 feet of you. A s a bonus action on your From 1st level, your god delivers bolts o f inspiration to
turn, you can m ove the illusion up to 30 feet to a space you w hile you are engaged in battle. W hen you use the
you can see, but it must rem ain w ithin 120 feet o f you. Attack action, you can make one w eapon attack as a
bonus action.
For the duration, you can cast spells as though you
w ere in the illusion’s space, but you must use your ow n You can use this feature a num ber o f tim es equal to
senses. Additionally, when both you and your illusion your W isd om m odifier (a m inim um o f once). You regain
are within 5 feet o f a creature that can see the illusion, all expended uses when you finish a long rest.
you have advantage on attack rolls against that creature,
given how distracting the illusion is to the target. C h a n n e l D i v i n i t y : G u id e d St r ik e
Starting at 2nd level, you can use your Channel Divinity
C h a n n e l D iv in it y : C l o a k of Sh ad o w s to strike with supernatural accuracy. W hen you make
Starting at 6th level, you can u se your Channel an attack roll, you can use your Channel Divinity to gain
Divinity to vanish. a +10 bonus to the roll. You m ake this choice after you
see the roll, but before the DM says w hether the attack
A s an action, you b e co m e invisible until the end o f your hits or m isses.
next turn. You becom e visible if you attack or cast a spell.
C h a n n e l D i v in i t y : W a r G o d ’s B le ssin g
D i v i n e St r i k e At 6th level, w hen a creature within 30 feet o f you
At 8th level, you gain the ability to infuse your w eapon m akes an attack roll, you can use your reaction to grant
strikes w ith p o iso n —a gift from your deity. O nce on each that creature a +10 bonus to the roll, using your Channel
o f your turns w hen you hit a creature w ith a w eapon Divinity. You make this ch oice after you see the roll, but
attack, you can cau se the attack to deal an extra 1d8 before the DM says w hether the attack hits or m isses.
poison dam age to the target. W hen you reach 14th level,
the extra dam age increases to 2d8. D iv in e St r ik e
At 8th level, you gain the ability to infuse your w eapon
Im proved D u plicity strikes with divine energy. O nce on each of your turns
At 17th level, you can create up to four duplicates w hen you hit a creature w ith a w eap on attack, you can
o f yourself, instead o f one, w hen you use Invoke cau se the attack to deal an extra 1d8 dam age o f the
Duplicity. A s a bonus action on your turn, you can sam e type dealt by the w eapon to the target. W hen you
m ove any num ber o f them up to 30 feet, to a m axim um reach 14th level, the extra dam age increases to 2d8.
range o f 120 feet.
A vatar of Battle
W a r D o m a in At 17th level, you gain resistance to bludgeoning, piercing,
and slashing damage from nonm agical weapons.
W ar has m any m anifestations. It can m ake h eroes o f
ordinary people. It can be desperate and horrific, with
acts o f cruelty and cow ardice eclipsing instances of
excellence and courage. In either case, the gods of war

DIVINE DOMAINS

At 1st level, a cleric gai ns the Divine Domain featu re.
The following domain options are avai lable to a cleric,
in addition to those offered in the Player's Handbook:
Forge and Grave.

FORGE DOMAIN

The gods of the forge are patrons of a rtisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf
artisa n whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the fo rge teach that,
with patience a nd hard work, eve n the most intractable
metal can be transformed from a lump of ore to a beau-
tifu lly wrought object. Clerics of these deities search
for objects lost to the forces of darkness, liberate mines
overrun by ores, and uncover rare and wondrous mate-
r ia ls necessary to create potent magic items. Followers
of these gods take great pride in their work, and they
are willing to craft and use heavy armor and power-
ful weapons to protect them. Deities of this domain
include Gond , Reorx, Ona tar, Moradin, Hephaestus,
and Goibhn iu.

FORGE DOMAIN FEATURES

Cleric Level Feature

1st Domain Spells, Bonus Proficiencies,
Blessing of the Forge

2nd Channel Divinity: Artisan's Blessing
6th Soul of the Forge

8th Divine Strike (1 d8)

14th Divine Strike (2d8)

17th Saint of Forge and Fire

CL.E R IC. OF THE F ORGE DOMAIN SPELLS

SERVING A PA NTHEON , PHILOSOPH Y, OR FORCE You gain domain spells at the cleric levels listed in the
The typical cleric is an ordained servant of a particular god Forge Domain Spells table. See the Divine Domain
and chooses a Divine Domain associated with that deity. class feature for how domain spells work.
The cleric's magic flows from the god or the god's sacred
realm , and often the cleric bears a holy symbol that rep- FORGE DOMAIN SPELLS
resents that divinity. Cleric Level Spells
1st identify, searing smite
Some clerics, especially in a world like Eberron, serve a 3rd heat metal, magic weapon
whole pantheon, rather than a single deity. In certain cam-
paigns, a cleric might instead serve a cosmic force, such 5th elemental weapon, protection from energy
as life or death, or a philosophy or concept, such as love,
peace, or one of the nine alignments. Chapter 1 of the 7th fabricate, wall offire
Dungeon Master's Guide explores options like these, in the 9th animate objects, creation
section "Gods ofYour World ."

Talk with your DM about the divine option s available in
your campaign, whether they're gods, pantheons, philos-
ophies, or cosmic forces. Whatever being or thing your
cleric ends up serving, choose a Divine Domain that is ap-
propriate for it, and if it doesn 't have a holy symbol, work
with your DM to design one.

The cleric's class features often refer to your deity. Ifyou
are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Thi nk of
the references to a god as references to the divine thing
you serve that gives you your magic.

CHAPTER 1 I CH ARACTER OPTIONS

BONUS PROFI CIENCI ES C LERIC. OF T HE GRl\VE

When you choose this doma in at 1s t level, you gain pro- SAI NT O F F ORGE AND FIRE
ficiency with heavy armor a nd s mith's tools .
At 17th level, your blessed affi nity with fire a nd metal
BLESSING O F THE F O RGE becomes more powerful:

At 1s t leve l, you gain the ability to imbue magic into • You gain immuni ty to fire damage.
a weapon o r a rmo r. At the e nd of a lo ng rest, you can • While wearing heavy a rmor, you have resistance to
touch one no nmagical object that is a s uit of a rmo r o r
a s im ple o r ma r tia l weapon. Unti l the e nd of your next bludgeoning, piercing, and s lashing damage from non-
long rest o r until you die, the o bject becom es a magic magical a ttacks.
item , g ra nting a +1 bo nus to AC if it's a rmo r or a +1 bo-
nus to attack a nd da mage ro lls if it's a weapon. GRAVE DOMAIN

O nce you use this fea ture, you can't use it again until Gods of the grave watch over the line between life and
you finis h a long rest. death. To these deities, death and the a fterlife a re a
fo undationa l pa rt of the multiverse. To desecrate the
C H ANNEL D IVINITY: A RTISAN'S BLESSI NG peace of the dead is a n abom ina tion. De ities of the g rave
include Ke lemvor, WeeJas, the a ncestra l s pirits of the
Starting at 2nd level, you can use your Cha nnel Divinity Undying Court, Hades, Anubis, and Os iris . Followe rs
to c reate s imple items. of these de ities seek to put wander ing s pirits to rest,
destroy the undead , a nd ease the s uffer ing of the dying.
You conduct a n ho ur-long ritua l tha t cra fts a nonmagi- The ir magic a lso a llows them to stave off death fo r a
ca l ite m that mus t include some meta l: a s imple o r mar- tim e, particula rly fo r a person w ho still has some great
tia l weapon, a s uit of a rmo r, ten pieces of a mmunition , work to accomplis h in the world. This is a delay of death,
a set of tools, or a nother metal object (see chapte r 5, not a denial of it, fo r death will eventua lly get its due.
"Equipment," in the Player's Handbook fo r exam ples of
these ite ms). The creation is com pleted at the e nd of the
hour, coalescing in a n unoccupied space of your choice
o n a s urface w ith in 5 fee t of you.

T he thing you c reate can be something tha t is worth
no mo re than 100 gp. As part of this ritua l, you must lay
o ut m etal, which can include coins, w ith a va lue equa l
to the creation . The metal irretrieva bly coa lesces and
tra ns forms into the creation at the ritu al's end, magi-
cally fo rming even no nme tal parts of the creatio n.

The ritual can create a duplicate of a nonmagical item
that contains me ta l, s uch as a key, if you possess the
origina l during the r itu al.

SOU L OF THE FORGE

Sta rting at 6th level, your maste ry of the forge g ra nts
you s pecial a bilities:

• Yo u gain resis ta nce to fi re da mage.
• While wearing heavy a rmo r, you gai n a +1

bonus to AC.

DIVI NE S T R IK E

At 8 th level, you gain the ability to infuse your weapon
s trikes with the fiery power of the forge. Once on each
of your turns whe n you hit a creature with a weapon
attack, you can cause the attack to deal a n extra 1d8 fire
dam age to the ta rget. Whe n you reach 14th level, the ex-
tra da mage increases to 2d8 .

CHAl"TER I I CHARACTER OPTIONS

G RAVE DOMA I N FE ATURES CIRCLE OF MORTALITY
Cleric Level Feature At 1st level, you gain the ability to manipulate the line
1st Domain Spells, Circle of Mortality, betw een life and death. When you would normally roll
Eyes of the Grave on e or more dice to r estore hit points with a spell to
2nd Channel Divinity: Path to the Grave a creature at 0 hit points, you instead use the highest
6th Sentinel at Death's Door number possible for each die.
8th Potent Spellcasting
17th Keeper of Souls In addition, you learn the spare the dying cantrip,

DOMAIN SPELLS which doesn't count against the number of cleric can-
You gain domain spells at the cleric levels listed in the trips you know. For you, it has a range of 30 feet, and
Grave D omain Spells table. See the Divine Domain you ca n cast it a~ a bonus action.
class feature for how domain spells work.
EYES OF THE GRAVE
GRAVE DO MA I N SPELLS At 1st level , you gain the ability to occasiona lly sense the
Cleric Level Spe lls presence of the undead , w hose existence is an insul t to
1st bane, false life the natural cycle of life. As an action, you can open your
3rd gentle repose, ray ofenfeeblement awareness to magically detect undead. Until the end
5th revivify, vampiric touch of your next turn, you know the location of any undead
7th blight, death ward within 60 feet of you that isn't behind total cover and
9th antilife shell, raise dead that isn't protected from divination magic. This sen se
doesn't tell you anything about a creatu re's capabilities
CHAPTER 1 I CHARACTER OPTIONS or identity.

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

CHANNEL DIVINITY: PATH TO THE GRAVE
Starting at 2nd level , you can use your C hannel D ivinity
to mark a nother creatu re's life force for termination.

As an action, you choose one creature you ca n see
within 30 feet of you, cursing it until the end of you r
next turn. The next time you or an ally ofyours hits
the cursed creature with an attack, the creature has
vulnerabi l ity to all of that attack's damage, a nd then the
curse ends.

SENTINEL AT DEATH 'S DOOR
At 6th level , you gain the abi lity to impede death's prog-
ress. As a reaction when you or a creature you can see
within 30 feet of you suffers a critical hit, you can turn
that hit into a normal hit. Any effects triggered by a criti-
ca l hit are canceled.

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

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

KEEPER OF SOULS
Starting at 17th level , you ca n seize a trace of vitality
from a parting soul and use it to heal the living. When
an enemy you can see dies within 60 feet of you, you or
one creature of your choice that is within 60 feet of you
regains hit points equa l to the enemy's number of H it
Dice. You can use this feature only ifyou aren't incapac-
i tated. Once you use it, you can't do so again unti l the
start ofyour next turn.

Protection Domain Channel Divinity: Radiant Defense
The protection domain is the purview of deities who charge
their followers to shield the weak from the strong. The gods’ Starting at 2nd level, you can use your Channel Divinity to
faithful dwell in villages and towns on the borderlands, where cloak your allies in radiant armor.
they help bolster defenses and seek out evils to defeat. These
gods believe that a strong shield and a suit of armor is the As an action, you channel blessed energy into an ally that
best defense against evil, second only to a stout mace on hand you can see within 30 feet of you. The first time that ally is hit
to respond to any attacks in kind. Deities who grant this by an attack within the next minute, the attacker takes
domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. radiant damage equal to 2d10 + your cleric level.
Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut,
Yondalla, Athena, and Odin. Blessed Healer

Protection Domain Spells Beginning at 6th level, the healing spells you cast on others
can heal you as well. When you cast a spell with a spell slot
Cleric Level Spells and it restores hit points to any creature other than you this
1st compelled duel, protection from evil and good turn, you regain hit points equal to 2 + the spell’s level.
3rd aid, protection from poison
5th protection from energy, slow Divine Strike
7th guardian of faith, Otiluke’s resilient sphere
9th antilife shell, wall of force At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
Bonus Proficiency creature with a weapon attack, you can cause the attack to
deal an extra 1d8 radiant damage to the target. When you
When you choose this domain at 1st level, you gain reach 14th level, the extra damage increases to 2d8.
proficiency with heavy armor.
Indomitable Defense
Shield of the Faithful
At 17th level, you gain resistance to two damage types of your
Starting at 1st level, you gain the ability to hinder attacks choice, choosing from bludgeoning, necrotic, piercing,
intended for others. When a creature attacks a target other radiant, and slashing. Whenever you finish a short or long
than you that is within 5 feet of you, you can use your reaction rest, you can change the damage types you chose.
to impose disadvantage on the attack roll. To do so, you must
be able to see both the attacker and the target. You interpose As an action, you can temporarily give up this resistance
an arm, a shield, or some other part of yourself to try to throw and transfer it to one creature you touch. The creature keeps
the attack off target. the resistance until the end of your next short or long rest or
until you transfer it back to yourself as a bonus action.

SUB-CLASSES | CLERIC DOMAINS

44

CLERICS I

The gods are most active through their chosen clerics, ARCANA DOMAIN SPELLS
who carry out the gods' work on the Material Plane. A
typical cleric in Faerun serves a single divine patron, Cleric Level Spells
but some individuals feel called to serve a group, such detect magic, magic missile
I as the elemental gods Akadi, Grumbar, Kossuth, and l st magic weapon, Nystul's magic aura
Istishia, while others serve deities that are intertwined 3rd dispel magic, magic circle
gods, such as the elves' Angharradh. 5th arcane eye, Leomund's secret chest
7th planar binding, teleportation circle
Some clerics in Faerun belong to an established 9th
religious hierarchy, but many do not. The gods choose
whomever they will, and sometimes a devoted wor- ARCANE INITIATE
shiper is blessed with all the abilities of a cleric, despite When you choose this domain at 1st level, you gain pro-
not being a priest of any kind. That cleric might be a ficiency in the Arcana skill, and you gain two cantrips
contemplative hermit, a wandering prophet, or simply of your choice from the wizard spell list. For you, these
a devout peasant. Religious orders often try to recruit cantrips count as cleric cantrips.
such clerics and bring them into the fold, but not all of
those clerics wish to be bound to a hierarchy. CHANNEL DIVINITY: ARCANE ABJURATION
Starting at 2nd level, you can use your Channel Divinity
Conversely, not everyone who pursues a religious vo- to abjure otherworldly creatures.
cation is a true cleric. Some acolytes discover a different
path for their lives than the path of the cleric. They serve As an action, you present your holy symbol, and one
their faiths in other roles, such as priests, scholars, or celestial, elemental, fey, or fiend of your choice that
artisans, while some go on to vocations that have noth- is within 30 feet of you must make a Wisdom saving
ing to do with religion . A few souls who are denied the throw, provided that the creature can see or hear you. If
path of the cleric become embittered and seek favor with the creature fails its saving throw, it is turned for 1 min-
sinister or forbidden gods or forge pacts with other pow- ute or until it takes any damage.
erful entities. Religious scholars in the Realms debate
whether divine rejection led such a person to embrace a
dark path or whether the person was rejected because
the gods foresaw the potential for darkness in the per-
son's future. The gods remain silent on the matter.

Some clerics are homebodies who serve a particular
community of the faithful, but adventuring clerics tend
to have a certain crusading zeal to do their deity's work
in the wider world. This work may include ministering
to far-flung communities, as well as seeking out and de-
feating threats to the civilized world.

DIVINE DOMAIN

Clerics in the Forgotten Realms have the following
Divine Domain option, in addition to those in the Play-
er's Handbook.

ARCANA DOMAIN

Magic is an energy that s uffuses the multiverse and
that fuels both destruction and creation. Gods of the
Arcana domain know the secrets and potential of magic
intimately. For some of these gods, magical knowl-
edge is a great responsibility that comes with a special
understanding of the nature of reality. Other gods of
Arcana see magic as pure power, to be used as its
wielder sees fit.

The gods of this domain are often associated with
knowledge, as learning and arcane power tend to go
hand-in-hand. In the Realms, deities of this domain in-
clude Azuth and Mystra, as well as Corellon Larethian
of the elven pantheon. In other worlds, this domain
includes Hecate, Math Mathonwy, and Isis; the triple
moon gods of Solinari, Lunitari, and Nuitari of Krynn;
and Boccob, Vecna, and WeeJas of Greyhawk.

125

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 move in a space within 30 feet of you. It also can't
take reactions. For its action, it can only use the Dash
action or try to escape from an effect that prevents it
from moving. If there's nowhere to move, the creature
can use the Dodge action.

After you reach 5th level, when a creature fails its sav­
ing throw against your Arcane Abjuration feature, the
creature is banished for 1 minute (as in the banishment
spell, no concentration required) if it isn't on its plane of
origin and its challenge rating is at or below a certain
threshold, as shown on the Arcane Banishment table.

ARCANE BANISHMENT

Cleric Level Banishes Creatures of CR ...

5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

SPELL BREAKER
Starting at 6th level, when you restore hit points to an
ally 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 end must be equal to or lower than the level of
the spell slot you use to cast the healing spell.

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

ARCANE MASTERY
At 17th level, you choose four spells from the wizard
spell list, one from each of the following levels: 6th, 7th,
8th, and 9th. You add them to your list of domain spells.
Like your other domain spells, they are always prepared
and count as cleric spells for you.

CHAPTER 4 I CLASSES

SUBCLASS OPTIONS

CLERIC: ORDER DOMAIN

The Order Domain represents discipline, as well as
devotion to a society or an institution and strict obedi­
ence to the laws governing it. On Ravnica, the domain is
favored by clerics of the Azorius Senate, who use it to
maintain and enforce the law, and of the Orzhov Syndi­
cate, who exploit law and order for their personal gain.
On other worlds, gods who grant access to this domain
include Bane, Tyr, Majere, Erathis, Pholtus, WeeJas,
Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti,
and Asmodeus.

The ideal of order is obedience to the law above all
else, rather than to a specific individual or the passing
influence 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.

Law establishes hierarchies. Those selected by the
law to lead must be obeyed. Those who obey must do so
to the best of their ability. In this manner, law creates an
intricate web of obligations that allows society to forge
order and security in a chaotic multiverse.

ORDER DOMAIN FEATURES

Cleric Level Feature
1st Domain Spells, Bonus Proficiencies,
Voice ofAuthority
2nd Channel Divinity: Order's Demand
6th Embodiment ofthe Law
8th Divine Strike
17th Order's Wrath

DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the
Order Domain Spells table. See the Divine Domain
class feature in the Player's Handbook for how domain
spells work.

ORDER DOMAIN SPELLS

Cleric Level Spells
l st command, heroism
3rd hold person, zone oftruth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

CHAPTER l j CHARACTER CREATlOtl: 25

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

DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra ld8 psychic damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.

ORDER'S WRATH
Starting at 17th level, enemies you designate for de­
struction wilt under the combined efforts of you and
your allies. If you deal your Divine Strike damage to a
creature on your turn, you can curse that creature until
the start of your next turn. The next time one of your
allies hits the cursed creature with an attack, the target
also takes 2d8 psychic damage, and the curse ends. You
can curse a creature in this way only once per turn.

rted.

BONUS PROFICIENCIES .".:
When you choose this domain at 1st level, you gain profi­
ciency with heavy armor. You also gain proficiency in the 0
Intimidation or Persuasion skill ( your choice).

VOICE OF AUTHORITY
Starting at 1st level, you can invoke the power of law to
drive an ally to attack. lf you cast a spell with a spell slot
of 1st level or higher and target an ally with the spell,
that ally can use their reaction immediately after the
spell to make one weapon attack against a creature of
your choice that you can see.

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

CHANNEL DIVINITY: ORDER'S DEMAND
Starting at 2nd level, you can use your Channel Divinity
to exert an intimidating presence over others.

As an action, you present your holy symbol, and each
creature of your choice that can see or hear you within
30 feet of you must succeed on a Wisdom saving throw
or be charmed by you until the end of your next turn or
until the charmed creature takes any damage. You can
also cause any of the charmed creatures to drop what
they are holding when they fail the saving throw.

EMBODIMENT OF THE LAW
At 6th level, you become remarkably adept at channeling
magical energy to compel others.

If you cast a spell of the enchantment school using
a spell slot of 1st level or higher, you can change the
spell's casting time to 1 bonus action for this casting,
provided the spell's casting time is normally 1 action.

26 CHAP.I ER I I ( HARACTFR GR£-\TIO;-.;

Divine Domain Bonus Proficiencies

At 1st level, a cleric gains the Divine Domain 1st-level Twilight Domain feature
feature. Here is a playtest option for that feature:
the Twilight Domain. You gain proficiency with martial weapons and
heavy armor.
Twilight Domain
Eyes of Night
The Twilight Domain governs the transition and
blending of light into darkness. It is a time of rest 1st-level Twilight Domain feature
and comfort, but also the threshold between
safety and the unknown. Deities of healing or Your eyes are blessed, allowing you to see
respite (such as Boldrei, Hestia, Mishakal, or through the deepest gloom. You have darkvision
Pelor), bravery or protection (such as Dol Arrah, with no maximum range; you can see in dim light
Hajama, Helm, or Ilmater), travel or transition as if it were bright light and in darkness as if it
(such as Fharlanghn, Hermes, the Raven Queen, were dim light.
or the Traveler), or the night and dreams (such As an action, you can magically give the benefit
as Celestian, Morpheus, Nut, or Selûne) might of this feature to any number of creatures you
grant their clerics the Twilight Domain. Clerics can see within 10 feet of you. The shared benefit
who serve these deities tend to be brave, delving lasts for 10 minutes. You can extend this benefit
into the dark to hold its dangers at bay and to a number of times equal to your Wisdom
bring comfort to those lost far from the light. modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.
Twilight Domain Spells
Vigilant Blessing
Cleric Level Spells
1st-level Twilight Domain feature
1st faerie fire, sleep
The night has taught you to be vigilant. As an
3rd darkness, invisibility action, you give one creature you touch
(including possibly yourself) advantage on the
5th aura of vitality, Leomund’s tiny hut next initiative roll the creature makes. This
benefit ends immediately after the roll or if you
7th aura of life, greater invisibility use this feature again.

9th circle of power, dream Channel Divinity: Twilight
Sanctuary

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh
your allies with soothing twilight.
As an action, you present your holy symbol,
and a sphere of twilight emanates from you. The
sphere is centered on you, has a 30-foot radius,
and is filled with dim light. The sphere moves
with you, and it lasts for 1 minute or until you
are incapacitated or die. Whenever a creature
(including you) ends its turn in the sphere, you
can grant that creature one of these benefits:

• Give it 1d8 temporary hit points.

©2019 Wizards of the Coast LLC 1

• End one effect causing it to be charmed or 2
frightened.

Rule Tip: Temporary Hit Points Don’t
Stack

If you have temporary hit points and receive more of
them, you don’t add them together, unless a rule says
you can. Instead, you decide which temporary hit points
to keep. For more information on temporary hit points,
see chapter 9 of the Player’s Handbook.

Steps of the Brave

6th-level Twilight Domain feature
You draw strength from your connection to
twilight and find yourself at home within its dark
embrace, gaining two benefits:

• You have advantage on saving throws against
being frightened.

• If you are in dim light or darkness, you can use
a bonus action to magically give yourself a
flying speed equal to your walking speed until
the end of your next turn.

Divine Strike

8th-level Twilight Domain feature
You gain the ability to infuse your weapon
strikes with divine energy. Once on each of your
turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra
1d8 psychic damage. When you reach 14th level,
the extra damage increases to 2d8.

Midnight Shroud

17th-level Twilight Domain feature
You can harness the shrouding power of night to
protect your allies and stymie your foes.
Whenever you cast the darkness spell using a
spell slot, you can choose a number of creatures
that you can see (including yourself) equal to
your Wisdom modifier (minimum of one). The
chosen creatures can see through the darkness.

©2019 Wizards of the Coast LLC

D ruid

H olding high a gnarled staff w reathed with holly, an elf
sum m ons the fury o f the storm and calls dow n explosive
bolts o f lightning to smite the torch-carrying orc s w ho
threaten her forest.

Crouching out o f sight on a high tree branch in the
form o f a leopard, a hum an p eers out o f the ju n gle at the
strange construction o f a temple o f Evil Elemental Air,
keeping a close eye on the cultists’ activities.

Sw inging a blade form ed o f pure fire, a half-elf
charges into a m ass o f skeletal soldiers, sundering
the unnatural m agic that gives the foul creatures the
m ockin g sem blance o f life.

W hether calling on the elemental forces of nature or
emulating the creatures o f the animal world, druids are
an em bodim ent o f nature’s resilience, cunning, and fury.
They claim no m astery over nature. Instead, they see
them selves as exten sion s o f nature’s indom itable will.

Pow er of N ature

D ruids revere nature above all, gaining their spells and
other m agical pow ers either from the force o f nature
itself or from a nature deity. M any druids pursue a
mystic spirituality o f transcendent union with nature
rather than devotion to a divine entity, w hile others
serve gods o f wild nature, animals, or elemental forces.
The ancient druidic traditions are som etim es called
the Old Faith, in contrast to the w orship o f g od s in
temples and shrines.

Druid spells are oriented toward nature and anim als—
the pow er o f tooth and claw, o f sun and m oon, o f fire
and storm. Druids also gain the ability to take on animal
form s, and som e druids make a particular study of this
practice, even to the point w here they prefer animal
form to their natural form.

P reserve th e Ba la n ce

F or druids, nature exists in a preca riou s balance. The
four elem ents that m ake up a w orld —air, earth, fire,

The D ru id

Proficiency Cantrips — Spell Slots per Spell Level—
Bonus Known
Level +2 Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2— — — —— — — —
2nd +2 Wild Shape, Druid Circle 2 3— — — —— — — —
3rd +2 2 4 2— — —— — — —
4th — 3 4 3— — —— — — —
+3
5th +3 Wild Shape improvement, 3 4 3 2 — —— — — —
6th +3 Ability Score Improvement 3 4 3 3 — —— — — —
7th +3 — 3 4 3 3 1 —— — — —
8th Druid Circle feature 3 4 3 3 2 —— — — —
+4 —
9th +4 Wild Shape improvement, 3 4 3 3 3 1— — — —
10th +4 Ability Score Improvement
11th +4 4 4 3 3 3 2— — — —
12th +5 —
13th +5 4 4 3 3 3 2 1— —
14th +5 Druid Circle feature
15th +5 —
16th +6 —
17th +6 4 4 3 3 3 2 1— — —
18th +6 Ability Score Improvement
19th +6 4 4 3 3 3 2 1 1——
20th —
4 4 3 3 3 2 1 1— —
Druid Circle feature
4 4 3 3 3 2 1 1 1—

4 4 3 3 3 2 1 1 1—
Ability Score Improvement
— 4 433321111
Timeless Body, Beast Spells
Ability Score Improvement 4 433331111
Archdruid
4 433332111

4 433332211

and w ater—must rem ain in equilibrium. If one element as a sign that becom ing a druid
w ere to gain pow er over the others, the world could be w as part o f your character’s destiny.
destroyed, drawn into one o f the elemental planes and
broken apart into its com p on en t elem ents. Thus, druids Have you always been an adventurer
op p ose cults o f Elemental Evil and others w ho prom ote as part o f your druidic calling, or did you
one element to the exclusion o f others. first spend time as a caretaker o f a sacred
grove or spring? Perhaps your homeland was
D ruids are also concerned with the delicate ecological befou led by evil, and you took up an adventuring life in
balance that sustains plant and anim al life, and the need hopes of finding a new hom e or purpose.
for civilized folk to live in harm ony with nature, not in
opposition to it. D ruids a ccept that w h ich is cru el in Q u ic k B u il d
nature, and they hate that w hich is unnatural, including You can make a druid quickly by following these
aberrations (such as beholders and mind flayers) suggestions. First, W isdom should be your highest
and undead (such as zom bies and vampires). Druids ability score, followed by Constitution. Second, choose
som etim es lead raids against such creatures, especially the hermit background.
when the m onsters encroach on the druids’ territory.
C lass Features
Druids are often found guarding sacred sites or
watching over regions o f unspoiled nature. But when a A s a druid, you gain the follow ing class features.
significant danger arises, threatening nature’s balance
or the lands they protect, druids take on a m ore active H it P o in t s
role in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
C r e a t in g a D ruid Hit Points at Higher Levels: 1d8 (or 5) + your

W hen making a druid, consider why your character has Constitution m odifier per druid level after 1st
such a close bond with nature. Perhaps your character
lives in a society w here the Old Faith still thrives, or w as P r o f ic ie n c ie s
raised by a druid after being abandoned in the depths Armor: Light armor, m edium armor, shields (druids will
of a forest. Perhaps your character had a dramatic
encounter with the spirits o f nature, com in g face to not w ear arm or or use shields made of metal)
face with a giant eagle or dire w olf and surviving the Weapons: Clubs, daggers, darts, javelins, m aces,
experience. Maybe your character w as born during an
epic storm or a volcanic eruption, which was interpreted quarterstaffs, scimitars, sickles, slings, spears
Tools: H erbalism kit

Saving Throws: Intelligence, W isdom

Skills: C hoose two from Arcana, Animal one spell). The spells must be o f a level for which you
have spell slots.
Handling, Insight, M edicine, Nature, Perception,
Religion, and Survival For example, if you are a 3rd-level druid, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isdom
E q u ip m e n t o f 16, your list o f prepared sp ells can include six spells
You start w ith the follow ing equipment, in addition to o f 1st or 2nd level, in any com bination. If you prepare
the equipment granted by your background: the 1st-level spell cure wounds, you ca n cast it using
a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t
• (a) a w o o d e n shield or (b) any sim ple w eapon rem ove it from your list o f prepared spells.
• (a) a scim itar or (b) any sim ple m elee w eap on
• Leather armor, an ex plorer’s pack, and a druidic focu s You can also change your list o f prepared spells when
you finish a long rest. Preparing a new list o f druid
D r u id ic sp ells requ ires tim e spent in prayer and m editation: at
least 1 m inute p er spell level for each spell on your list.
You know Druidic, the secret language of druids. You
can sp ea k the language and u se it to leave hidden Sp e l l c a st in g A b il it y
m essages. You and others w ho know this language W isdom is your spellcasting ability for your druid
automatically spot such a m essage. Others spot the spells, since your m agic draws upon your devotion and
m essage’s presen ce w ith a su ccessfu l D C 15 W isdom attunement to nature. You use your W isdom whenever
(P erception ) ch eck but ca n ’t deciph er it w ithout m agic. a spell refers to your spellcasting ability. In addition,
you use your W isdom m odifier when setting the saving
Spe ll c a s t in g throw DC for a druid spell you cast and w hen making an
attack roll with one.
D rawing on the divine essence o f nature itself, you
can cast spells to shape that essence to your will. See Spell save DC = 8 + your proficiency bonus +
chapter 10 for the general rules o f spellcasting and your Wisdom modifier
chapter 11 for the druid sp ell list.
Spell attack modifier = your proficiency bonus +
C a n t r ip s your Wisdom modifier
At 1st level, you know tw o cantrips o f your choice from
the druid spell list. You learn additional druid cantrips R it u a l C a st in g
o f your ch oice at higher levels, as sh ow n in the Cantrips You can cast a druid spell as a ritual if that spell has the
K now n colum n o f the D ruid table. ritual tag and you have the spell prepared.

P r e pa r in g a n d C a s t in g Spells Sp e l l c a s t in g Fo cu s
The Druid table show s how many spell slots you have You can u se a druidic focu s (found in chapter 5) as a
to cast your spells o f 1st level and higher. To cast one of spellcasting focus for your druid spells.
these druid spells, you must expend a slot o f the spell’s
level or higher. You regain all expended spell slots when W il d S h a p e
you finish a long rest.
Starting at 2nd level, you can use your action to
You prepare the list o f druid spells that are available m agically assum e the shape o f a beast that you have
for you to cast, ch o o s in g from the druid spell list. W h en seen before. You can use this feature twice. You regain
you do so, ch oose a num ber o f druid spells equal to expended uses w hen you finish a short or long rest.
your W isdom m odifier + your druid level (minim um of
Your druid level determ ines the beasts you can
Sacred Plants and Wood transform into, as show n in the Beast Shapes table. At
A druid holds certain plants to be sacred, particularly alder, 2nd level, for exam ple, you can transform into any beast
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, that has a challenge rating o f 1/4 or low er that d oesn ’t
willow, and yew. Druids often use such plants as part of a have a flying or sw im m ing speed.
spellcasting focus, incorporating lengths o f oak or yew or
sprigs o f mistletoe. Beast S hapes

Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
and rebirth, so weapon handles for scimitars or sickles might 2nd 1/4 No flying or swimming speed Wolf
be fashioned from it. Ash is associated with life and oak
with strength. These woods make excellent hafts or whole 4th 1/2 No flying speed Crocodile
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown 8th 1 — Giant eagle
weapons, such as darts or javelins.
You can stay in a beast shape for a num ber o f hours
Druids from regions that lack the plants described here equal to half your druid level (rounded down). You then
have chosen other plants to take on similar uses. For revert to your norm al form unless you expend another
instance, a druid o f a desert region might value the yucca use o f this feature. You can revert to your norm al
tree and cactus plants. form earlier by using a bonus action on your turn. You
automatically revert if you fall unconscious, drop to
0 hit points, or die.

W hile you are transform ed, the follow ing rules apply:

• Your game statistics are replaced by the statistics of T im e le ss B o d y
the beast, but you retain your alignment, personality,
and Intelligence, W isdom , and Charisma scores. You Starting at 18th level, the prim al m agic that you w ield
also retain all o f your skill and saving throw proficien- causes you to age m ore slowly. For every 10 years that
cies, in addition to gaining those o f the creature. If pass, your body ages only 1 year.
the creature has the sam e proficiency as you and the
bon u s in its stat b lo ck is higher than yours, u se the B east Spells
creature’s bonus instead of yours. If the creature has
any legendary or lair actions, you can't use them. B egin ning at 18th level, you can cast m any o f your druid
spells in any shape you assum e using W ild Shape. You
• W h en you transform , you assu m e the b ea st’s hit can perform the som atic and verbal com ponents of a
points and Hit Dice. W hen you revert to your norm al druid spell w hile in a beast shape, but you aren’t able to
form , you return to the num ber o f hit points you had provide material com ponents.
before you transformed. However, if you revert as a
result o f dropping to 0 hit points, any excess dam age A r c h d r u id
carries over to your norm al form. For example, if you
take 10 dam age in anim al form and have only 1 hit At 20th level, you can use your W ild Shape an unlimited
point left, you revert and take 9 damage. A s long as num ber of times.
the ex cess dam age d oesn ’t reduce your n orm al form
to 0 hit points, you aren’t k n ock ed u n con sciou s.

• You can’t cast spells, and your ability to speak or
take any action that requires hands is limited to the
capabilities o f your beast form . Transform ing doesn ’t
break your concentration on a spell you ’ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you ’ve
already cast.

• You retain the benefit of any features from your class,
race, or other source and can use them if the new
form is physically capable o f doing so. However, you
c a n ’t use any o f your sp ecia l sen ses, such as darkvi-
sion, unless your new form also has that sense.

• You ch oose w hether your equipment falls to the
ground in your space, m erges into your new form , or
is w orn by it. W orn equipm ent fu nction s as norm al,
but the DM d ecid es w hether it is practical for the new
form to w ear a piece o f equipment, based on the crea-
ture’s shape and size. Your equipm ent d oesn ’t change
size or shape to match the new
form , and any equipm ent that
the new form can’t w ear
must either fall to the
grou nd or m erge w ith it.
Equipment that m erges
with the form has no
effect until you leave
the form.

D r u id C ir c l e

At 2nd level, you ch oose to
identify with a circle o f druids:
the Circle o f the Land or the Circle o f the M oon, both
detailed at the end o f the class description. Your ch oice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.

A b il it y S co r e Im pr o v em en t

W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase tw o ability scores
o f your ch oice by 1. A s norm al, you ca n ’t in crease an
ability score above 20 using this feature.

Additionally, you can ignore the verbal and som atic A r c t ic Circle Spells
com ponents o f your druid spells, as well as any material hold person, spike growth
com ponents that lack a cost and aren’t consum ed by a Druid Level sleet storm , slow
spell. You gain this benefit in both your norm al shape 3rd freedom o f m ovem ent, ice storm
and your beast shape from W ild Shape. 5th com m une with nature, cone o f cold
7th
D ruid C ircles 9th

Though their organization is invisible to most outsiders, C o ast Circle Spells
druids are part o f a society that spans the land, ignoring mirror image, misty step
political borders. All druids are nominally m em bers Druid Level water breathing, water walk
o f this druidic society, though som e individuals are so 3rd control water, fre e d o m o f m ovem ent
isolated that they have never seen any high-ranking 5th conjure elemental, scrying
m em bers o f the society or participated in druidic 7th
gatherings. Druids recognize each other as brothers and 9th
sisters. Like creatures of the wilderness, however, druids
som etim es com pete with or even prey on each other. D esert Circle Spells
blur, silence
At a local scale, druids are organized into circles that Druid Level create fo o d a n d water, protection fro m energy
share certain perspectives on nature, balance, and the 3rd blight, hallucinatory terrain
way o f the druid. 5th insect plague, wall o f stone
7th
C ircle of th e L a n d 9th

The Circle o f the Land is m ade up o f m ystics and sages Fo r e s t Circle Spells
w ho safeguard ancient knowledge and rites through barkskin, spider climb
a vast oral tradition. T hese druids meet within sacred Druid Level call lightning, plant growth
circles o f trees or standing stones to whisper primal 3rd divination, freedom o f m ovem ent
secrets in D ruidic. T h e circle’s w isest m em bers preside 5th c o m m u n e with nature, tree stride
as the chief priests o f com m unities that hold to the Old 7th
Faith and serve as advisors to the rulers o f those folk. 9th
As a m em ber of this circle, your m agic is influenced
by the land w here you w ere initiated into the circle’s G rassland
mysterious rites.
Druid Level Circle Spells
B on u s C a n t r ip 3rd invisibility, pass without trace
W h en you c h o o s e this circle at 2nd level, you learn one 5th daylight, haste
additional druid cantrip of your choice. 7th divination, freedom o f m ovem ent
9th dream, insect plague
Natural R ecovery
Starting at 2nd level, you can regain som e o f your M o u n t a in Circle Spells
m agical energy by sitting in meditation and com m uning spider climb, spike growth
with nature. During a short rest, you ch oose expended Druid Level lightning bolt, m eld into stone
spell slots to recover. The spell slots can have a 3rd stone shape, stoneskin
com bined level that is equal to or less than half your 5th passwall, wall o f stone
druid level (rounded up), and n one o f the slots can be 7th
6th level or higher. You can’t use this feature again until 9th
you finish a long rest
Sw amp Circle Spells
For example, w hen you are a 4th-level druid, you can darkness, M e lf ’s acid arrow
recover up to two levels w orth of spell slots. You can Druid Level water walk, stinking cloud
recover either a 2nd-level slot or tw o 1st-level slots. 3rd freedom o f movement, locate creature
5th insect plague, scrying
C ir cle Spells 7th
Your mystical connection to the land infuses you with 9th
the ability to cast certain spells. At 3rd, 5th, 7th, and
9th level you gain a cce ss to circle spells connected U nderdark
to the land w here you becam e a druid. C h oose that
land—arctic, coast, desert, forest, grassland, mountain, Druid Level Circle Spells
swam p, or Underdark—and consult the associated 3rd spider climb, web
list o f spells. 5th gaseous form, stinking cloud
7th greater invisibility, stone shape
O nce you gain access to a circle spell, you always have 9th cloudkill, insect plague
it prepared, and it d o e s n ’t coun t against the num ber o f
spells you can prepare each day. If you gain a cce ss to a
spell that doesn ’t appear on the druid spell list, the spell
is nonetheless a druid spell for you.

L a n d ’s St r id e P r im a l St r ik e
Starting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count as
difficult terrain costs you no extra movement. You can m agical for the purpose o f overcom ing resistance and
also pass through nonm agical plants without being immunity to nonm agical attacks and damage.
slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard. E l e m e n t a l W il d Sh a pe

In addition, you have advantage on saving throws against At 10th level, you can expend tw o uses of W ild Shape
plants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, an
m ovem ent, such th ose created by the entangle spell. earth elemental, a fire elemental, or a water elemental.

N a t u r e ’s W a r d T h o u san d Form s
W hen you reach 10th level, you can ’t be charm ed or By 14th level, you have learned to use m agic to alter
frightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast the
poison and disease. alter self spell at will.

N a t u r e ’s Sa n c t u a r y D ruids and the G ods
W hen you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, but
w orld sense your connection to nature and becom e most druids are devoted to one o f the many nature deities
hesitant to attack you. W hen a beast or plant creature worshiped in the multiverse (the lists o f gods in appendix
attacks you, that creature must make a W isdom saving B include many such deities). The worship o f these deities
throw against your druid spell save DC. On a failed save, is often considered a more ancient tradition than the faiths
the creature must ch oose a different target, or the attack o f clerics and urbanized peoples. In fact, in the world of
automatically m isses. On a successful save, the creature Greyhawk, the druidic faith is called the Old Faith, and it
is im mune to this effect for 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. This tradition
T h e creature is aw are o f this effect before it m akes its includes the worship o f Nature as a primal force beyond
attack against you. personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
C ir cle o f t h e M o o n and Ulaa.

Druids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,
o f the w ilds. Their order gathers under the full m oon to druidic circles are not usually connected to the faith o f a
share news and trade warnings. They haunt the deepest single nature deity. Any given circle in the Forgotten Realms,
parts o f the w ilderness, w here they might go for w eeks for example, might include druids who revere Silvanus,
on end before crossing paths with another humanoid Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:
creature, let alone another druid. Talos, Malar, Auril, and Umberlee. These nature gods are
often called the First Circle, the first among the druids, and
Changeable as the m oon, a druid o f this circle might most druids count them all (even the violent ones) as worthy
prowl as a great cat one night, soar over the treetops o f veneration.
as an eagle the next day, and crash through the
undergrowth in bear form to drive off a trespassing The druids o f Eberron hold animistic beliefs completely
monster. The wild is in the druid's blood. unconnected to the Sovereign Host, the Dark Six, or any of
the other religions of the world. They believe that every living
C o m b a t W ild Sh ape thing and every natural phenomenon— sun, moon, wind,
W h en you c h o o s e this circle at 2nd level, you gain the fire, and the world itself—has a spirit. Their spells, then, are
ability to use W ild Shape on your turn as a bonus action, a means to communicate with and command these spirits.
rather than as an action. Different druidic sects, though, hold different philosophies
about the proper relationship of these spirits to each other
Additionally, while you are transform ed by W ild and to the forces o f civilization. The Ashbound, for example,
Shape, you can use a bonus action to expend one believe that arcane magic is an abomination against nature,
spell slot to regain 1d8 hit points per level o f the spell the Children o f Winter venerate the forces o f death, and the
slot expended. Gatekeepers preserve ancient traditions meant to protect the
world from the incursion o f aberrations.
C ir c le Form s
The rites o f your circle grant you the ability to transform
into m ore dangerou s anim al form s. Starting at 2nd
level, you can use your W ild Shape to transform into a
beast with a challenge rating as high as 1 (you ignore
the Max. CR colum n o f the Beast Shapes table, but must
abide by the other limitations there).

Starting at 6th level, you can transform into a beast
with a challenge rating as high as your druid level
divided by 3, rounded down.

DRUID OF CIRCLE OF DREAMS
THE C1RC.LE
OF ORE/\MS Druids who are members of the Circle of Dreams hail
from regions that have strong ties to the Feywild and
DRUID CIRCLES its dreamlike realms. The druids' guardianship of the
natural world makes for a natural alliance between
At 2nd level, a druid gains the Druid Circle feature. The them and good-aligned fey. These druids seek to fill the
following options are available to a druid, in addition world with dreamy wonder. Their magic mends wounds
to those offered in the Player's Handbook: the Circle of and brings joy to downcast hearts, and the realms they
Dreams and the Circle of the Shepherd. protect are gleaming, fruitful places, where dream and
reality blur together and where the weary can find rest.
CHAPTER I I CHARACTER OPTIONS
CIRCLE OF DREAMS FEATURES

Druid Level Feature
2nd Balm of the Summer Court
6th Hearth of Moonlight and Shadow
10th Hidden Paths
14th Walker in Dreams

BALM OF THE SUMMER COURT

At 2nd level, you become imbued with the blessings of
the Summer Court. You are a font of energy that offers
respite from injuries. You have a pool of fey energy rep­
resented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you
can see within 120 feet of you and spend a number of
those dice equal to half your druid level or less. Roll the
spent dice and add them together. The target regains a
number of hit points equal to the total. The target also
gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a
long rest.

HEARTH OF MOONLIGHT AND SHADOW

At 6th level, home can be wherever you are. During a
short or long rest, you can invoke the shadowy power of
the Gloaming Court to help guard your respite. At the
start of the rest, you touch a point in space, and an invis­
ible, 30-foot-radius sphere of magic appears, centered
on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5
bonus to Dexterity (Stealth) and Wisdom (Perception)
checks, and any light from open flames in the sphere (a
campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you
leave the sphere.

HIDDEN PATHS

Starting at 10th level, you can use the hidden, magical
pathways that some fey use to traverse space in the
blink of an eye. As a bonus action on your turn, you can
teleport up to 60 feet to an unoccupied space you can
see. Alternatively, you can use your action to teleport




















































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