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Varaint Cleric Version 01

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0% found this document useful (0 votes)
30 views9 pages

Varaint Cleric Version 01

Uploaded by

Figão Rei Delas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CLERIC, VARIANT

A grinning gnome cackles with glee as he hurls a bomb into a Creating a Cleric

Cleric
group of charging goblins, blasting them into scorched As you create a cleric, the m ost important question to
chunks. He produces another, throws it at his feet, and consider is w hich deity to serve and what principles you
disappears, still laughing, into the ensuing cloud of smoke. want your character to embody. Appendix B includes lists of
A slender elf quickly mixes liquids and herbs in a small bowl. many of the gods of the multiverse. Check with your DM to
She applies the mixture to an arrow wound on an injured learn which deities are in your campaign.
dwarf’s side, which immediately stops bleeding. Once you’ve chosen a deity, consider your cleric's
Whether their methods are explosive, transformative, or relationship to that god. Did you enter this service willingly?
restorative, alchemists live to transmute the world around Or did the god choose you, im pelling you into service with
them to their liking. no regard for your w ishes? H ow do the temple priests of
Healers and Warriors your faith regard you: as a champion or a troublemaker? W
Divine magic, as the name suggests, is the pow er of the hat are your ultimate goals? D oes your deity have a special
gods, flowing from them into the world. Clerics are conduits task in mind for you? Or are you striving to prove yourself
for that power, manifesting it as miraculous effects. The worthy of a great quest?
gods don’t grant this pow er to everyone w ho seeks it, but QUICK BUILD
You can make a cleric quickly by follow ing these
only to those chosen to fulfill a high calling.
suggestions. First, Wisdom should be your highest ability
Harnessing divine magic doesn’t rely on study or training. A
score, followed by Strength, Dexterity or Constitution.
cleric might learn formulaic prayers and ancient rites, but
Second, choose the acolyte background.
the ability to cast cleric spells relies on devotion and an
intuitive sense o f a deity’s wishes. MULTICLASSING AND THE CLERIC
Clerics com bine the helpful magic o f healing and inspiring -Ability Score Minimum. As a multiclass character, you
their allies with spells that harm and hinder foes. They can must have a score of at least 13 in the Cleric’s primary
provoke awe and dread, lay curses of plague or poison, and ability, Wisdom, to take a level in this class or to take a
even call down flames from heaven to consum e their level in another class if you are already a Cleric.
enemies. For those evildoers w ho will benefit most from a -Armor Training. When you gain your first Cleric level, you
m ace to the head, clerics depend on their com bat training gain armor training with the following: Light Armor,
to let them wade into melee with the pow er of the gods on Medium Armor, and Shields.
their side. -Spell Slots. Add all your Cleric levels to the appropriate
levels from other classes to determine your available spell
Divine Agents slots for casting spells, as detailed in the multiclassing
Not every acolyte or officiant at a temple or shrine is a cleric. rules. You prepare spells for each of your classes
Som e priests are called to a simple life o f temple service, individually, referring to the spell slots of an individual
carrying out their gods’ will through prayer and sacrifice, not class to determine the number and levels of the spells you
by m agic and strength o f arms. In som e cities, priesthood prepare for it.
amounts to a political office, viewed as a stepping stone to -Channel Divinity. If you have more than one class with
higher positions o f authority and involving no com m union the Channel Divinity feature, a class’s uses of the feature
with a god at all. True clerics are rare in most hierarchies. can be expended only on that class’s Channel Divinity
When a cleric takes up an adventuring life, it is usually options.
because his or her god dem ands it. Pursuing the goals of the
gods often involves braving dangers beyond the walls of
civilization, smiting evil or seeking holy relics in ancient
tombs. Many clerics are also expected to protect their
deities’ w orshipers, which can mean fighting rampaging orc
s, negotiating peace between warring nations, or sealing a
portal that w ould allow a demon prince to enter the world.
Most adventuring clerics maintain som e 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 dem and it.

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materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
THE CLERIC
CHANNEL
PROF. DIVINITY CANTRIPS PREPARED —SPELL SLOTS PER SPELL LEVEL—
LEVEL BONUS FEATURES USES KNOWN SPELLS 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st +2 Holy Order, Spellcasting - 2 4 2 — — — — — — — —

2nd +2 Channel Divinity 2 2 5 3 — — — — — — — —


3rd +2 Divine Domain 2 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 3 7 4 3 — — — — — — —
5th +3 Smite Undead 2 3 9 4 3 2 — — — — — —
6th +3 Divine Domain feature 2 3 10 4 3 3 — — — — — —
7th +3 Holy Order Domain feature 2 3 11 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 2 3 12 4 3 3 2 — — — — —
9th +4 Commune 2 3 14 4 3 3 3 1 — — — —
10th +4 Divine Intervention 2 4 15 4 3 3 3 2 — — — —
11th +4 — 3 4 16 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 3 4 16 4 3 3 3 2 1 — — —
13th +5 — 3 4 17 4 3 3 3 2 1 1 — —
14th +5 Improved Holy Order 3 4 18 4 3 3 3 2 1 1 — —
15th +5 — 3 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 3 4 21 4 3 3 3 2 1 1 1 —
17th +6 Divine Domain feature 3 4 22 4 3 3 3 2 1 1 1 1
18th +6 — 3 4 23 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 4 24 4 3 3 3 3 2 1 1 1
20th +6 Greater Divine Intervention 3 4 25 4 3 3 3 3 2 2 1 1

EQUIPMENT
CLASS FEATURES As a 1st-level character, you start with the following
As a Cleric, you gain the following class features. equipment, or you can forgo it and spend 100 GP
on equipment of your choice.
HIT POINTS (a) a mace or (b) a warhammer (if proficient)
Hit Dice: 1d8 per Cleric level (a) scale mail, (b) leather armor, or (c) chain
Hit Points at 1st Level: 8 + your Constitution mail (if proficient)
modifier (a) simple ranged weapon and 20 pieces of
Hit Points at Higher Levels: 1d8 (or 5) + your ammunition or (b) any simple weapon
Constitution modifier per Cleric level after 1st (a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

PROFICIENCIES
Armor: Light armor, medium armor, shields Holy Order
Weapons: All simple weapons At 1st level, you have dedicated yourself to one
Tools: None of the following sacred roles, either on your own
or as part of a religious order, some holy orders
Saving Throws: Wisdom, Charisma
are more compatible with some subclasses,
Skills: Choose two from History, Insight, getting some extra effects. Choose one of the
Medicine, Persuasion, and Religion following options. Whenever you reach a level in
this class that grants the Ability Score
Improvement feature, you can change your Holy
Order:

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of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Protector. SPELL SLOTS
Trained for battle, you gain Martial Weapon Proficiency, The Cleric table shows how many spell slots you have
Heavy Armor Training, at 3rd some subclasses have a bonus to cast your cleric spells of 1st level and higher. To cast
effect to the protector clerics and you gain Divine Strike one of these spells, you must expend a slot of the
Feature at 7th level in this class. spell's level or higher. You regain all expended spell
-Divine Strike. At 7th level, you gain the ability to infuse your slots when you finish a long rest.
weapon strikes with your deity power. Once on each of your Prepared Spells of 1st+ Level. You prepare the list of
turns when you hit a creature with a weapon attack, you can spells of 1st level and higher that are available for you
cause the attack to deal an extra 1d8 damage to the target. to cast with this feature. To start, choose four 1st-level
When you reach 14th level, the extra damage increases to spells from the Cleric spell list. Rather than choosing,
2d8. you may start with Bless, Cure Wounds, Guiding Bolt,
The type of damage is determined by your domain. If your and Shield of Faith. The number of spells on your list
domain has multiple types, you choose the type used when also increases as you gain Cleric levels, as shown in
you deal the damage. The damage that you deal is always the Prepared Spells column of the Cleric table.
magical, even if the weapon that deals it is not. Whenever that number increases, choose additional
Scholar. spells from the Cleric spell list until the number of spells
on your list matches the number on the table. The
Studying and teaching about lore of the gods and the
chosen spells must be of a level for which you have
multiverse, your AC when not wearing armor or wielding a
spell slots. For example, if you’re a 3rd-level Cleric, your
shield equals 10 + your Dexterity modifier + your Wisdom
list of prepared spells can include six spells of 1st or
modifier, at 3rd you gain proficiency in a skill determined by
2nd level, in any combination.
your subclass and at 7th level in this class you gain Divine
If another Cleric feature gives spells that you always
Knowledge Feature.
have prepared, those spells don’t count against the
-Divine Knowledge. Whenever you make an Intelligence,
number of spells on the list you prepare with this
Wisdom or Charisma Ability Check, you gain a bonus to the
Spellcasting feature, but those spells otherwise follow
check equal to a roll of 1d4 (Cumulative with other effects
the rules in this feature.
such as guidance). When you reach 14th level, the bonus
Changing Your Prepared Spells. You can change
increases to 1d4+ your Wisdom modifier.
your list of prepared spells when you finish a long rest.
Thaumaturge. Preparing a new list of cleric spells requires time spent
Delving deeper into your divine magical abilities, you have one in prayer and meditation: at least 1 minute per spell
extra use of your Channel Divinity (For the Thaumaturge level for each spell on your list.
unlocks Chanel Divinity and his normal uses at level 1). At 3rd
you can learn one extra Cantrip determined by your subclass SPELLCASTING ABILITY
and you gain the Potent Spellcasting feature at 7th level in Wisdom is your spellcasting ability for your
this class. cleric spells. The power of your spells comes
-Potent Spellcasting. Starting at 7th level, you add your from your devotion to your deity. You use your
Wisdom modifier to the damage you deal with any cleric Wisdom whenever a cleric spell refers to your
cantrip. When you reach 14th level, when you cast a Cleric spellcasting ability. In addition, you use your
cantrip and deal damage to a creature with it, you can give Wisdom modifier when setting the saving
vitality to yourself or another creature within 60 feet of throw DC for a cleric spell you cast and when
yourself, granting a number of Temporary Hit Points equal to making an attack roll with one.
twice your Wisdom modifier.
Spell save DC = 8 + your proficiency
bonus + your Wisdom modifier
Spellcasting (Spell List) Spell attack modifier = your proficiency bonus +
At 1st level.You have learned to cast spells your Wisdom modifier
through prayer, meditation, and devotion.
CANTRIPS RITUAL CASTING
At 1st level, you know three cantrips of your You can cast a cleric spell as a ritual if that spell has the
choice from the cleric spell list. You learn ritual tag and you have the spell prepared.
additional cleric cantrips of your choice at higher
levels, as shown in the Cantrips Known column SPELLCASTING FOCUS
of the Cleric table. Whenever you gain a Cleric You can use a holy symbol as a spellcasting focus for
level, you can replace one of your cantrips with your cleric spells.
another cantrip of your choice from the Cleric
spell list.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Channel Divinity Divine Domain
At 2nd level, you gain the ability to channel divine energy At 3rd level, you choose a domain shaped by your
directly from the Outer Planes, using that energy to fuel choice of Deity and the gifts they grant you. Your choice
magical effects. You start with three such effects: Divine grants you domain spells and other features when you
Spark, Harness Divine Power, Turn Undead. Some choose it at 3rd level. It also grants you additional ways
domains grant you additional effects as you advance in to use Channel Divinity when you gain that feature at
levels, as noted in the domain description. 2nd level, and additional benefits at 6th, 7th, and 17th
You can use Channel Divinity twice. You regain one levels.
expended use when you finish a Short Rest, and you DOMAIN SPELLS
regain all expended uses when you finish a Long Rest.
You can use a holy symbol as a spellcasting focus for
You gain additional uses when you reach certain Cleric
your cleric spells.Each domain has a list of spells-its
levels, as shown in the Channel Divinity column of the
domain spells that you gain at the cleric levels noted in
Cleric table.
the domain description. Once you gain a domain spell,
Some Channel Divinity effects require saving throws.
you always have it prepared, and it doesn't count
When you use such an effect from this class, the DC
against the number of spells you can prepare each day.
equals your cleric spell save DC.
If you have a domain spell that doesn't appear on the
cleric spell list, the spell is nonetheless a cleric spell for
-Divine Spark you.
As an Action, you point your Holy Symbol at another creature
you can see within 30 feet of yourself and focus divine energy
Smite Undead
at them. Roll a number of d8s equal to your Proficiency Bonus Starting at 5th level, you can cause your Turn Undead
and add the rolls together. You either restore Hit Points to the feature to smite the undying; whenever you use Turn
creature equal to that total or force the creature to make a Undead, you can roll a number of d8s equal to your
Constitution Saving Throw. On a failed save, the creature Wisdom modifier (minimum of 1d8) and add the rolls
takes Necrotic or Radiant (your choice) damage equal to the together. Each Undead that fails its saving throw against
total. On a successful save, the creature takes half as much that use of Turn Undead takes Radiant damage equal to
damage (round down). the roll’s total. This damage doesn’t end the turn effect.

-Harness Divine Power


You can expend a use of your Channel Divinity to fuel your
Commune
spells. As a bonus action, you touch your holy symbol, utter When you reach 9th level, in the past, you have reached
a prayer, and regain one expended spell slot, the level of the divine source of your power through prayer. Now
which can be no higher than half your proficiency bonus you can also have brief conversations; you always have
(rounded up). The number of times you can use this feature the Commune spell prepared.
is based on the level you've reached in this class: 2nd level,
once; 6th level, twice; and 18th level, thrice. You regain all Divine Intervention
expended uses when you finish a long rest. Beginning at 10th level, you can call on your deity or
pantheon to intervene on your behalf. As an action,
-Turn Undead. choose any Divine spell of 5th level or lower that doesn’t
As an Action, you present your Holy Symbol and speak a require a Reaction to cast. As part of the same action,
prayer censuring Undead creatures. Each Undead within 30 you cast that spell without expending a spell slot or
feet of you must make a Wisdom saving throw. If the creature needing material components. You then can’t use this
fails its saving throw, it has the Frightened and Incapacitated feature again until you finish a Long Rest.
conditions for 1 minute. This effect ends early on the creature
if it takes any damage, you have the Incapacitated condition,
or you die. Greater Divine Intervention
While Frightened in this way, the only Action the creature can At 20th level, you are able to call on even more powerful
take is the Dash Action, and if it Moves, it must end that Move divine intervention. When you use your Divine
farther from you than where it started. Intervention feature, you can choose Wish when you
select a spell. If you do so, you can’t use Divine
Intervention again until you finish 2d4 Long Rests.
When you cast Wish with this feature, you are immune
to the stress caused by using Wish to do something
other than casting a spell.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Life Domain
The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe –
that sustains all life. The gods of life promote vitality and health through healing the sick and wounded,
caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can
claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and
Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as
Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and
Boldrci).
Life Domain Spells
Cleric Level Spells
3rd Bless, Cure Wounds
Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead

HOLY ORDER BONUS BLESSED HEALER


When you choose this domain at 3rd level. Beginning at 6th level, the healing spells you cast
Protector Cleric. You gain proficiency in heavy armor on others heal you as well. When you cast a spell of
and martial weapons. In addition you gain +1 to your 1st level or higher that restores hit points to a
AC when wearing armor. creature other than you, you regain hit points equal
Thaumaturge Cleric you gain Hand of Radiance to 2 + the spell's level.
cantrip that counts as cleric spells for you.
Scholar Cleric gain proficiency in Medicine
or Investigation Skill (You choice).
CLERICAL CANON
DISCIPLE OF LIFE Starting at 7th level, You gain a specific feature
Also starting at 3rd level, your healing spells are more determined by your Holy Order.
effective. Whenever you use a spell of 1st level or -Protector Cleric you gain Divine Strike, deals
higher to restore hit points to a creature, the creature Radiant damage.
regains additional hit points equal to 2 + the spell's -Scholar Cleric you gain Divine Knowledge.
level. -Thaumaturge Cleric you gain Potent Spellcasting.

CHANNEL DIVINITY: PRESERVE LIFE SUPREME HEALING


Starting at 3rd level, you can use your Channel Divinity Starting at 17th level, when you would normally
to heal the badly injured. roll one or more dice to restore hit points with a
As an action, you present your holy symbol and evoke spell, you instead use the highest number possible
healing energy that can restore a number of hit points for each die. For example, instead of restoring 2d6
equal to five times your cleric level. Choose any hit points to a creature, you restore 12.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Light Domain
Gods of light – including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-
Horakhty – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol
of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across
the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception.
Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of
a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision,
charged with chasing away lies and burning away darkness.
Light Domain Spells CHANNEL DIVINITY: RADIANCE OF THE DAWN
Cleric Level Spells Starting at 3rd level, you can use your Channel Divinity to
3rd Burning Hands, Faerie Fire harness sunlight, banishing darkness and dealing radiant
Flaming Sphere, Scorching Ray damage to your foes.
5th Daylight, Fireball As an action,you present your Holy Symbol and expend a use
7th Guardian of Faith, Wall of Fire of your Channel Divinity to emit sunlight in a 30-foot-radius
9th Flame Strike, Scrying sphere centered on yourself. Any magical darkness—such as
that created by the Darkness spell—in the sphere is
HOLY ORDER BONUS dispelled. Additionally, each creature of your choice in the
When you choose this domain at 3rd level.
sphere must make a Constitution saving throw, taking
Protector Cleric. You gain proficiency in
Radiant damage equal to 2d10 + your Cleric level on a failed
heavy armor and martial weapons.
save, or half as much damage on a successful one.
Thaumaturge Cleric you gain Hand of
Radiance cantrip that counts as cleric spells REVEALING LIGHT
for you.
At 6th level, as a Bonus Action, you can present your Holy
Scholar Cleric gain proficiency in Perception
Symbol and cast See Invisibility without expending a spell
or Investigation Skill (You choice).
slot. When you cast it in this way, your allies also gain the
LIGHT TOUCH benefit of the spell while within 10 feet of you. Until the spell
When you choose this domain at 3rd level, ends, you emit Bright Light in a 10-foot radius and Dim Light
you gain the Light cantrip if you don't already for an additional 10 feet. You can end the spell early as a
know it. This cantrip doesn’t count against the Bonus Action.
number of cleric cantrips you know. Once you use this feature, you can’t do so again until you
finish a Long Rest.
WARDING FLARE
Also at 3rd level, you can interpose divine
CLERICAL CANON
light between yours allies and an attacking Starting at 7th level, You gain a specific feature determined
enemy. When a creature that you can see by your Holy Order.
within 30 feet of you makes an attack roll, you -Protector Cleric you gain Divine Strike, deals Radiant
can use your Reaction to impose damage.
Disadvantage on the attack roll, causing light -Scholar Cleric you gain Divine Knowledge.
to flare before the attacker before it hits or -Thaumaturge Cleric you gain Potent Spellcasting.
misses. CORONA OF LIGHT
You can use this feature a number of times Starting at 17th level, you can use your action to activate an
equal to your Wisdom modifier (minimum of aura of sunlight that lasts for 1 minute or until you dismiss it
once). You regain all expended uses when you using another action. You emit bright light in a 60-foot radius
finish a Long Rest. 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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Death Domain
The Death domain is concerned with the forces that cause death, as well as the negative energy that
gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of
necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also
embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos,
Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level Spells
3rd False Life, Ray of Sickness
Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Cloudkill

HOLY ORDER BONUS INESCAPABLE DESTRUCTION


When you choose this domain at 3rd level. Starting at 6th level, your ability to channel
Protector Cleric. You gain proficiency in heavy negative energy becomes more potent. Necrotic
armor and martial weapons. In addition you gain damage dealt by your cleric spells get an extra die.
proficiency with one Exotic weapon. Necrotic damage dealt by your cleric spells, Divine
Thaumaturge Cleric you gain Toll the Dead cantrip Strike and Channel Divinity options ignores
that counts as cleric spells for you. resistance to necrotic damage.
Scholar Cleric gain proficiency in Medicine
or History Skill (You choice).

REAPER CLERICAL CANON


At 3rd level, you learn one necromancy cantrip of Starting at 7th level, You gain a specific feature
your choice from any spell list. When you cast a determined by your Holy Order.
necromancy cantrip that normally targets only one -Protector Cleric you gain Divine Strike, deals
creature, the spell can instead target two creatures Necrotic damage.
within range and within 5 feet of each other. -Scholar Cleric you gain Divine Knowledge.
At 10th level, when you cast a necromancy spell of -Thaumaturge Cleric you gain Potent Spellcasting.
1st through 5th level that targets only one creature,
that spell can instead target two creatures within IMPROVED REAPER
range and within 5 feet of each other. If the spell Starting at 17th level, you learn one 5th level and
consumes its material components, you must provide one 6th level necromancy spells of your choice
them for each target. from any spell list. Additionally, any radiant
CHANNEL DIVINITY: TOUCH OF DEATH damage spells you cast can be changed into
necrotic damage.
Starting at 3rd level, you can use Channel Divinity to
destroy another creature's life force by touch. 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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific,
with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the
gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel
in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war
include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of
destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and
domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada)
take a more neutral stance, promoting war in all its manifestations and supporting warriors in any
circumstance.
War Domain Spells
Cleric Level Spells
3rd Divine Favor, Shield of Faith
Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster

HOLY ORDER BONUS WAR PRIEST


When you choose this domain at 3rd level. Starting at 6th level, when you miss with a
Protector Cleric. You gain proficiency in heavy armor weapon or spell attack, you can use your bonus
and martial weapons. In addition you gain proficiency action to make an additional weapon attack.
with one Exotic weapon or gain +1
to your AC when wearing armor (Your choice). CLERICAL CANON
Thaumaturge Cleric. You gain True Strike (revised) Starting at 7th level, You gain a specific feature
cantrip that counts as cleric spells for you. determined by your Holy Order.
Scholar Cleric. You gain proficiency in Intimidation or -Protector Cleric you gain Divine Strike, deals
Insight Skill (Your choice). the same damage of the weapon damage.
-Scholar Cleric you gain Divine Knowledge.
GUIDED STRIKE -Thaumaturge Cleric you gain Potent
From 3rd level, your god delivers bolts of inspiration to
Spellcasting.
you and your allies while you are engaged in battle.
When you or a creature within 30 feet of you makes an
AVATAR OF BATTLE
attack roll, you can use your reaction to grant a bonus to
At 17th level, you gain resistance to bludgeoning,
the attack roll equal to your wisdom modifier. You make
piercing, and slashing damage from non-magical
this choice after you see the roll, but before the DM says
weapons.
whether the attack hits or misses.
Additionally, when a creature other than yourself
You can use this feature a number of times equal to your
gains the benefit of your guided strike feature,
wisdom modifier. You regain all expended uses when
they deal an additional 2d8 radiant damage if
you finish a long rest.
they hit.
CHANNEL DIVINITY: WAR GOD'S BLESSING
Starting at 3rd level, as a bonus action, you present your
holy symbol and choose a creature you can see within 30
feet (this can include yourself).
The target gains temporary hit points equal to 1d8 + your
cleric level. While a creature has temporary hit points
granted by your Channel Divinity, weapon attacks made
against it have disadvantage.
The creature loses any remaining temporary hit points
after 1 minute.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Some things need more detailing like exotic
weapons or some revised spells, plus several
other details I'm working on. If you liked
what you saw you can
Support me on Patreon so I can create more
content and expand this wonderful role-
playing game.

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