| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Cantrip Versatility | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
You can also ignore the equipment from your class and background, and start with 5d4 x 10 gp instead.
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.
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 Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol as a spellcasting focus for your cleric spells.
Choose one domain related to your deity. Your choice grants you domain spells and other features depending on your level.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Detect Magic, Magic Missile |
| 3rd | Magic Weapon, Nystul's Magic Aura |
| 5th | Dispel Magic, Magic Circle |
| 7th | Arcane Eye, Leomund's Secret Chest |
| 9th | Planar Binding, Teleportation Circle |
At 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and if its challenge rating is at or below a certain threshold, as shown below.
| Cleric Level | Banishes Creatures of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
You choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | False Life, Ray of Sickness |
| 3rd | Blindness/Deafness, Ray of Enfeeblement |
| 5th | Animate Dead, Vampiric Touch |
| 7th | Blight, Death Ward |
| 9th | Antilife Shell, Cloudkill |
You gain proficiency with martial weapons.
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.
When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Necrotic damage dealt by your cleric spells and Channel Divinity options ignore resistance to necrotic damage.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
When you casts 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.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Identify, Searing Smite |
| 3rd | Heat Metal, Magic Weapon |
| 5th | Elemental Weapon, Protection from Energy |
| 7th | Fabricate, Wall of Fire |
| 9th | Animate Objects, Creation |
You gain proficiency with heavy armor and smith's tools.
At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
You can conduct an hour-long ritual that crafts a nonmagical item that must include some metal. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
You get a number of special abilities:
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You gain the following benefits:
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Bane, False Life |
| 3rd | Gentle Repose, Ray of Enfeeblement |
| 5th | Revivify, Vampiric Touch |
| 7th | Blight, Death Ward |
| 9th | Antilife Shell, Raise Dead |
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.
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.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any 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.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
As a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack 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 Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
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.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Command, Identify |
| 3rd | Augury, Suggestion |
| 5th | Nondetection, Speak with Dead |
| 7th | Arcane Eye, Confusion |
| 9th | Legend Lore, Scrying |
You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
You can spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Bless, Cure Wounds |
| 3rd | Lesser Restoration, Spiritual Weapon |
| 5th | Beacon of Hope, Revivify |
| 7th | Death Ward, Guardian of Faith |
| 9th | Mass Cure Wounds, Raise Dead |
You gain proficiency with heavy armor.
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
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 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.
When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
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.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Burning Hands, Faerie Fire |
| 3rd | Flaming Sphere, Scorching Ray |
| 5th | Daylight, Fireball |
| 7th | Guardian of Faith, Wall of Fire |
| 9th | Flame Strike, Scrying |
You gain the Light cantrip if you don't already know it.
When you 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 Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Animal Friendship, Speak with Animals |
| 3rd | Barkskin, Spike Growth |
| 5th | Plant Growth, Wind Wall |
| 7th | Dominate Beast, Grasping Vine |
| 9th | Insect Plague, Tree Stride |
You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
You gain proficiency with heavy armor.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Command, Heroism |
| 3rd | Hold Person, Zone of Truth |
| 5th | Mass Healing Word, Slow |
| 7th | Compulsion, Locate Creature |
| 9th | Commune, Dominate Person |
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice)
If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | heroism, sanctuary |
| 3rd | aid, warding bond |
| 5th | beacon of hope, sending |
| 7th | aura of purity, Otiluke’s resilient sphere |
| 9th | greater restoration, Rary’s telepathic bond |
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Compelled Duel, Protection from Evil and Good |
| 3rd | Aid, Protection from Poison |
| 5th | Protection from Energy, Slow |
| 7th | Guardian of Faith, Otiluke's Resilient Sphere |
| 9th | Antilife Shell, Wall of Force |
You gain proficiency with heavy armor.
When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target.
As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Fog Cloud, Thunderwave |
| 3rd | Gust of Wind, Shatter |
| 5th | Call Lightning, Sleet Storm |
| 7th | Control Water, Ice Storm |
| 9th | Destructive Wave, Insect Plague |
You gain proficiency with martial weapons and heavy armor.
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Charm Person, Disguise Self |
| 3rd | Mirror Image, Pass without Trace |
| 5th | Blink, Dispel Magic |
| 7th | Dimension Door, Polymorph |
| 9th | Dominate Person, Modify Memory |
You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
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.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 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 |
You gain proficiency with martial weapons and heavy armor.
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
The night has taught you to be vigilant. As an action, you give one creature you touch(including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light.The sphere moves with you, and it lasts for 1 minuteor until you are incapacitated or die. Whenever a creature(including you) ends its turn in the sphere, you can grant that creature one of these benefits:
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.
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Domain Spells table. These spells count as cleric spells for you, but they don’t count against the number of cleric spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1st | Divine Favor, Shield of Faith |
| 3rd | Magic Weapon, Spiritual Weapon |
| 5th | Crusader's Mantle, Spirit Guardians |
| 7th | Freedom of Movement, Stoneskin |
| 9th | Flame Strike, Hold Monster |
You gain proficiency with martial weapons and heavy armor.
When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
At 2nd level, you start with two abilities: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
You can expend a use of your Channel Divinity to fuel your spells. 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). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
As an action, each undead 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 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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.
When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.
| Cleric Level | Destroys Undead of CR... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Beginning at 10th level, you can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.