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Published by goroiamanuci, 2023-05-19 09:51:00

Legendary Cleric Full

Legendary Cleric Full

Legendary Classes Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible! Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes. Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class. Why? Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones. It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D. This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless. It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play. Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way. For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley! Legendary Player Characters As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below! Google Drive Homebrewery It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document! Encounters When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level. I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly) If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters. Leveling Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount. Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+) You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed. Multiclassing Assume the following for multiclassing: You may multiclass as normal up to level 30. Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level. For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.


Legendary Cleric Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Divine Domain, Holy Pledge, Spellcasting, Semi Proficiencies 2 2 — — — — — — — — 2nd +2 Aspect of Faith 2 3 — — — — — — — — 3rd +2 Sacred Virtues (1) 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 3 — — — — — — — 5th +3 Channel Divinity (1) 3 4 3 2 — — — — — — 6th +3 Domain Feature 3 4 3 3 — — — — — — 7th +3 Legendary Ability Score Improvement 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 4 3 3 2 — — — — — 9th +4 Divine Intervention, Sacred Virtues (2) 3 4 3 3 3 1 — — — — 10th +4 Aspect Feature, Domain Feature 4 4 3 3 3 2 — — — — 11th +4 Channel Divinity (2) 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 Divine Resistance 4 4 3 3 3 2 1 1 — — 14th +5 Desperate Prayer 4 4 3 3 3 2 1 1 — — 15th +5 Sacred Virtues (3), Legendary Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 17th +6 Channel Divinity (3), Domain Feature 5 4 3 3 3 2 1 1 1 1 18th +6 Aspect Feature 5 4 3 3 3 3 1 1 1 1 19th +6 Divine Recovery 5 4 3 3 3 3 2 1 1 1 20th +6 Ability Score Improvement, Desperate Prayer 5 4 3 3 3 3 2 2 1 1 21st +7 Epic Spell Slots (10th), Sacred Virtues (4) 5 4 3 3 3 3 2 2 1 1 22nd +7 Divine Resistance Improvement 5 4 3 3 3 3 2 2 2 1 23rd +7 Channel Divinity (4), Legendary Ability Score Improvement 5 4 3 3 3 3 2 2 2 1 24th +7 Ability Score Improvement, Divine Recovery Improvement 5 4 3 3 3 3 2 2 2 2 25th +8 Domain Feature, Epic Spell Slots (11th) 5 4 3 3 3 3 2 2 2 2 26th +8 Aspect Feature, Desperate Prayer 6 4 3 3 3 3 3 2 2 2 27th +8 Sacred Virtues (5) 6 4 3 3 3 3 3 2 2 2 28th +8 Ability Score Improvement 6 4 3 3 3 3 3 3 2 2 29th +9 Channel Divinity (5), Epic Spell Slots (12th) 6 4 3 3 3 3 3 3 2 2 30th +9 Champion of Divinity 6 4 3 3 3 3 3 3 3 2 Cleric Ability Score Upon gaining this class, you must select your Cleric Ability Score. This score can be either Intelligence, Wisdom or Charisma. Cleric Modifier If something refers to your Cleric Modifier, then that means it is referring to the modifier of your Cleric Ability Score. For example if your Monk Ability Score was Wisdom and your Wisdom score was 17, your Monk Modifier would be +3.


Class Features Your Class gains the following features Hit Points Hit Dice: 2d8 Hit Points at 1st Level: 16 + two times your Constitution modifier Hit Points at Higher Levels: 2d8 (9) + two times your Constitution modifier per Cleric level after 1st. Proficiencies Armor: Light Armor Weapons: Simple Weapons Tools: None Saving Throws: Intelligence/Charisma (Choose one), Wisdom Skills: Choose 2 from History, Insight, Medicine, Nature, Perception, Persuasion and Religion. Spellcasting At 1st level, you are a conduit for divine power, you can cast cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Spells Known of 1st Level or Higher The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Cleric modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1stlevel and two 2nd-level spell slots. If your Cleric ability score is wisdom, then with a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple melee weapon Leather Armor A light crossbow and 20 bolts (a) A priest's pack or (b) an explorer's pack A holy symbol Spellcasting Ability Your spellcasting ability score is the same as your Cleric modifier; which can be Intelligence, Wisdom or Charisma. Intelligence represents a studious cleric who ponders religious texts. Wisdom represents a faithful cleric who understands the true meanings of their deities teachings. Charisma represents a charming cleric who exudes an aura of likeability. Spell save DC = 8 + your proficiency bonus + your Cleric modifier Spell attack modifier = your proficiency bonus + your Cleric modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.


Divine Domain In addition to spellcasting at 1st level, your deity has granted you access to one of their domains-known as their divine domain. Choose a domain from the options listed later in this document, your choice grants you benefits now and again at levels 6, 10, 17 and 25. Holy Pledge Additionally at 1st level, you have pledged yourself to a specific deity. This pledge is known as your Holy Pledgge, and you swear it to a specific deity. The deities you can swear your pledge to can be found later in this document, every pledge offers at least three boons listed in the pledges description. Your holy pledge is a big deal, it is not something that can be changed easily. If something in roleplay/the game you are playing in warrants a change of deity, then you may change it, but otherwise you may not change your pledge. Semi Proficiencies Finally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Cleric) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them. Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw. If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type. You only gain this feature if Cleric is the first class you choose. You can not have two instances of this feature from separate classes. Aspect of Faith Beginning at 2nd level, your faith has begun to manifest in a specific way. Choose an Aspect, the options can be found later in this document. Your choice grants you benefits now and again at levels 10, 18 and 26. Your aspect represents the way you use the divine power granted to you by your deity, and how it's wielded. Sacred Virtues At 3rd level, you have begun to swear virtues which grants you strength. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Cleric class. Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th level, 15th level, 21st level and 27th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th 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. Alternatively, you can choose a feat. When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document. Channel Divinity Beginning at 5th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You know 2 Channel divinities, choosing from the ones listed at the end of this document. When you use your Channel Divinity, you choose which effect to create from the options you know. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Once you use your Channel Divinity, you can't do so again until you complete a long rest. At the following levels, you gain an additional usage between long rests and learn an additional channel divinity: 11th Level (2 usages total, 3 known), 17th level (3 usages total, 4 known), 23rd level (4 usages total, 5 known), and 29th level (5 usages total, 6 known) Divine Intervention At 9th level, you are capable of beseeching your deity for aid. At the start of your turn before doing anything else, you may describe in 25 words what sort of aid you seek, and then roll a percentile die. If the result of the die is equal to or less than 10 + 3 times your level in this class (This means it starts at 37, and becomes guaranteed at 30th level) your deity intervenes. Your DM determines the exact nature of this intervention, depending on your deities personality and how close of a relationship you have with them, but their intervenntion will always be beneficial and at least somewhat close to what you requested. If you successfully use this feature, you cannot take an action or bonus action this turn, but you can still move. You cannot use this feature again until 7 days have passed if it was successfully used. If you failed to use this feature, you retain both your action and bonus action. You cannot use this feature again until 24 hours have passed if it failed to be used.


Divine Resistance Beginning at 13th level, you are able to use your limited divinity to shrug off that which seeks to harm you. Whenever you fail a saving throw, you may expend a usage of Channel Divinity to succeed instead. Once you reach 22nd level, you may use this feature without expending a usage of Channel Divinity. Once you do so, you cannot do so again until an hour has passed. Desperate Prayer Once you reach 14th level, you are able to quickly beseech your deity for minor aid. As a bonus action, you may regain an expended usage of your channel divinity, or an expended spell slot of a level equal to or lower than your proficiency bonus. Once you use this feature, you cannot do so again until you complete a long rest. At 20th level, you may use this feature 2 times between rests. At 26th level, you may use thsi feature 3 times between rests. Divine Recovery Beginning at 19th level, you are able to more easily recover your expended divine energy. Whenever you finish a short rest, you regain one expended usage of your Channel Divinity feature. Starting at 24th level, you regain two expended usages of your Channel Divinity whenever you finish a short rest. Epic Spell Slots Upon reaching 21st level, the world of epic magic has been revealed to you. You gain a single 10th level spell slot, you receive a second one at 23rd level. At 25th level you gain a single 11th level spell slot, you receive a second one at 27th level. Finally at 29th level, you gain a single 12th level spell slot. Epic Magic and You Despite gaining 10th level and beyond spell slots, you do not learn these spells naturally. Epic magic spells can only be learned through DM rewards and should be treated as if you are receiving a magic item or gold. The full rules for Epic Magic can be found in the full Legendary Player Characters 3.0 Document. Champion of Divinity Finally at 30th level, your god has fully recognized you and declared you as one of their champions. This grants you the following benefits: Whenever you are killed, provided your deity is still alive and has other worshippers, your body and equipment discorporates. 24 hours later you are returned to life on your deities realm with all your equipment, having gained the benefits of a long rest. Your deity can choose to prevent this effect from happening. You now recover all expended usages of your Channel Divinity on a short rest, instead of just one. Your Divine Intervention feature is now guaranteed, and you regain usage of it after 24 hours have passed since you last used it.


Arcana Domain Magic is an energy that suffuses 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 knowledge 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. Domain Spells Rather than having concrete domain spells, your connection to the arcane has allowed you greater power over it. Whenever you would normally gain a domain spell (1st, 3rd, 5th, 7th, and 9th level) you instead learn 2 spells of your choice from any spell list. The spells chosen must be of the appropriate level (You can't take a 1st level spell at 5th level) and they are treated as being your domain spells. Arcane Initiate Additionally when you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from any spell list. For you, these cantrips count as cleric cantrips. Spellbreaker Starting at 6th level, when you restore hit points to yourself or 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. Rapid Arcana Beginning at 10th level, you have learned how to quicken your arcane casting. Whenever you cast a spell of 1st level or higher on your turn that only targets yourself or allies, you may cast a cantrip as a bonus action. If you are the Aspect of the Conduit, you may instead cast 2 cantrips as a bonus action when activating this feature. The cantrips must be different, and only one can deal damage. Arcane Mastery At 17th level, you choose four spells from any 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. Endless Power Finally at 25th level, your power is endless. Whenever you cast a spell at a level lower than 4th level, it is instead considered to have been cast at 4th level.


Death Domain The Death domain is concerned with the forces that cause death, such as murderers and pain. It's also concern with the negative energy that gives rise to undead creatures. Many deities who offer this domain are evil, but there are some neutral and even good deities who grant this domain. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Death Domain Spells Cleric Level Spells 1st False Life, Ray of Sickness 3rd Blindness/Deafness, Ray of Emfeeblement 5th Animate Dead, Vampiric Touch 7th Blight, Death Ward 9th Antilife Shell, Danse Macabre Reaper At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. Cursed White Mage Additionally at 1st level, your healing is corrupted. Whenever you cast a spell or use a feature that would restore hit points, you can instead choose to deal damage to the target. This damage is equal to the amount that would've been healed, and it is necrotic damage. Inescapable Destruction Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage. Embrace Death Beginning at 10th level, your body has taken on some of the beneficial aspects of undeath without suffering the consequences. You gain resistance to Necrotic and Poison damage. Additionally, you only age 1 year for every 10 that pass. Improved Reaper Starting at 17th level, when you cast a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target. Fully Embraced Finally at 25th level, you have conquered death. You gain immunity to Necrotic and Poison damage, and you can no longer die of old age.


Forge Domain The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Forge Domain Spells Cleric Level Spells Learned 1st Identify, Searing Smite 3rd Arcane Lock, Heat Metal 5th Elemental Weapon, Protection from Energy 7th Fabricate, Fire Shield 9th Animate Objects, Creation Blessing of the Forge Beginning at 1st level, you can imbue equipment with the might of the forge. As an action, you may touch a suit of armor, shield or weapon made of metal. This grants it the following benefits: Armor or Shield. The AC this item grants is increased by an amount equal to one third of your proficiency bonus (Rounded up, minimum of 1) Weapon. This weapon has a bonus to its attack and damage rolls equal to half your proficiency bonus (Rounded up) If the item was nonmagical before receiving this blessing, it becomes magical after receiving it. This blessing lasts until you use this feature again or die. If the the piece of equipment is already receiving a numerical bonus, you use whichever value is higher. Molten Proficiency Additionally at 1st level, you gain proficiency in smith's tools. You also gain proficiency in Medium Armor and shields. If you are already proficient in Medium Armor, you instead gain proficiency in Heavy Armor. Heavy Metal Starting at 6th level, your mastery of the forge grants you special abilities: You gain resistance to fire damage. While wearing medium or heavy armor made of metal, you gain a +1 bonus to AC. The armors weight is quadrupled when calculating your weight, however it feels no heavier while you wear it. Divine Forge Beginning at 10th level, your blessing begins to take on the qualities of an artifact. Whenever you use Blessing of the Forge on an item, you may choose a Minor Beneficial Property from the options listed in the DMG. The blessed item gains the benefits of that Minor Beneficial Property At 17th level, you may select a second Minor Beneficial Property to apply with this feature. At 25th level, you may also choose one Major Beneficial Property to apply with this feature. Embodiment of Forge and Flames At 17th level, your blessed affinity with fire and metal becomes more powerful: You gain immunity to fire damage While wearing medium or heavy armor made of metal, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The armor can not be unwillingly removed from you.


Grave Domain Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Grave Domain Spells Cleric Level Spells Learned 1st Bane, False Life 3rd Gentle Repose, Ray of Emfeeblement 5th Beacon of Hope, Revivify 7th Blight, Death Ward 9th Dawn, Raise Dead Circle of Mortality At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. If you start your turn at 0 HP, you may expend a spell slot of 1st level or higher to regain hit points equal to your Cleric modifier times the spell slots level (Minimum of the spell slots level) In addition, you learn the spare the dying cantrip, which 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 as a bonus action. Eyes of the Grave Also at 1st level, your eyes are always open to the scourge known as undead. You know the location of all undead within 60-feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. Sentinel at Death's Door 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 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Cleric modifier (Minimum of 1) You regain all expended uses when you finish a long rest. Not Your Time Once you reach 10th level, you are able to declare when it is not someones time to die. When you or another creature within 120-feet of you would be killed by unnatural means, you can use your reaction to prevent that death. The creature is instead rendered unconscious and stabilized. While unconscious this way, they are immune to all damage and can not regain any hit points. This stasis ends after 1 hour, upon which they regain 1 hit point. Upon using this feature, you can not use it again until you complete a long rest. Keeper of Souls Starting at 17th level, you can 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 equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn. Vigilant Sentinel Finally at 25th level, you are always watching the door of death. When you use Sentinel at Death's Door on yourself, you do not expend a usage of the feature. You still require expending your reaction however.


Life Domain The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Domain Spells Cleric Level Spells Learned 1st Bless, Cure Wounds 3rd Lesser Restoration, Prayer of Healing 5th Life Transference, Revivify 7th Death Ward, Guardian of Faith 9th Mass Cure Wounds, Raise Dead Disciple of Life Once you select this domain at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to yourself or another creature, the creature regains additional hit points equal to 2 + the spell's level. Attuned to Life Additionally at 1st level, the energies of Life fill your body. You are immune to disease, and your HP maximum can not be reduced by any means. Divine Hands Beginning at 6th level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your cleric level × 10. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Divine Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Blessed Healer Beginning at 10th level, the healing spells you cast on others heal you as well. Whenever you cast a spell of 1st level or higher that restores hit points (Whether it restores it points to yourself or another creature) You regain hit points equal to 2 + the spell's level. (This means that if you target yourself, thanks to Disciple of Life, you'd regain additional hit points equal to 4 + two times the spell's level) Master Healer Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Overheal Finally at 25th level, your excess healing is put to good use. Whenever you restore hit points to a creature and that creature would regain hit points that exceeds its hit point maximum, it gains temporary hit points equal to the amount of healing it received that exceeded its hit point maximum. Temporary hit points granted from this feature cannot exceed two times your Cleric level.


Light Domain Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Light Domain Spells Cleric Level Spells Learned 1st Burning Hands, Faerie Fire 3rd Flaming Sphere, Scorching Rays 5th Daylight, Fireball 7th Arcane Eye, Wall of Fire 9th Dawn, Flame Strike Blinding Light When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Whenever you cast a spell that emits light, it is treated as being of 2 spell levels higher for the purposes of dismissing magical darkness. Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you or another creature are attacked by a creature within 30-feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Cleric modifier (a minimum of once). You regain all expended uses when you finish a long rest. Guided by Light Once you reach 6th level, the lights guidance no longer makes you wince. You gain resistance to radiant damage, and you are immune to the blinded condition. Agonizing Light At 10th level, you can cause your light to flare with immense intensity. Whenever you cast a spell of 1st level or higher that deals Fire or Radiant damage, you can cause all creatures that failed their saving throw against the spell to become Blinded until the end of your next turn. Once you use this feature, you cannot do so again until you complete a short or long rest. Lightbringer Beginning at 17th level, you are the bringer of true light. You gain the following benefits: You gain immunity to radiant damage. You may now use Warding Flare as many times as you wish between rests. Corona of Light Finally at 25th level, as a bonus action, you can activate a halo of light around you that lasts until you end it as a bonus action, are incapacitated or die. You gain the following benefits while the light persists: You emit bright light in a 60-foot radius and dim light 30 feet beyond that. The bright light is considered sunlight. Creatures of your choice in the sunlight have disadvantage on saving throws against any spell that deals fire or radiant damage. You may use your Warding Flare two times without expending your reaction. Once you do so, you cannot do so again until the start of your next turn. Creatures within the bright light cannot benefit from being invisible. All magical darkness within the bright light is dispelled.


Nature Domain Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Nature Domain Spells Cleric Level Spells Learned 1st Animal Friendship, Goodberry 3rd Barkskin, Spike Growth 5th Plant Growth, Windwall 7th Dominate Beast, Grasping Vine 9th Insect Plague, Tree Stride Acolyte of Nature At 1st level, you learn two Druid cantrips of your choice, which are considered Cleric cantrips for you. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Whenever you would prepare a spell from the Cleric spell list, you may instead prepare a spell from the Druid spell list. Spells prepared in this way are considered Cleric spells for you. Speech of the Wild Additionally at 1st level, your speech becomes infused with the natural energies of the world. You are considered to always be under the effects of the Speak with animals spell. Will of Nature Upon reaching 6th level, you have unlocked the secrets of druids. Choose a druidic circle available to the druid class. You gain all the 2nd level features of your chosen circle. Keep in mind that you do not gain any of Druids other features (Namely wildshipe) It is ill advised to choose a circle that relies on these features. Heart of Nature Beginning at 10th level, your druidic influence opens up more. You gain the 6th level benefits of your chosen druid subclass. Body of Nature Once you reach 17th level, your connection to druids approaches its peak. You gain the 10th level benefits of your chosen druid subclass. Soul of Nature Finally at 25th level, you have reached the peak of your druidic powers. You gain the 14th level benefits of your chosen druid subclass. Legendary Druid This subclass makes references to and pulls features from the Legendary Druid class. The document can be accessed by clicking the above link. If a feature gained would use your Druid Modifier, you treat it as if it were the same as your Cleric Modifier


Tempest Domain Gods whose portfolios include the Tempest domain 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. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Tempest Domain Spells Cleric Level Spells Learned 1st Fog Cloud, Thunderwave 3rd Gust of Wind, Shatter 5th Call Lightning, Lightning Bolt 7th Control Water, Storm Sphere 9th Destructive Wave, Maelstrom Wrath of the Storm Also 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. On a failed saving throw, the creature suffers 1d8 per point of your proficient bonus in lightning or thunder damage (Your choice) on a failed saving throw, or half as much damage on a successful one. You can use this feature a number of times equal to your Cleric modifier (Minimum of 1). You regain all expended uses when you finish a long rest. Stormborn Once you reach 6th level, you become more in tune with the raging tempest. You gain resistance to lightning and thunder damage. Additionally, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Static Shock Upon reaching 10th level, you can send miniature jolts in your foes to keep them from acting. When a creature within 30-feet of you attempts to use a reaction or legendary action, you may expend a usage of Wrath of the Storm as a reaction to force them to make a Constitution saving throw. On a failed saving throw, they are unable to use any reactions/legendary actions they have until the start of their next turn. Unyielding Storm Beginning at 17th level, you can unleash the coiling storm upon the world around you. You learn the Storm of Vengeance spell and can cast it without expending a spell slot. When cast this way, it receives the following changes: It now can be concentrated on for up to 1 hour. Rounds beyond the 10th have the effects of all previous rounds (You may call forth the lightning bolts as apart of Round 3 as an action on your turn) You are immune to all the effects caused by it. You gain a flying speed equal to your walking speed while you are within the storms area. Once you cast Storm of Vengeance this way, you can not do so again until you complete a long rest. Stormlord Finally at 25th level, you are the master of the tempest. You gain immunity to lightning and thunder damage. Additionally, whenever a creature would deal lightning or thunder damage to you, you can use your reaction to cause them to suffer damage equal to the damage they would've dealt to you if you did not have resistance or immunity. The damage they suffer is of the same type they would've dealt to you.


Trickery Domain Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Trickery Domain Spells Cleric Level Spells Learned 1st Charm Person, Disguise Self 3rd Mirror Image, Pass Without a Trace 5th Blink, Dispel Magic 7th Dimension Door, Polymorph 9th Dominate Person, Modify Memory Blessing of the Tricksters When you choose this domain at 1st level, the tricksters have bestowed immense skill upon you. You have advantage on all Stealth checks, and creatures of your choice within 15-feet of you also benefit from this feature. Tricksters Tools Additionally at 1st level, you have proficiency in disguise kits and thieves' tools. Trickery of the Light Beginning at 6th level, the light plays tricks on your foes minds. While you are within dim light or darkness, you can use your action to become invisible. You remain invisible this way until you attack, cast a spell, effect another creature in any way, or step into an area of bright light. Hard to Touch At 10th level, it's hard for people to catch you. Provided you have not been hit with an attack since the end of your last turn, all attack rolls made against you have disadvantage. Master of Stealth Once you reach 17th level, the darkness is your ally. While you are invisible via your Trickery of the Light feature, provided you only target/effect yourself, casting a spell no longer ends your invisibility. Unknown Finally at 25th level, you are a true enigma. You gain the following benefits: Your mind cannot be read, nor can you be communicated with via telepathy (Unless you allow it) You cannot be perceived with divination magic or with magical sensors. If you are invisible and a creature has truesight, their truesight does not allow them to see through your invisibility.


Twilight Domain The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Domain Spells You gain domain spells at the indicated levels. Domain spells are considered to always be prepared and become cleric spells if they weren't already. They do not count against you prepared spells. Twilight Domain Spells Cleric Level Spells Learned 1st Faerie Fire, Sleep 3rd Moonbeam, See Invisibility 5th Aura of Vitality, Leomund's Tiny Hut 7th Aura of Life, Greater Invisibility 9th Circle of Power, Mislead Eyes of the Night When you choose this domain at 1st level you can see through the deepest gloom. You have darkvision that extends as far as you can normally see. Meaning you can see in dim light as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Creatures of your choice within 30-feet of you also benefit from this darkvision, they lose it once they are no longer within 30-feet of you. Vigilant Blessing Additionally at 1st level, the night has taught you to be vigilant. You have a bonus to Initiative rolls equal to your Cleric modifier (Minimum of 1) All other creatures of your choice within 30-feet of you also gain this benefit. Steps of Night At 6th level you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Twilight's Gift Once you reach 10th level, the dark has granted you useful gifts. You and other creatures benefiting from your Eyes of the Night feature can now see through magical darkness using this darkvision. Additionally, you may use your action while standing in an area of darkness to recover one expended usage of channel divinity. Once you do this, you can not do it again until you complete a long rest. Twilight's Loving Embrace Beginning at 17th level, you have taught your allies to take comfort in the darkness rather than fear it. You and creatures of your choice that can see or hear you are treated as having half cover while in an area of dim light or darkness. True Twilight Finally at 25th level, you are the true embodiment of twilight. If you start your turn in dim light or darkness, you can grant yourself immunity to all damage until the start of your next turn. Once these immunities block a source of damage, they vanish.


Holy Pledge Your holy pledge represents your dedication to a specific deity, the options of which can all be found below. If you are using a homebrew deity or the one you worship does not have a section, you are more than welcome to reflavor an existing section. Each pledge grants you 3 features which are known as Sacred Boons. These boons represent the benefits your deity has bestowed upon you for your worship. Asmodeus, the Lord of the Ninth You have pledged yourself to the lord of the ninth, a god whose portfolio is devils and indulgence. Their holy symbol is three inverted triangles arranged in a triangle. Devil Sight. You can see in dim light within 120-feet of you as if it were bright light, and in darkness as if it were dim light. This sight works through magical darkness. Read Fine Print. You have advantage on checks made to discover loopholes or hidden clauses within writing. Summon Devil. As an action, you can summon a Devil with a CR equal to or less than half your proficiency bonus (Rounded up) in an unoccupied space within 30-feet of you. The devil has its own turn in initiative, it is under no compulsion to obey your commands but it will not harm you unless you harm it first. You can attempt to get the devil to help you by offering it gifts and such. The devil remains until you dismiss it as a bonus action, you use this feature again, until it leaves on its own accord or is reduced to 0 HP. Auril, the Frostmaiden You have pledged yourself to the frostmaiden, a god whose portfolio is winter. Their holy symbol is three tear. Freezing Touch. Once per turn while touching an object not being worn or carried (No action required) You may choose to make it up to 30 degrees colder, for every cleric level you have this limit is increased by 5 degrees. The object must be able to fit within a 10-foot cube. Ice Walker. You are unaffected difficult terrain made of ice or snow, regardless of whether the terrain is magical or not. Maidens Shroud. You are immune to the effects of the extreme cold, and can endure even the most extreme of low temperatures with no protection. Additionally, all cold damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances. Bahamut, the Platinum Dragon You have pledged yourself to the platinum dragon, a god whose portfolio is enlightened justice and good dragons. Their holy symbol is a dragon's head in profile. Platinum Absorption. When you suffer radiant damage, you may reduce the damage to 0 and instead regain hit points equal to the radiant damage you would've taken. Once you use this feature, you cannot do so again until you complete a long rest. Platinum Spirit. As a bonus action, you may grant yourself 7 temporary hit points. You may also use this feature as a legendary action, expending as many usages as you wish-for every usage expended, you gain 7 temporary hit points (For example, if you used 3 legendary actions, you'd gain 21 temporary hit points) Wyrmtongue. You learn the Draconic language. Additionally, good aligned dragons (Whether metallic or chromatic) recognize your devotion to the platinum dragon and are friendly towards you until given a reason to not be friendly. Bane, the Black Hand You have pledged yourself to the black hand, a god whose portfolio is ambition and tyranny. Their holy symbol is an upright black right hand with the thumb and fingers together. Aura of Terror. Creatures of your choice within 5-feet of you that aren't immune to the frightened condition suffer a -1 penalty to all ability checks and saving throws they make. For every 4 levels in this class you have, this penalty is increased by 1. If a creature has advantage on saving throws against the frightened condition, this penalty is halved (Rounded up) Inflict Inferiority. When you reduce a creature to half their hit point maximum or below, you may cause them to become Frightened of you until the end of their next turn. A creature can only be affected by this feature once every long rest. Tactical Discipline. You gain a +1 bonus to all ability checks made during combat. For every 4 levels in this class you have, this bonus is increased by 1.


Beshaba, the Maid of Misrule You have pledged yourself to the maid of misrule, a god whose portfolio is bad luck and misfortune. Their holy symbol is a pair of black antlers. Dismay before Fortune. At the start of your turn, you may cause yourself to have disadvantage on all ability checks, attack rolls and saving throws you make until the start of your next turn (Advantage does not cancel out this disadvantage) If you used this feature at the start of your last turn, you gain advantage on all ability checks, attack rolls and saving throws you make until the start of your next turn. Misfortune Points. You have a pool of Misfortune points equal to your proficiency bonus. Whenever a creature you can see within 30-feet of you makes an ability check, attack roll or saving throw, you may expend a misfortune point to force them to reroll the roll. They must use the lowest result. You regain all expended uses of this feature upon completing a long rest. One with Bad Luck. If you have disadvantage on an ability check or saving throw, you gain a bonus to the role equal to half your Cleric modifier (Rounded up, minimum of 1) Bhaal, the Lord of Murder You have pledged yourself to the lord of murder, a god whose portfolio is murder. Their holy symbol is a skull surrounded by a ring bloody droplets. Burning Wound. When you damage a creature with a weapon attack, that creature cannot regain hit points as a result of that weapon attack. This effect lasts until you have gone 1 minute without damaging that creature. Murderous. When you hit a creature within 5-feet of you using a weapon that deals bludgeoning, piercing or slashing damage and that creature isn't resitant to the weapons damage type, your attack deals an additional 1d4 damage. True Death. Creatures you kill cannot be returned to life by any means short of divine intervention. Chauntea, the Great Mother You have pledged yourself to the great mother, a god whose portfolio is agriculture. Their holy symbol is a sheaf of grain. Enrich. As an action, you may target a point you can see and enrich the area within a 100-foot radius of that point. For the next 7 days, all crops within this radius grow twice as fast, and produce twice as much food when harvested. Once you use this feature, you cannot do so again until you complete a long rest. You may expend a usage of channel divinity to use this feature. Nourish. As a bonus action, you may expend a hit die to target yourself or creature within 5-feet of you. That creature restores hit points equal to 1 + Your Cleric modifier. Tireless Worker. You have advantage on saving throws made against nonmagical exhaustion. Corellon, the Protector You have pledged yourself to the protector, a god whose portfolio is art and magic. Their holy symbol is a quarter moon. Always Moving. You have a +1 bonus to ability checks and saving throws made to resist effects that would inhibit your movement in any way (Such as speed reducing effects, being grappled or paralyzed) This bonus is increased by +1 for every 3 levels in this class you have. Magical Grace. While you are at or above half your hit point maximum, your spell save DC is increased by 1, and you have a +1 bonus to spell attack rolls. Ties to the Fey. You have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition. Cyric, the Black Sun You have pledged yourself to the black sun, a god whose portfolio is lies. Their holy symbol is a purple sunburst. Always 'Truthful'. Magic that would determine whether or not you are telling the truth always determines you are telling the truth. Extra Details. When you make a Deception check, you can expend a spell slot of any level to gain a bonus to the check equal to two times the spell slots level. Gotta Run. When a creature ends its turn within 5-feet of you or you fail a Deception check, you may immediately use your reaction to move up to your speed without provoking attacks of opportunity. Eilistraee, the Dark Dancer You have pledged yourself to the Dark Dancer, a god whose portfolio is freedom and moonlight. Their holy symbol is an unclad female drow with long hair dancing before a full moon with a silver bastard sword. Burning Blades. All weapons you wield are considered magical for the purposes of overcoming immunity or resistance to damage. As an action, you may touch a weapon and make it magical for the next hour. Fiery Hair. Your hair emits a soft, soothing glow. While in darkness, you can choose to emit dim light out in a 15-foot radius around you. Creatures of your choice within the glow cannot be frightened. Ties to the Fey. You have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition.


Eldath, the Quiet One You have pledged yourself to the quiet one, a god whose portfolio is peace and stillness. Their holy symbol is a waterfall plunging into a still pool. Bloodless Sleep. Provided you have not damaged or harmed a creature since the end of your last long rest in any way, you recover all of your hit points on a short rest, and all expended hit die on a long rest. Pacifism. Provided you have not damaged or performed a harmful effect on a creature since the start of your last turn, you have resistance to all damage. Peaceful Plead. You have advantage on checks made to dissuade people from taking violent actions. Gond, the Gearsmith You have pledged yourself to the gearsmith, a god whose portfolio is craft and invention. Their holy symbol is a toothed cog with four spokes. Crafter. You have proficiency with tinker's tools, if you already have this proficiency you instead gain expertise. For every 3 levels in this class you have, you gain a +1 bonus to checks made with tinker's tools. Dust and Powder. You have proficiency in firearms. Whenever you make an attack with a firearm, you may use your Cleric modifier for its attack and damage rolls. Identification. You can cast the Identify spell at will without expending a spell slot or material components. Gruumsh, the One-Eyed God You have pledged yourself to the one eyed god, a god whose portfolio is destruction and orcs. His holy symbol is a triangular eye with bony protrusions. Aggressive. As a bonus action, you can move up to your speed, you must end this movement closer to a hostile creature than you started it. If you already possess this feature, you may instead use this once per turn without requiring a bonus action. One-Eyed Favor. Even if you are missing an eye, you can still see just as normally as if you had both your eyes. Whenever you finish a long rest while missing an eye, you may choose bludgeoning, piercing or slashing damage. You gain resistance to the chosen damage type until you finish your next long rest. At 13th level, you may choose a second one of those damage types. At 26th level, you are permanently resistant to the three damage types provided you are missing an eye. Unsleeping. You cannot be surprised, even if you are unconscious as a result of going to sleep. Helm, the Vigilant One You have pledged yourself to the Vigilant One, a god whose portfolio is protection and watchfulness. Their holy symbol is an upright left gauntlet with a staring eye on it. Guardian. When you or a creature within your reach suffers damage, you may use your reaction to reduce the damage. If you're reducing it for yourself, the damage is halved. If you are reducing it for another creature, the damage is reduced to 0. Vigilance. You cannot be surprised, and you have a +1 bonus to both Initiative and Perception checks. This bonus is increased by +1 for every 4 levels in this class you have. Watching Eyes. You cannot be blinded by any means short of having your eyes removed. Hoar, the Doombringer You have pledged yourself to the doombringer, a god whose portfolio is revenge and retribution. Their holy symbol is a coin with a two-faced head. Last Backlash. After being reduced to 0 HP, you may immediately make a weapon attack against the creature who reduced you to 0 HP. If this attack hits, it is an automatical critical hit. You then fall unconscious as normal. Lucks Revenge. After a creature scores a critical hit against you, they have disadvantage on their next attack roll. Vengeance. For every 6 points of damage a creature has dealt to you since the start of your last turn, you have a +1 bonus to attack and damage rolls made against that specific creature. Ilmater, the One who Endures You have pledged yourself to the one who endures, a god whose portfolio is suffering and martyrdom. Their holy symbol is a pair of hands bound with red cord. Endure Suffering. You have a +1 bonus on rolls made to maintain Concentration on a spell as a result of taking damage. This bonus is increased by +1 for every 3 levels in this class you have. Life Exchange. Whenever you cast a spell that restores hit points to another creature, you may suffer damage up to your proficiency bonus, to increase the health restored by an equal amount. Sufferings Relief. You have advantage on all saving throws while at or below half your hit point maximum.


Lathander, the Morninglord You have pledged yourself to the morninglord, a god whose portfolio is dawn and renewel. Their holy symbol is a road traveling into a sunrise. Blazing Dawn. All light you create through magic and Cleric features is considered sunlight. Lights Defense. All necrotic and radiant damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances. Lights Embrace. You cannot be blinded by any means short of having your eyes removed. Lolth, the Mistress of Lies You have pledged yourself to the mistress of lies, a god whose portfolio is drow and spiders. Their holy symbol is a spider hanging from a web. Arachnid Blessing. You gain a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing, and while in contact with a web, you know the exact location of every other creature on that web. Fickle Favor. You bestow Lolth's blessing on yourself or a willing creature within 30-feet of you. That creature suffers 2d6 psychic damage which cannot be reduced in any way, but they have advantage on the next attack roll or saving throw they make in the next minute. Lie Weaver. You cannot have disadvantage on Deception checks, and creatures cannot have advantage on Insight checks made to contest your Deception checks. Loviatar, the Scourge Mistress You have pledged yourself to the scourge mistress, a god whose portfolio is pain. Their holy symbol is a nine-tailed barbed scourge. Gift of Agony. For every 15 points of damage you have inflicted to creatures since the end of your last turn, you gain a +1 bonus to all saving throws. Overwhelming Pain. When you force a creature to make a roll to maintain Concentration on a spell, the DC for their roll is increased by 1. For every 3 levels in this class you have, this bonus is increased by +1. Whipper. You have proficiency in Whips. You may use your Cleric modifier for your attack and damage rolls using whips, and you may use whips as a holy symbol. Mielikki, the Forest Queen You have pledged yourself to the forest queen, a god whose portfolio is forests. Their holy symbol is a unicorn's head. Forest Friend. Beasts and Plants of a CR equal to or less than your proficiency bonus cannot willingly harm you. Leaf Walker. You ignore nonmagical difficult terrain made of plantlife or foliage. Speech of Beast and Leaf. You can commune with beasts and plants as if you shared a language. Milil, the Lord of Song You have pledged yourself to the lord of song, a god whose portfolio is music. Their holy symbol is a five-stringed harp made of leaves. Beautiful Voice. You have a +1 bonus to any checks made related to singing. For every 3 levels in this class you have, this bonus is increased by +1. Control Breaking Song. As an action, you may sing a beautiful note. All creatures within 60-feet of you who are Charmed, Frightened, or possessed may immediately repeat their saving throw aagainst the effect, ending it on a successful save. You may use this feature even if you are under such an effect yourself. Shattering Silence. Magical silence (Such as that caused by the Silence spell) does not prohibit you from speaking, nor restrict any thunder damage you deal. Moradin, the Soul Forger You have pledged yourself to the soul forger, a god whose portfolio is creation and dwarves. Their holy symbol is a hammer and anvil. Dwarf Constitution. You have advantage on saving throws made against the poisoned condition. If you already have advantage on such saving throws, you are instead immune to the condition. Dwarf Blood. You have resistance to poison damage. If you already have resistance to poison damage, you instead gain immunity. Smither. You have proficiency with smith's tools, if you already have this proficiency you instead gain expertise. For every 3 levels in this class you have, you gain a +1 bonus to checks made with smith's tools.


Mystra, the Mother of All Magic You have pledged yourself to the mother of all magic, a god whose portfolio is magic and the weave. Their holy symbol is a blue-white star. Durable Magic. Checks made in an attempt to counter or dispel one of your spells (Such as via the Counterspell or Dispel Magic spells) Have disadvantage. Inner Spark. You have a pool of energy equal to your Cleric level. Whenever you would expend a spell slot to cast a spell, you can instead expend energy from this pool equal to the spells level to cast it. You pool of energy is fully replenished upon completing a long rest. Weave Child. When preparing spells, you may prepare spells from any spell list-not just the Cleric one. Spells not normally apart of the Cleric spell list become Cleric spells for you. Sehanine, the Lunar Lady You have pledged yourself to the lunar lady, a god whose portfolio is dreams and travel. Their holy symbol is a full moon under a moonbow. Dreamwalk. By touching a sleeping creature, you can see exactly what they are dreaming about. If they aren't dreaming of anything, you can immediately cause them to start dreaming. Strong Illusions. Creatures have disadvantage on checks made to see through illusions you create. Ties to the Fey. You have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition. Selûne, the Moonmaiden You have pledged yourself to the moonmaiden, a god whose portfolio is guidance and the moon. Their holy symbol is a pair of eyes surrounded by seven stars. Break Shape. Whenever an evil aligned shapechanger damages you, they must succeed on a Wisdom saving throw against your Cleric DC or be forced into their true form. Illusion Pierce. You have a +1 bonus to checks made to see through illusions. For every 3 levels in this class you have, this bonus is increased by +1. Moonsense. If a creature within 300-feet of you is directly exposed to moonlight, you are aware of their exact location. Sune, the Lady of Love You have pledged yourself to the lady of love, a god whose portfolio is love and passion. Their holy symbol is the face of a beautiful red-haired woman. Flames of Passion. You are immune to disease. Additionally, all fire damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances. Lasting Love. The duration of spells you cast that inflict the charmed condition are doubled (Provided their duration is greater than instantaneous) Lingering Affection. After a creature is freed from one of your charm effects, they have disadvantage on attack rolls made against you until the end of their next turn. Talona, the Plague Crone You have pledged yourself to the plague crone, a god whose portfolio is poison and disease. Their holy symbol is three tear drops in a triangle. Carrier. You are immune to the detrimental effects of all diseases. You can still be infected by them and thus be infectious to others around you, but you yourself are immune to their negative effects. Plague Touch. As an action, you may touch a creature and force it to make a Constitution saving throw. On a failed saving throw, you may transfer a disease you currently have to the touched creature. Sickly Protection. You are immune to the poisoned condition. Additionally, all poison damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances. Tiamat, the Many Mawed You have pledged yourself to the many mawed, a god whose portfolio is greed and evil dragons. Their holy symbol is a dragons head with five claw marks. Elemental Adaptation. After you finish a long rest, you may choose one of the following damage types: Acid, Cold, Fire, Lightning or Poison. You gain immunity to the chosen damage type until the end of your next long rest. Lingering Fear. After a creature is freed from one of your frighten effects, they have disadvantage on attack rolls made against you until the end of their next turn. Wyrmtongue. You learn the Draconic language. Additionally, evil aligned dragons (Whether metallic or chromatic) recognize your devotion to the many mawed and are friendly towards you until given a reason to not be friendly.


The Raven Queen You have pledged yourself to the raven queen, a god whose portfolio is life and death. Their holy symbol is a raven's head, in profile, facing left. Dead Protection. Undead of a CR equal to or lower than your proficiency bonus cannot harm you unless you harm them first. Destroy Undead. If you damage an undead and that reduces its HP to be equal to or less than your Cleric level, it is instantly destroyed. Undeath Protection. Over the course of 10 minutes, you may conduct a ritual on a willing creature or a corpse within 5-feet of you. At the end of this ritual, that creature can never be raised as an undead. Tyr, the Maimed God You have pledged yourself to the maimed god, a god whose portfolio is justice. Their holy symbol is a balanced scale resting on a warhammer. Discover Justice. You have a +1 bonus to all Insight checks you make. For every 3 levels in this class you have, this bonus is increased by +1. Ethic Sense. As an action, you may target a creature within 30-feet of you and immediately learn what their alignment is. Invisible Sense. You can see invisible creatures within 5-feet of you. For every 4 levels in this class you have, this range is increased by 5-feet. Umberlee, the Wavemother You have pledged yourself to the wavemother, a god whose portfolio is the sea. Their holy symbol is a wave curling left and right. Amphibious. You have a swimming speed equal to your walking speed, and you can breathe both air and water. Aquatic Empowerment. While fully submerged in water, you have a +1 bonus to all attack rolls and saving throws. For every 5 levels in this class you have, this bonus is increased by +1. Friend of Fish. You can commune with any creature with an innate swimming speed as if you shared a language.


Aspect of the Conduit Thanks to your divine power, you are before anything else-a mage. Your deity has gifted you this almighty power of magic and it is your duty to unleash it. Rampaging Conduit 2nd Level As a bonus action, you may cast a cleric cantrip you know. You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest. Magic of the Gods 2nd Level You learn any two cantrips of your choice, they are considered cleric spells for you. Holy Magic 10th Level Once per turn when you damage a target with a cantrip, you may cause the cantrip to deal an additional 1d8 radiant damage. Depending on the nature of your deity, you and your DM may choose for this to be a different damage type (Such as Cold for Auril) If the cantrip damages multiple creatures, only one creature receives this bonus damage (Your choice) Divine Reach 18th Level You cleric cantrips cannot be countered, and you may cast them even in zones of antimagic. Endless Discharge 26th Level You may now use Rampaging Conduits as many times as you wish between rests. Holy Magic now deals 3d8 damage. Aspect of the Missionary You wield your divine power to spread your faith to others, bringing the teachings of your god to people otherwise oblivious to their teachings. Faiths Guidance 2nd Level Whenever you make an ability check that uses Intelligence, Wisdom or Charisma. You may use your Cleric modifier in place of the ability score it'd normally use. You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest. Skills of the Missionary 2nd Level You gain proficiency in two skills of your choice. Godspeech 10th Level If a creature can understand a language, they can understand what you are saying. You understand all spoken languages you can hear. You gain proficiency in one skill of your choice. Divine Success 18th Level Whenever you fail an ability check and the check used your Cleric modifier, you may expend a usage of your Channel Divinity to instead succeed. You gain proficiency in one skill of your choice. Always Guided 26th Level You may now use Faiths Guidance as many times as you wish between rests. You gain proficiency in one skill of your choice.


Aspect of the Priest Using your divine power, you become a generalist, using parts of the other aspects in order to become the ultimate herald for your deities will. Faiths Shield 2nd Level As a reaction to being hit by an attack, you may gain a bonus to your AC equal to your Cleric modifier (Minimum of 1) until the start of your next turn (Including against the triggering attack) You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest. Priests Teachings 2nd Level You learn one cantrip of your choice, it is considered a cleric spell for you. You also gain proficiency in one skill of your choice. True Channel 10th Level Now and again at 26th level, you gain an additional usage of your Channel Divinity feature. Superior Intervention 18th Level After using Divine Intervention, whether it succeeded or not, the time before you can use it again is halved (12 Hours if it failed or you're a 30th Level Cleric, 94 Hours if it succeeded and you're below 30th Level) Barrier of Faith 26th Level You are now permanently under the effects of Faiths Shield (Meaning your AC is increased by your Cleric modifier, you can no longer use the reaction of Faiths Shield) Aspect of the Warrior You are the sacred blade of your god, you wield the divine power they have gifted you to fight against those who would besmirch their noble name. War Strike 2nd Level Once on each of your turns (No action required) You may make an attack using a weapon you are proficient in. You may do so a number of times equal to your Cleric modifier (Minimum of 1), you regain all expended uses upon completing a long rest. Warrior Proficiencies 2nd Level You gain proficiency in Martial Weapons, Medium Armor and Shields. If you already have proficiency in Medium armor, you gain proficiency in heavy armor. Holy Smite 10th Level Once per turn when you hit a target with a weapon attack, you may cause the attack to deal an additional 1d8 radiant damage. Depending on the nature of your deity, you and your DM may choose for this to be a different damage type (Such as Cold for Auril) Onslaught Strike 18th Level The amount of times you can use War Strike between long rests is now equal to two times your Cleric modifier (Minimum of 2) You may now also use War Strike twice on each of your turns. Holy Smite now deals 2d8 damage. True War Strike 26th Level You may now use War Strike as many times as you wish between rests. Holy Smite now deals 3d8 damage.


Combat Traits Below you will find the features you are able to select from your Sacred Virtues feature at levels 3, 9, 15, 21 and 27. Armored Up You gain proficiency in Medium Armor and Shields. If you already have proficiency in Medium Armor, you instead gain proficiency in Heavy Armor. Cantrip Exchange Prerequisite: Aspect of the Conduit Whenever you cast a cantrip that deals damage, you may change its damage type to another damage type of your choice. The damage type you change it to must be the damage type of another cantrip you know. Deities Skills Prerequisite: Aspect of the Missionary You gain a 1d4 bonus to all Intelligence, Wisdom and Charisma ability checks you make. Do No Evil Prerequisite: You do not have "Speak No Evil" Wizard spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components. Faithful Weapon Prerequisite: Aspect of the Warrior Whenever you attack with a weapon you are proficient in, you can use your Cleric modifier for the weapons attack and damage rolls, rather than whatever ability score you'd normally use. Holy Recovery During a short rest, you may choose to recover spell slots whose collective level is no greater than half your Cleric level (Rounded down) For example, if you are a 12th level Cleric, you could recover four 1st level spell slots and one 2nd level spell slot, or one 6th level spell slot. Once you use this feature, you may not do so again until you complete a long rest. If you are level 15 or greater in this class, you may select this trait a second time, which allows you to use this feature two times between long rests. If you are 27th level in this class, you may select this trait a third time, which allows you to use this feature three times between long rests. You may choose to use this feature multiple times during a single short rest if you have multiple usages of it. Lesser Faiths Guidance Prerequisite: You do not have "Aspect of the Missionary" Whenever you make an ability check that uses Intelligence, Wisdom or Charisma. You may use your Cleric modifier in place of the ability score it'd normally use. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up) you regain all expended uses upon completing a long rest. Lesser Faiths Shield Prerequisite: You do not have "Aspect of the Priest" As a reaction to being hit by an attack, you may gain a bonus to your AC equal to your Cleric modifier (Minimum of 1) until the start of your next turn (Including against the triggering attack) You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up) you regain all expended uses upon completing a long rest. Lesser Rampaging Conduit Prerequisite: You do not have "Aspect of the Conduit" As a bonus action, you may cast a cleric cantrip you know. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up) you regain all expended uses upon completing a long rest. Lesser War Strike Prerequisite: You do not have "Aspect of the Warrior" Once on each of your turns (No action required) You may make an attack using a weapon you are proficient in. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up), you regain all expended uses upon completing a long rest. Movement of the Mage When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an Enigma that moves or teleports you, potentially moving you out of the way of the effects area. Polytheistic Choose a Holy Pledge other than the one you have. You may select one Sacred Boon from that pledge and gain its benefits. You may select this trait multiple times, selecting a different Sacred Boon for each subsequent taking. You can only take boons from up to three different holy pledges though (So the ones from your initial holy pledge and then up to two more from this feature) Priestly Garments Prerequisite: Aspect of the Priest Provided you are not wielding a shield, you have a natural AC equal to 12 + Your Proficiency bonus. If you are wearing armor and the armors AC bonus would leave you with less AC than this amount, you may instead use this amount. Reactive Mage You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Channel Divinities that require a reaction to use. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection. Resilient Body Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Rogue level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.


Skirmisher When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity. Speak No Evil Prerequisite: You do not have "Do No Evil" Warlock spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components. Without Borders Whenever you cast a spell or use a Cleric feature that would normally be unable to restore hit points to Constructs or Undead, it can now restore hit points to such creatures. Call for Aid Prerequisite: 9th Level If your Divine Intervention feature is currently unavailable, you may still attempt to use it. Whether you succeed or fail in the usage, your attempt to overchannel your deities energy overwhelms you. You are set to one below the maximum levels of exhaustion you can have after the intervention resolves (Typically this means you are set to 5 levels of exhaustion) If you are already at one below the maximum number of exhaustion levels you can have, you are brought to the maximum amount instead. Divine Learnings Prerequisite: 9th Level You learn a Channel Divinity option of your choice. You may select this trait multiple times, learning a new channel divinity option for each subsequent taking. Superior Domain Magic Prerequisite: 15th Level Choose a 1st level spell you have gained from the expanded spell list of your Divine Domain. You may now cast that spell without expending a spell slot, you must still supply material components if it requires them. If you have at least 23 levels in this class, you may select a spell of 2nd level for this feature as well. If you have at least 29 levels in this class, you may select a spell of 3rd level for this feature as well. You may select this feature as many times as you wish. Used to Desperation Prerequisite: 15th Level You gain an additional usage of your Desperate Prayer feature. You may select this trait multiple times, gaining an additional usage for each subsequent taking.


Channel Divinity At 5th level, you unlock the channel divinity feature. You start knowing two of these and learn an additional one at levels 11, 17, 23 and 29. Whenever you gain a level in this class, you may exchange one channel divinity you know for another. Using a channel divinity requires expending a usage of the feature, you are unable to use a channel divinity if you have no usages of the feature remainign. You regain all expended usages on a long rest. Divine Damage Type Channel divinities that deal damage use a damage type known as your Divine Damage type. Your divine damage type could theoretically be any damage type, but it should represent your god in some way (Such as Cold for Auril or Fire for Kossuth) Work with your DM to determine what your Clerics divine damage type is! If you are unsure of what type would best represent your deity, you can use either Radiant or Necrotic damage. But you must make this decision upon gaining this feature, and it cannot be changed unless your deity changes. Almighty Tribute You forfeit some of your earthly possessions to gain access to other possessions. Over the course of 1 hour, you lay out a number of offerings whose collective gold cost is no greater than 50 times your level in this class. You then tell your deity what you need and the items are sent to your deities domain. Your deity then sends you nonmagical items with a collective value no greater than what you offered. The DM determines what your deity sends you, they may not even send you anything if they deemed the tribute to be unfitting. As an example, you could lay out a fine sapphire worth 50 gold pieces and send it to your deity, requesting food. Your deity could then send you up to 50 gold pieces worth of food. Aura of the Gods You project an aura of the gods themselves using your channel divinity. As an action, you present your holy symbol, and an aura emanates from you. The aura has a 30-foot radius, and it lasts for 1 minute, until you are incapacitated or die. Whenever a creature (including you) ends its turn in the aura, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened. Blinding Light You call down a blast of light against your foes. As an action, you may choose a point you are aware of within 120-feet of you and cause it to erupt in light. All creatures of your choice within 20-feet of that point must succeed on a Constitution saving throw, becoming Blinded until the end of your next turn on a failed saving throw. All magical darkness within the radius is instantly dispelled, and the area is filled with magical bright light, which lasts for a number of hours equal to your Cleric modifier, or until you dismiss it as a bonus action. For every 3 levels in the Cleric class you have after gaining the Channel Divinity feature (8, 11, 14, ect) This feature has its radius increased by 5-feet. Burst of the Divine You release a blast of pure divine energy. As an action, you may force each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature suffers 1d10 damage per point of your proficiency bonus on a failed saving throw, or half as much on a successful one. Charm Servants You beseech servants of your god to aid you. When you gain this channel divinity, choose a creature type from the following: Beast, Celestial, Fey, Fiend, Plant or Undead. As an action, you may force all creatures of the chosen creature type within 30-feet of you to make a Wisdom saving throw. On a failed saving throw, a creature becomes Charmed by you for a number of minutes equal to your Cleric level. This charm ends early on a creature if it takes damage. While charmed from this feature, it is friendly to you and creatures you designate. You may select this channel divinity multiple times, selecting an additional creature type to be affected for each subsequent taking. Cloak of Shadows You cloak yourself with a veil from your deity. As an action, you may magically become invisible. You remain invisible for a number of minutes equal to your level in this class. This invisibility ends early if you attack, cast a spell, or end it early as a bonus action. Devastating Strike You fuel your weapon with divine energy. When you hit a target with a weapon attack, you may cause the attack to deal additional damage equal to 5 + twice your Cleric level.


Divine Knowledge You access the inner wellspring of information your deity possesses. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. For every 5 levels in the Cleric class you have after gaining the Channel Divinity feature (10, 15, 20, ect) This feature lasts for an additional 10 minutes. Gift of Health You run across the ground, spreading goodwill and healing to all. 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 1d4 hit points per point of your proficiency bonus. A creature can only be healed once by each individual usage of this feature. Once you finish your movement from this feature, you gain temporary hit points equal to your proficiency bonus times the number of different creatures healed with this feature, which remain until the end of your next turn. Guided Strike You allow your deity to guide your strike. When you or a willing creature within 30-feet of you makes an attack roll, you may grant them a bonus to their attack roll equal to twice your Cleric modifier (Minimum of 2) You may use this feature after seeing the roll, but must do so before knowing whether it hits or misses. If using this feature for yourself, you do not require any action to do so. If using it for another creature, you must use your reaction. Harness Divine Power You call upon your deity to restore some lost magic. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (Rounded up) Invoke Duplicity You call forth a fake copy of yourself to confuse your foes. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. For every 8 levels in the Cleric class you have after gaining the Channel Divinity feature (13, 21, 29, ect) You may create an additional duplicate when using this channel divinity. When you command a duplicate to move, you may allow any number of duplicates to move. Mend Wounds You bring the gift of true healing to those around you. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any number of creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. Moment of Levity You call a momentary ceasefire to gather your bearings. As an action, you present your holy symbol, and each creature that can see or hear you within 30-feet of you must succeed on a Wisdom saving throw or be charmed by you and everyone else who failed this saving throw. You are also under the effects of this charm. This effect lasts for 1 minute, each time an affected creature takes damage, they can repeat this saving throw, ending the effect on a successful save. If the charm ends on you, it also ends on all other creatures affected by this ability. For every 5 levels in the Cleric class you have after gaining the Channel Divinity feature (10, 15, 20, ect) This feature lasts for an additional minute. Resilience of the Divine You fuel a creatures body with divine might. When you or a willing creature within 30-feet of you makes an ability check or saving throw that uses Strength or Constitution, you may grant them a bonus to their roll equal to twice your Cleric modifier (Minimum of 2) You may use this feature after seeing the roll, but must do so before knowing whether it succeeds or fails. If using this feature for yourself, you do not require any action to do so. If using it for another creature, you must use your reaction.


Sacred Confidence You instill a creature with confidence and grace. When you or a willing creature within 30-feet of you makes an ability check or saving throw that uses Dexterity or Charisma, you may grant them a bonus to their roll equal to twice your Cleric modifier (Minimum of 2) You may use this feature after seeing the roll, but must do so before knowing whether it succeeds or fails. If using this feature for yourself, you do not require any action to do so. If using it for another creature, you must use your reaction. Scholars Insight You jolt a creatures mind with your deities insight. When you or a willing creature within 30-feet of you makes an ability check or saving throw that uses Intelligence or Wisdom, you may grant them a bonus to their roll equal to twice your Cleric modifier (Minimum of 2) You may use this feature after seeing the roll, but must do so before knowing whether it succeeds or fails. If using this feature for yourself, you do not require any action to do so. If using it for another creature, you must use your reaction. Spirit Rend You curse a creatures spirit to cause them ill will. As a bonus action, you may force a creature within 30-feet of you to make a Wisdom saving throw. On a failed save, they are cursed for 1 minute or until you or one of your allies deals damage to it. Upon taking this instance of damage, it has vulnerability to all of the attacks damage. Stalwart Defense You ward a creature against any future harm they may endure. As an action, you may place a ward over yourself or a willing creature within 60-feet of you. This ward lasts until you use this feature again or until you finish a long rest. The first time a warded creature would suffer damage, that damage is reduced to 0 and the ward expires. For every 6 levels in the Cleric class you have after gaining the Channel Divinity feature (11, 17, 23, ect) This feature perists for an additional instance of damage. Startling Authority You command authority with the mere mention of your deity. As an action, you may force each creature of your choice that can see or hear you within 30-feet of you must succeed on a Wisdom saving throw. On a failed saving throw, a creature is Charmed by you until the end of your next turn or until the creature takes damage. You can also cause any Charmed creatures to drop anything they are holding when they fail the saving throw, and they cannot pick it back up until the charm ends. Touch of Destruction With a touch, you unleash utter mayhem on a target. As an action, you may touch a creature or unattended object within reach. If it's a creature, you force them to make a Constitution saving throw, suffering damage equal to 5 times your Cleric level on a failed saving throw, or half as much on a successful one. If it's an unattended object, it suffers damage equal to 10 times your Cleric level. Turn the Unholy You speak a prayer against those that violate your gods teachings. When you gain this channel divinity, choose a creature type from the following: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. As an action, you present your holy symbol and speak a prayer against your chosen creature type. Each creature of that type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only 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. You may select this channel divinity multiple times, if you do so, you may choose an additional creature type for this ability to affect. Wicked Night You embrace the wickedness of night. As a bonus action, you cloak yourself in darkness and become a bringer of doom. While cloaked, you have advantage on Stealth checks. If you damage a creature that can't see you with an attack or spell, the damage of that effect is maximized. After maximizing a source of damage in such a way, you cannot do so again until 1 minute has passed. This feature lasts a number of minutes equal to half your Cleric level (Rounded down) Wrath of the Divine You unleash the wrath of your deity. Choose two damage types from the following list: Cold, Fire, Lightning, Necrotic, Radiant and Thunder. Whenever you roll damage for one of the chosen damage types, you can use this channel divinity to maximize the damage.


Cleric Spell List Cantrips Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy Toll the Dead Word of Radiance 1st Level Bane Bless Ceremony Command Create or Destroy Water Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Guiding Bolt Healing Word Inflict Wounds Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith 2nd Level Aid Augury Blindness/Deafness Calm Emotions Continual Flame Enhance Ability Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Prayer of Healer Protection from Poison Silence Spiritual Weapon Warding Bond Zone of Truth 3rd Level Animate Dead Beacon of Hope Bestow Curse Clairvoyance Create Food and Water Daylight Dispel Magic Fast Friends Feign Death Glyph of Warding Incite Greed Life Transference Magic Circle Mass Healing Word Meld into Stone Motivational Speech Protection from Energy Remove Curse Revivify Sending Speak with Dead Spirit Guardians Spirit Shroud Tongues Water Walk 4th Level Aura of Life Aura of Purity Banishment Control Water Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature Stone Shape 5th Level Commune Contagion Dawn Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Holy Weapon Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Scrying Summong Celestial 6th Level Blade Barrier Create Undead Find the Path Forbiddance Harm Heal Heroes' Feast Planar Ally Sunbeam True Seeing Word of Recall 7th Level Conjure Celestial Divine Word Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol Temple of the Gods 8th Level Antimagic Field Control Weather Earthquake Holy Aura Sunburst 9th Level Astral Projection Gate Mass Heal Power Word Heal True Resurrection


Legendary Actions Here you will find the Legendary actions that only a Cleric of the appropriate level can learn (If a Cleric specific Legendary action requires 2 actions, you must be a level 11 Cleric to know it for example) Call God Cost: 2 Legendary Actions If it is available, you may use your divine intervention feature. Holy Bulwark Cost: 1 Legendary Action Divine energy surrounds you, reducing all damage you take from either good or evil aligned creatures (Your choice) by your Cleric Modifier (Minimum of 1) until the end of your next turn. Retribution Cost: 3 Legendary Actions You call upon the power of your deity, depending on your alignment you invoke a different effect with this. Good. You call forth a bolt of divine lightning from the sky. Choose a point within 60-feet of you, all creatures within 5- feet of the point must succeed on a Dexterity saving throw against your Cleric DC or suffer 3d8 radiant damage, or half as much on a successful save. Neutral. You call a pestilence upon your foes, choose a creature within 120-feet of you. They must succeed on a Constitution saving throw against your Cleric DC, or suffer 3d12 necrotic damage on a failed save. If they fail the saving throw, they additionally become Poisoned until the end of your next turn. Evil. The ground opens up and flames emerge from the ground. Choose a point within 30-feet of you, all creatures within 10-feet of the point must succeed on a Dexterity saving throw against your Cleric DC or suffer 2d8 fire damage. Creatures who fail the save treat the area as difficult terrain until the end of your next turn. Witness Divinity Cost: 1 Legendary Action You use a channel divinity of your choice, expending a usage as normal. Zealous Decree Cost: 2 Legendary Action You declare the glory of your god, all creatures of your choice within 60-feet of you that do not worship your deity must succeed on a Wisdom saving throw against your Cleric DC. On a failed save, they become either Blinded or Deafened (Your choice) until the end of your next turn, as they face divine punishment for their blasphemy. Leveling Beyond 30 Here you can find what the Legendary Cleric gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing. Every 4 levels beyond 30 (34, 38, ect) a legendary cleric gains a regular ASI. Every third ASI a legendary cleric would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI. Every level you gain 2 Divine Essence. Whenever you would expend a Cleric spell slot of 9th level or lower, you may instead expend an equal amount of Divine Essence. You recover all Divine Essence upon completing a long rest. Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice. Your HP increases as per normal. Your new ability score maximums for Intelligence, Wisdom and Charisma is equal to your Cleric level if they were not already higher.


Changelog Version 1.0 (May 15th 2023) The twelfth overall legendary class and the first release of Cleric Released with 10 Subclasses: Arcana, Death, Forge, Grave, Life, Light, Nature, Tempest, Trickery and Twilight. Released with 31 Holy Pledges: Asmodeus, Auril, Bahamut, Bane, Beshaba, Bhaal, Chauntea, Corellon, Cyric, Eilistraee, Eldath, Gond, Gruumsh, Helm, Hoar, Ilmater, Lathander, Lolth, Loviatar, Mielikki, Milil, Moradin, Mystra, Sehanine, Selune, Sune, Talona, Tiamat, The Raven Queen, Tyr and Umberlee. Released with 4 Aspects: Conduit, Missionary, Priest and Warrior. Released with 22 Combat Traits Released with 19 Fundamental Psionics Released with 24 Channel Divinities Released with 5 Legendary Actions


Credits and Thanks! Artist Credit I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible. Cover Art by Hinchel Or on Artstation! Art on Spellcasting Page by Saranit Klinklaykun on Artstation! Art on Divine Resistance/Champion of Divinity Page by Anna Steinbauer on Artstation! Art on Arcana Domain Page by Clayscence Art on Artstation! Art on Death Domain Page by Marie Magny on Artstation! Art on Forge Domain Page by Timi Honkanen on Artstation! Art on Grave Domain Page by Stu Harrington on Artstation! Art on Life Domain Page by Silvia Meiliani on Artstation! Art on Light Domain Page by Imperium Art on Artstation! Art on Nature Domain Page by Sandra Winther on Artstation! Art on Tempest Domain Page by Kevuru Games on Artstation! Art on Trickery Domain Page by Jordan Kerbow on Artstation! Art on Twilight Domain Page by Stu Harrington on Artstation! Art on 6th Holy Pledge Page by Chandra Sekhar Poudyal on Artstation! Art on Conduit/Missionary Page by Magali Villeneuve for Magic the Gathering as the "Modern Horizons" box art! Art on Priest/Warrior Page by Nikita Koblov on Artstation! Art on 2nd Combat Traits Page by Alle Page on Artstation! Stain Credit In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com. Other Homebrew You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord! https://discord.gg/c4T35TqbqT Patron Thanks! This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it! A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them. Living Legend: Kiphea Living Legend: O-5 Living Legend: Trains Savior: Xabbu Renowned Hero: Cynical Sorcerer Renowned Hero: InsaneInsanity Mercenary: Deathknight Folk Hero: Nate Meyer 33


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