Cleric

Cleric Leveling Table

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement, Cantrip Versatility443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention Improvement5433332211

Basic Features

Hit Dice

Proficiencies

Equipment

You can also ignore the equipment from your class and background, and start with 5d4 x 10 gp instead.

Spellcasting

1st level

Divine Domain

1st, 6th, 8th, and 17th level

Choose one domain related to your deity. Your choice grants you domain spells and other features depending on your level.

Arcana Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stDetect Magic, Magic Missile
3rdMagic Weapon, Nystul's Magic Aura
5thDispel Magic, Magic Circle
7thArcane Eye, Leomund's Secret Chest
9thPlanar Binding, Teleportation Circle

Arcane Initiate

1st level

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.

Channel Divinity: Arcane Abjuration

2nd level

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 LevelBanishes Creatures of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Spell Breaker

6th level

When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

8th level

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

17th level

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

Death Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stFalse Life, Ray of Sickness
3rdBlindness/Deafness, Ray of Enfeeblement
5thAnimate Dead, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Cloudkill

Bonus Proficiency

1st level

You gain proficiency with martial weapons.

Reaper

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.

Channel Divinity: Touch of Death

2nd level

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.

Inescapable Destruction

6th level

Necrotic damage dealt by your cleric spells and Channel Divinity options ignore resistance to necrotic damage.

Divine Strike

8th 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Reaper

17th level

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.

Forge Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stIdentify, Searing Smite
3rdHeat Metal, Magic Weapon
5thElemental Weapon, Protection from Energy
7thFabricate, Wall of Fire
9thAnimate Objects, Creation

Bonus Proficiency

1st level

You gain proficiency with heavy armor and smith's tools.

Blessing of the Forge

1st level

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.

Channel Divinity: Artisan's Blessing

2nd level

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.

Soul of the Forge

6th level

You get a number of special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

8th 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

17th level

You gain the following benefits:

  • You gain immunity to fire damage.
  • While you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stBane, False Life
3rdGentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead

Circle of Mortality

1st level

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.

Eyes of the Grave

1st level

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.

Channel Divinity: Path to the Grave

2nd level

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.

Sentinel at Death's Door

6th level

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.

Potent Spellcasting

8th level

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls

17th level

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.

Knowledge Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stCommand, Identify
3rdAugury, Suggestion
5thNondetection, Speak with Dead
7thArcane Eye, Confusion
9thLegend Lore, Scrying

Blessing of Knowledge

1st level

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.

Channel Divinity: Knowledge of the Ages

2nd level

As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

6th level

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.

Potent Spellcasting

8th level

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Past

17th level

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.

  • Object Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
  • Area Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Life Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stBless, Cure Wounds
3rdLesser Restoration, Spiritual Weapon
5thBeacon of Hope, Revivify
7thDeath Ward, Guardian of Faith
9thMass Cure Wounds, Raise Dead

Bonus Proficiency

1st level

You gain proficiency with heavy armor.

Disciple of Life

1st level

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.

Channel Divinity: Preserve Life

2nd 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.

Blessed Healer

6th level

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.

Divine Strike

8th 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.

Supreme Healing

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.

Light Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stBurning Hands, Faerie Fire
3rdFlaming Sphere, Scorching Ray
5thDaylight, Fireball
7thGuardian of Faith, Wall of Fire
9thFlame Strike, Scrying

Bonus Cantrip

1st level

You gain the Light cantrip if you don't already know it.

Warding Flare

1st level

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.

Channel Divinity: Radiance of the Dawn

2nd level

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.

Improved Flare

6th level

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.

Potent Spellcasting

8th level

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

17th level

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.

Nature Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stAnimal Friendship, Speak with Animals
3rdBarkskin, Spike Growth
5thPlant Growth, Wind Wall
7thDominate Beast, Grasping Vine
9thInsect Plague, Tree Stride

Acolyte of Nature

1st level

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.

Bonus Proficiency

1st level

You gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants

2nd level

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.

Dampen Elements

6th level

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.

Divine Strike

8th 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Nature

17th level

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.

Order Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stCommand, Heroism
3rdHold Person, Zone of Truth
5thMass Healing Word, Slow
7thCompulsion, Locate Creature
9thCommune, Dominate Person

Bonus Proficiencies

1st level

You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice)

Voice of Authority

1st level

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.

Channel Divinity: Order's Demand

2nd level

You can use your Channel Divinity to exert an intimidating presence over others.

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

Embodiment of the Law

6th level

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.

Divine Strike

8th 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order's Wrath

17th level

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.

Peace Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stheroism, sanctuary
3rdaid, warding bond
5thbeacon of hope, sending
7thaura of purity, Otiluke’s resilient sphere
9thgreater restoration, Rary’s telepathic bond

Implement of Peace

1st level

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

1st level

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.

Channel Divinity: Balm of Peace

2nd level

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.

Protective Bond

6th level

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.

Potent Spellcasting

8th level

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

17th level

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.

Protection Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stCompelled Duel, Protection from Evil and Good
3rdAid, Protection from Poison
5thProtection from Energy, Slow
7thGuardian of Faith, Otiluke's Resilient Sphere
9thAntilife Shell, Wall of Force

Bonus Proficiency

1st level

You gain proficiency with heavy armor.

Shield of the Faithful

1st level

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.

Channel Divinity: Radiant Defense

2nd level

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.

Blessed Healer

6th 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.

Divine Strike

8th 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.

Indomitable Defense

17th level

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.

Tempest Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stFog Cloud, Thunderwave
3rdGust of Wind, Shatter
5thCall Lightning, Sleet Storm
7thControl Water, Ice Storm
9thDestructive Wave, Insect Plague

Bonus Proficiencies

1st level

You gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

1st level

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.

Channel Divinity: Destructive Wrath

2nd level

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

6th level

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

8th 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormborn

17th level

You have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Trickery Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stCharm Person, Disguise Self
3rdMirror Image, Pass without Trace
5thBlink, Dispel Magic
7thDimension Door, Polymorph
9thDominate Person, Modify Memory

Blessing of the Trickster

1st level

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.

Channel Divinity: Invoke Duplicity

2nd level

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.

Channel Divinity: Cloak of Shadows

6th level

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Strike

8th 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

17th level

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.

Twilight Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stfaerie fire, sleep
3rdmoonbeam, see invisibility
5thaura of vitality, Leomund’s tiny hut
7thaura of life, greater invisibility
9thcircle of power, mislead

Bonus Proficiencies

1st level

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st level

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.

Vigilant Blessing

1st level

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.

Channel Divinity: Twilight Sanctuary

2nd level

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 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.

Steps of Night

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.

Divine Strike

8th level

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

Midnight Shroud

17th level

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.

War Domain Spells

1st, 3rd, 5th, 7th and 9th 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 LevelSpells
1stDivine Favor, Shield of Faith
3rdMagic Weapon, Spiritual Weapon
5thCrusader's Mantle, Spirit Guardians
7thFreedom of Movement, Stoneskin
9thFlame Strike, Hold Monster

Bonus Proficiencies

1st level

You gain proficiency with martial weapons and heavy armor.

War Priest

1st level

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.

Channel Divinity: Guided Strike

2nd level

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.

Channel Divinity: War God's Blessing

6th level

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.

Divine Strike

8th 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

17th level

You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Channel Divinity

2nd level

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.

Turn Undead

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.

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th level

You can increase one ability score of your choice by +2, or you can increase two ability scores of your choice by +1. As normal, you can't increase an ability score above 20 using this feature.

Cantrip Versatility

4th level

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.

Destroy Undead

5th level

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 LevelDestroys Undead of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Divine Intervention

10th and 20th level

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.