Cleric

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Cleric Info

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.

Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

Creating a Cleric

As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Cleric

Quick Build

You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

Features

Level Proficiency Bonus Features Cantrips Known Spells Known
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) 3 3
3rd +2 3 4
4th +2 Ability Score Improvement, Cantrip Versatility (Optional) 4 5
5th +3 Destroy Undead (CR 1/2) 4 6
6th +3 Channel Divinity (x2), Divine Domain feature 4 7
7th +3 4 8
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) 4 9
9th +4 4 10
10th +4 Divine Intervention 5 10
11th +4 Destroy Undead (CR 2) 5 11
12th +4 Ability Score Improvement, Cantrip Versatility (Optional) 5 11
13th +5 5 12
14th +5 Destroy Undead (CR 3) 5 12
15th +5 5 13
16th +5 Ability Score Improvement, Cantrip Versatility (Optional) 5 13
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 14
18th +6 Channel Divinity (x3) 5 14
19th +6 Ability Score Improvement, Cantrip Versatility (Optional) 5 15
20th +6 Divine Intervention improvement 5 15
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

1st-level Cleric feature
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.

Spell Slots

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.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. 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

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

1st-level Cleric feature
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

2nd-level Cleric feature
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: 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.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. 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.

Harness Divine Power (Optional)

2nd-level Cleric feature
At 2nd level, 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.

Ability Score Improvement

4th-level Cleric feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Cantrip Versatility (Optional)

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 Cleric feature
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

Blessed Strikes (Optional)

8th-level Cleric feature
Replaces the Divine Strike or Potent Spellcasting feature

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Divine Intervention

10th-level Cleric feature
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your 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; the effect of any cleric spell or cleric domain spell would be appropriate. 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.

Subclasses

Domain Source
Arcana Sword Coast Adventurer's Guide
Death Dungeon Master's Guide
Forge Xanathar's Guide to Everything
Grave Xanathar's Guide to Everything
Knowledge Player's Handbook
Life Player's Handbook
Light Player's Handbook
Nature Player's Handbook
Order Guildmaster's Guide to Ravnica
Tasha's Cauldron of Everything
Peace Tasha's Cauldron of Everything
Tempest Player's Handbook
Trickery Player's Handbook
Twilight Tasha's Cauldron of Everything
War Player's Handbook

Astral Domain

#TheGriffonsSaddlebag_BookOne
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As adventurers explore the multiverse, new pantheons are created to explain the otherwise inexplicable. Gods and demigods offer their wisdom to followers brave enough to believe in them. Their power grows with each new believer, and as people continue to look for answers, these new deities will continue to be there to answer the call.

You may be led to follow such a god. Whether your path is one of piety or reverence, no two adventurers will have the same relationship with their domain.

Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important, balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something, and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the astral domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane.

Domain Spells

You gain domain spells at the cleric levels listed in the Astral Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st guiding bolt, longstrider
3rd blur, invisibility
5th blink, slow
7th banishment, dimension door
9th teleportation circle, wall of force

Bonus cantrip

1st-level Astral Domain Feature
When you choose this domain at 1st level, you gain the guidance cantrip if you don’t already know it.

Planar Reach

1st-level Astral Domain Feature
At 1st level, you can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of touch, you can target a creature within 30 feet of you that you can see instead. 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: Create Void

2nd-level Astral Domain Feature
Starting at 2nd level, you can use your Channel Divinity to create a brief tear in the planar fabric that leads to the Astral Plane. As a bonus action, you can point your finger at a point you can see within 60 feet to create a planar tear. The tear is minuscule, but creates a powerful vacuum that forces each creature within 15 feet of the point to make a Dexterity saving throw. On a failed save, a creature takes force damage equal to 2d10 + half your cleric level and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much force damage and is not pulled. The tear vanishes immediately after drawing in any nearby creatures.

Channel Divinity: Spatial Exchange

6th-level Astral Domain Feature
By 6th level, you can use your Channel Divinity to distort the fabric of reality. As an action, you teleport up to 30 feet away to an unoccupied space you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Potent Spellcasting

8th-level Astral Domain Feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Supreme Switching

17th-level Astral Domain Feature
At 17th level, you can choose to target a hostile creature when you use your Spatial Exchange feature. When you do, that creature must make a Charisma saving throw against your cleric spell save DC. On a failure, it switches places with you. On a success, neither you nor the creature are moved by your Channel Divinity.

In addition, your comfort slipping through planes allows you to do more while you move between them. Whenever you successfully swap places with another creature using your Spatial Exchange feature, you can cast a spell of 5th level or lower with a range of touch as part of that action. The spell must have a casting time of 1 action, and you must target the creature you’re switching places with. The spell completes as you and the other creature switch places.

Festus Domain

#TheGriffonsSaddlebag_BookTwo
Cleric - Festus Domain.webp
A conduit for the divine, Clerics harness their faith and intuitive sense of a deity’s wishes to channel powerful magic. These miraculous spells are capable of helping friends and harming foes, calling forth healing arias and radiant flames alike. Not all who are devoted to the gods are capable of achieving such feats, as these powers are reserved for only those chosen to fulfill a greater purpose. As a result, clerics rely on their connection to a deity rather than years of rigorous study. Fueled by divine purpose, clerics depend on a mixture of combat training and heavenly magic to thwart the forces that resist the will of their deity.

Gods of eating and drinking, such as Daghdha or Dionysus, promote the value of a good meal as much as they do the joy of sharing it with friends. As a follower of this

domain, you believe that a good feast can be enough to settle most wars. You may know this first-hand: perhaps your life has been marred by poverty and survival with spoiled scraps, or maybe you’ve been blessed with lovingly-cooked meals and the joy of a full stomach. Regardless of your origins, you recognize the magic of a good meal and the power it has on a person’s spirit and well-being.
Through your passion and devotion, you see mealtime as a joyous way to worship the magic of food and your chosen deity. You are a capable chef with an appreciation of all food, both good and bad. You know that a foul meal can turn even the most veteran of stomachs against themselves, and have learned to harness this power for yourself. Like food, most people will like you at your best, but everyone will fear you at your worst.

FESTUS DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the Festus Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st goodberry, purify food and drink
3rd heat metal, protection from poison
5th create food and water, stinking cloud
7th blight, control water
9th cloudkill, contagion

BONUS PROFICIENCIES

1st-level Festus Domain feature
When you choose this domain at 1st level, you gain proficiency with heavy armor, martial weapons, brewer’s supplies, and cook’s utensils.

TABLE-TURNER

1st-level Festus Domain feature
At 1st level, you can cause an attacker’s own body to turn against itself. 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 Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn’t poisoned.

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: CREATE HEALING DRAFT

2nd-level Festus Domain feature
Starting at 2nd level, you can use your Channel Divinity as an action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a short or long rest.

STRONG STOMACH

6th-level Festus Domain feature
Starting at 6th level, your divinity and magically enhanced constitution have strengthened your natural defenses. You have advantage on saving throws against poison, and you have resistance to acid and poison damage.

In addition, whenever you cast the create food and water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like.

Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

DIVINE STRIKE

8th-level Festus Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid or poison damage (your choice) to the target.

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

INVIGORATING FEAST

17th-level Festus Domain feature
At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal.

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

Shrine Warden Domain

#RyokosGuideToTheYokaiRealms
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Across the realms and beyond exist countless deities and spirits, each with their own motivations, power, and temperament, and each with their own devoted followers. Shrine Warden clerics celebrate and honour the deities they follow through the creation and preservation of hallowed sites in their honour—consecrated ground where the misty division between spiritual and physical melts away to nothing. To such clerics, power can be drawn from almost any kaiju, spirit, deity, or pantheon they worship. For the Shrine Warden, the act of devotion itself is magical, and the erection of a shrine a beacon of hope to those in need, and of terror to those who mean it harm.

Domain Spells

Cleric Level Spells
1st protection from evil and good, sanctuary*
3rd protection*, silence
5th dispel magic, extract shirikodama*
7th guardian of faith, rock tomb*
9th Bakuryō’s blessèd blizzard*, magatsuchi’s lantern*

*See Chapter 13 - Spells

Bonus Proficiencies

1st-Level Shrine Warden Domain Feature
You gain proficiency with martial weapons and heavy armour.

Enrapture

1st-Level Shrine Warden Domain Feature
Once per turn, when you hit a creature with an attack roll, you can attempt to expel or trap the creature. That creature must succeed on a Charisma saving throw against your cleric spell save DC or suffer one of the following effects of your choice:

  • The creature is pushed away from you a number of feet equal to five times your proficiency bonus.
  • The creature’s speed is reduced by a number of feet equal to your five times your proficiency bonus until the end of its next turn.
    You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all expended uses when you finish a long rest.

Channel Divinity: Consecration

2nd-Level Shrine Warden Domain Feature
You can use your Channel Divinity to imbue an area with divine magic. As a bonus action, you target a point within 60 feet of you, causing a small, spectral shrine to appear and radiate magic in a 20-foot-radius aura for the next 10 minutes.
When you use this feature, choose a Blessing or Curse from the options below, and then choose a number of creatures you can see up to 1 + your Wisdom modifier (minimum of one creature) to be affected by the shrine’s magic.

Blessing of Fortune

An affected creature in the aura can add 1d4 to an attack roll, ability check, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Blessing of Fortune, but must decide before the outcome is determined. It then can’t gain this benefit again until the start of its next turn.

Blessing of Power

When an affected creature in the aura hits a target with an attack roll, it can deal an extra 1d6 radiant damage to that target. It then can’t gain this benefit again until the start of its next turn. This damage increases to 2d6 when you reach 11th level in this class.

Blessing of Hope

An affected creature in the aura is immune to the frightened condition, and it gains 1d4 temporary hit points when it ends its turn there.

Curse of the Void

An affected creature that enters the aura for the first time on its turn or starts its turn there must succeed on a Constitution saving throw or be blinded until the start of its next turn.

Curse of Pain

An affected creature takes 1d8 necrotic damage when it enters the aura for the first time on its turn or starts its turn in the aura. This damage increases to 2d8 when you reach 11th level in this class.

Curse of Panic

An affected creature that enters the aura for the first time on its turn or starts its turn there must succeed on a Wisdom saving throw or become frightened of the shrine until the start of its next turn.

Shrine Guardian

6th-Level Shrine Warden Domain Feature
When you create a shrine with your Consecration Channel Divinity feature, you also summon a Tiny Fey (yokai) spirit to act as its guardian. This shrine guardian is immune to all damage and conditions and can fly. As a bonus action on your turn, you can command it to move the shrine up to 20 feet in any direction.
The shrine guardian can also help or hinder nearby creatures. When a creature in the shrine’s aura makes an attack roll, ability check, or saving throw, you can use your reaction to command the shrine guardian to intervene, rolling 1d4 and applying it as a bonus or penalty (your choice) to the creature’s roll. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest.

Divine Strike

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

Empowered Consecration

17th-Level Shrine Warden Domain Feature
When you use your Consecration Channel Divinity feature, the radius of the shrine’s aura increases to 30 feet. In addition, you can choose all three Blessing or all three Curse options to affect creatures you designate with this feature, rather than just one option.

Hunt Domain

#HelianasGuideToMonsterHunting
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From Artemis to Diana, Skadi, and Wōden - all gods of the hunt relish the chase. They promote the ideals of a journey: finding a quarry, learning its habits, and finishing it with a swift, precise blow. Clerics of these gods might bless nobles before a hunt, work as mercenaries tracking dangerous monsters through the wilderness, or be employed as scouts within armies. They are adept at finding their prey and, once located, use their magic to ensure they are never outrun. Such priests teach that all useful materials must be harvested and consumed to properly honour a quarry, and to ensure the gods’ blessing during the next foray into the wilds.

Domain Spells

1st-level Hunt Domain feature
You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain spells work.

||Cleric Level||Spells||
||--||--||
||1st||entangle, longstrider||
||3rd||locate animals or plants, pass without trace||
||5th||conjure animals, haste||
||7th||freedom of movement, locate creature||
||9th||commune with nature, hold monster||

Bonus Proficiencies

1st-level Hunt Domain feature
You gain proficiency with two martial weapons of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Mark Prey

1st-level Hunt Domain feature
As a bonus action, you choose a creature you can see within 90 feet and mystically mark it as your quarry for the next hour. For the duration, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If you use this feature to mark a new creature, any previous marks disappear.

Channel Divinity: Honed Instincts

2nd-level Hunt Domain feature
You can use your Channel Divinity to gain preternatural insights into one creature you can see within 120 feet of you (no action required). You can choose one of the following lists of information to learn about the target when you use this Channel Divinity:

  • Proficiencies. You learn the saving throws and skills with which the creature is proficient.
  • Physiology. You learn the creature’s damage resistances, immunities, and vulnerabilities, as well as its condition immunities.
    In addition, the next time you hit the target with a weapon attack within the next minute, you deal the attack’s maximum damage instead of rolling.

Pack Hunter

6th-level Hunt Domain feature
You learn to work with other hunters, helping them avoid your quarry’s blows, or to strike with greater ferocity. As a reaction, you can embolden creatures friendly to you with your hunters’ instincts, issuing either the Kill or Retreat command. You have a number of uses of this feature equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a short or long rest.

  • Kill. When a creature other than you hits a target which is currently affected by your Mark Prey feature, you can use your reaction to deal the feature’s extra damage to the creature.
  • Retreat. When the target of your Mark Prey feature targets a creature that you can see within 60 feet of you with an attack, you can use your reaction to embolden the creature being attacked. The attacked creature can choose to use its reaction to move up to half its speed without provoking opportunity attacks immediately before the attack occurs, potentially causing the attack to miss if the creature moves out of the attacker’s reach/range.

Unflinching Mark

8th-level Hunt Domain feature
The bonus damage of your Mark Prey feature increases to 2d6. When you reach 14th level, the extra damage increases to 3d6.

Rite of the Hunt

17th-level Hunt Domain feature
At 17th level, you can compel a creature to chase or avoid you. As a bonus action while you can see the target of your Mark Prey feature and it is within 120 feet of you, you can force the creature to make a Wisdom saving throw against your cleric spell save DC. On a failure, you choose whether the creature is afflicted by Chase or Avoid for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. These effects are suppressed while you can’t see the creature, and the effects end early if the creature is no longer affected by your Mark Prey feature. A creature that succeeds on a saving throw against this ability is immune to its effects for the next 24 hours.

  • Chase. The creature is drawn to you. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw the first time it attempts to move to a space that is more than 30 feet away from you on its turn. On a failed save, it can’t move more than 30 feet away from you that turn. On a success, this effect doesn’t restrict the target’s movement for that turn.
  • Avoid. The creature is repelled by you. For the duration, it has disadvantage on attack rolls against you, and must make a Wisdom saving throw the first time it attempts to move to a space within 30 feet of you on its turn. On a failed save, it can’t willingly move closer to you that turn. On a success, this effect doesn’t restrict the target’s movement for that turn.

Festivity Domain

#LArsenesLedger
Worshipping deities like Dionysus, Bacchus, Sucellus, and Inari, clerics of the Festivity domain spread joy and frivolity wherever they roam. If not kept in check, the most insignificant gathering can spin out of control to become a roiling crowd of jubilation as the cleric miraculously finds food and drink with which to incite a celebration. Indeed, tales abound of clerics of Festivity infiltrating fortified citadels under siege, instigating exuberant carousing, and leaving their fellow merrymakers collapsed and exhausted after expending every last iota of energy. It is then a simple task for a waiting army to enter the city and lock their fatigued foes in chains. As the ancient proverb goes, “there is no celebration comparable to a cleric’s celebration, for a cleric’s celebration does not cease”.

Domain Spells

1st-Level Festivity Domain Feature
You gain domain spells at the cleric levels listed in the Festivity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Festivity Domain Spells
| Cleric Level | Spells |
| -- | -- |
| 1st | charm person, heroism |
| 3rd | protection from poison, sugar rush* |
| 5th | create food and water, hypnotic pattern |
| 7th | freedom of movement, Humperdink’s irresistible revelry* |
| 9th | endure*, purple rain* |

Reveler’s Resilience

1st-Level Festivity Domain Feature
You refuse to let your carousing be interrupted by something as trivial as a little pain. When you fail a saving throw to maintain concentration on a spell, you can use your reaction to reroll that saving throw. 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.

Life of the Party

1st-Level Festivity Domain Feature
You’re an expert celebrant, armed with a plethora of tricks to liven up any party and a silver tongue to charm other guests. You learn the flare cantrip (see Appendix A). This doesn’t count against the number of cantrips you know. In addition, you can use your Wisdom modifier in place of your Charisma modifier when making Charisma checks and Charisma saving throws.

Channel Divinity: Invoke Festivities

2nd-Level Festivity Domain Feature
You can use your Channel Divinity to conjure an atmosphere of celebration and merrymaking, lifting the spirits of your allies and imbuing them with the power of revelry. As an action, you present your holy symbol and choose up to three friendly creatures you can see within 30 feet of you and one of the festivals below. The chosen creatures gain the benefits of the chosen festival until the end of your next turn.

  • Blossom Festival. You celebrate the growth of new life after the harshness of winter, and the beauty and vigour of youth. A creature regains 1d8 hit points at the start of its turn and deals an extra 1d8 radiant damage the first time it hits with an attack on its turn.
  • Midsummer Festival. You celebrate long days and hot weather, as well as the sense of freedom they provide. A creature’s speed increases by 15 feet, and it deals an extra 1d8 fire damage the first time it hits with an attack on its turn.
  • Harvest Festival. You celebrate nature’s bounty and reap the rewards of your hard work. A creature deals an extra 1d8 necrotic damage the first time it hits with an attack on its turn, and it gains temporary hit points equal to the necrotic damage dealt, which last for 1 minute.
  • Midwinter Festival. You celebrate your community, banding together to endure the coming cold. A creature gains a +1 bonus to its AC and deals an extra 1d8 cold damage the first time it hits with an attack on its turn.

Afterparty

6th-Level Festivity Domain Feature
Your celebrations have become so momentous that their effects linger even after they come to an end, leaving your allies invigorated and your foes exhausted. When a creature stops being under the effect of your Channel Divinity or a spell of 1st level or higher that you cast, one of the following effects takes place:

  • If the creature is friendly to you, it gains 2d6 temporary hit points that last for 10 minutes.
  • If the creature is hostile to you, it gains disadvantage on the next attack roll it makes within 10 minutes.

Potent Spellcasting

8th-Level Festivity Domain Feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

The Grand Revelry

17th-Level Festivity Domain Feature
When you use your Invoke Festivities, you can choose to augment it, transforming it into the festival of the year. If you do, the effects last for 1 minute instead of until the end of your next turn, and, in addition to the friendly creatures, you can also choose up to three hostile creatures you can see within 30 feet of you, inviting them to take part in your celebrations. Each hostile creature must succeed on a Wisdom saving throw or suffer the following effects for the duration, depending on the chosen festival:

  • Blossom Festival. The creature is charmed by you, and whenever it takes radiant damage, it takes an extra 1d8 radiant damage.
  • Midsummer Festival. The first attack roll made against the creature each turn is made with advantage. Whenever the creature takes fire damage, it takes an extra 1d8 fire damage.
  • Harvest Festival. The creature has disadvantage on attack rolls, and whenever it takes necrotic damage, it takes an extra 1d8 necrotic damage.
  • Midwinter Festival. The creature’s speed is reduced to 0 feet, and whenever it takes cold damage, it takes an extra 1d8 cold damage.
    A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a long rest.

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