Cleric
Clerics in Dungeons & Dragons are versatile spellcasters who draw divine power from a higher power, such as a deity, to perform a variety of roles, including healing, combat, and support. They are known for their healing and support abilities, but can also deal damage with spells and weapons. Their powers are granted through faith, and they often act as champions of their god's will.
Cleric

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.
Novice
Skills
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Proficiency in saving throws Wisdom & Charisma +2
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Proficiency in Insight & Religion +2
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Proficiency in Light, Medium Armor & Shields.
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Proficiency in All Simple Weapons.
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Health increase of 8 per rank.
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Spellcasting Attribute: Wisdom
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Spell Save DC: 8 + Proficiency Bonus + Wisdom modifier
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Spells (regain after a Long Rest):​
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4 spell slots 1st level​
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2 spell slots 2nd level
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Divine Domain:
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At Novice 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 Novice level.​
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Channel Divinity:​
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At Novice 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 the Wicked and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.​
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Channel Divinity: Turn the Wicked
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As an action, you present your holy symbol and speak a prayer censuring the undead. Each player, up to 5, that can see or hear you within 6 tiles of you must make a Wisdom saving throw. If the player fails its saving throw, it is compelled for 5 rounds not to attack you or until it takes any damage. A turned creature can use its action for any other reasons except attack. (See channel divinity for DC)​
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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.
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Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
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You only get one channel divinity use at Novice.​
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Adept
Skills
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Channel Divinity:
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Beginning at Adept level, you can use your Channel Divinity twice between rests​
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Divine Rebuke:​
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Starting at adept level, when a player fails against your Turn the Wicked channel divinity, it must also make a constitution saving throw or take radiant damage equal to 2 + your wisdom modifier.​
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Spells:​
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4 spell slots 1st level​
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3 spell slots 2nd level
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3 spell slots 3rd level
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Expert
Skills
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Blessed Strike:
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When you reach Expert 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.​
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Spells:​
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4 spell slots 1st level​
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3 spell slots 2nd level
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3 spell slots 3rd level
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3 spell slots 4th level
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1 spell slot 5th level
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Specialist
Skills
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Divine Intervention (Only usable through Ticket):
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Beginning at Specialist, 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. Open a dm ticket to use this ability. 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.​
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Spells:​
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4 spell slots 1st level
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3 spell slots 2nd level
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3 spell slots 3rd level
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3 spell slots 4th level
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2 spell slot 5th level
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Subclasses
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You may only choose one:
Domains Summary
Here are the list of domains missing from our server. If you select a god that has one of these domains and no other, we advise to follow this guide. If your a cleric whose god has multiple but one of those options belong on our server, you may be requested to play that domain.
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Twilight Domain: Recommended to play Light Domain
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Peace Domain: Recommended to play Life Domain
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Nature Domain: Recommended to play Life Domain
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Tempest Domain: Recommended to play War Domain
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Forge Domain: Recommended to play War Domain
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Arcana Domain: Recommended to play Order Domain
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Grave Domain: Recommended to play Death Domain
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Knowledge Domain: Recommended to play Order Domain
Death Domain

Death is too powerful a force for even a single god to contain. It is a duty that has been passed from hand to hand, splintered into smaller pieces - disease, war, funeral rites - but there must always be an overseer of the cycle as life falls away. For countless aeons, it was Jergal. The Lord of the End of Everything presided over mortality with his unblinking stare, until even he grew weary. Young Bhaal, Bane, and Myrkul must have thought themselves conquerors when they came for the god of death, yet he used their ambitions to free himself. Myrkul claimed primacy over death from Jergal's bargain, but even he does not rule death alone. What is murder if not the most violent of deaths, seized by Bhaal in his incessant greed? What need would there be for noble Kelemvor to judge passing souls, if one deity could hold the process entire? Even gods can die, after all. Those who worship death should remember that above all else.
Novice
Skills
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Bonus Proficiency:
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When you choose this domain, you gain proficiency with Martial Weapons.​
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Channel Divinity: Touch of Death:​
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Starting at Novice 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 + your Wisdom modifier.​
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Adept
Skills
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Inescapable Destruction:
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Starting at adept, your ability to channel negative energy using Touch of Death increases to 10 + your Wisdom modifier.​
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Expert
Skills
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Divine Strike:
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As an expert, you gain the ability to infuse your weapon strikes with necrotic 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 necrotic damage to the target.​
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Specialist
Skills
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Divine Strike II
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When you reach specialist, the extra damage increases to 2d8.​
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Light Domain

The Light domain was a divine domain which granted a set of spells by deities whose portfolio included the aspect of light.
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They also possessed the ability to cause blinding light to flash before nearby attackers, making them less likely to hit their targets.
Some clerics could even emit an aura of sunlight that caused enemies caught in it to become more susceptible to the damage of their spells.
Novice
Skills
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Bonus Cantrip:
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When you choose this domain at novice level, you gain the "Light" cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.​
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Warding Flare:​
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Also at Novice level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 3 tiles of you that you can see, you can use your reaction to impose -4 on their attack rolls, causing light to flare before the attacker before it hits or misses. You can use this feature once per Long Rest.​
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Channel Divinity: Radiance of the Dawn:
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Starting at Novice level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.As an action, you present your holy symbol, and any magical darkness within 3 tiles of you is dispelled. Additionally, each hostile creature within 3 tiles of you must make a Constitution saving throw against your channel divinity dc (wisdom spell dc). A creature takes radiant damage equal to 2d10 + your wisdom modifier on a failed saving throw, and half as much damage on a successful one.​
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Adept
Skills
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Improved Flare:
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Starting at adept level, you can also use your Warding Flare feature twice per long rest.​
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Expert
Skills
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Potent Spellcasting:
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Starting at expert, your spell dc increases by 2.​
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Specialist
Skills
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Channel Divinity III:
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Starting at Specialist, you can use your Channel Divnity feature 3 times between each Rest.​
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Life Domain

The life domain was a deity domain that was associated with restoring or giving life to a creature, particularly one's allies if they needed healing.
“Life... is strength. This is not to be contested, it seems logical enough. You live, you affect your world.”
Novice
Skills
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Bonus Proficiency:
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When you choose this domain, you gain proficiency with heavy armor.​
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Disciple of Life:​
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Also when choosing this domain and reaching Adept level, your healing spells are more effective. 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 + your wisdom modifier. This includes yourself.​
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Adept
Skills
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Channel Divinity: Preserve Life:
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When choosing this domain, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 2d10 + your wisdom modifier. Choose any creatures within 6 tiles of you up to a maximum of 5. You can't use this feature on an undead or a construct.​
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Expert
Skills
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Divine Strike:
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At Expert 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 to the target.​
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Specialist
Skills
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Divine Strike II:
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When you reach Specialist level, the extra damage increases to 2d8.​
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War Domain

The War domain was a suite of spells that were granted to clerics of war deities. The gods were those of chivalry, conquest, destruction, domination, honor, pillage, and war itself.
The clerics' abilities and spells focused on battles. These abilities enhanced the combat abilities of the cleric and others.
Novice
Skills
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Bonus Proficiency
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At novice level, you gain proficiency with martial weapons and heavy armor.​
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War Priest:​
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At novice level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action once per turn.​
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Channel Divinity: Guided Strike:​
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Starting at novice level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll to hit.​
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Adept
Skills
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Channel Divinity: War God's Blessing:
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At Adept level, when an ally is within 3 tiles you can use your reaction to grant that ally a +10 bonus to the roll, using the available resources of your Channel Divinity.​
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Expert
Skills
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Divine Strike:
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At Expert 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 to the target.​
Specialist
Skills
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Divine Strike II:
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When you reach Specialist level, the extra damage increases to 2d8.​
Order Domain
WIP
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.
Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
Novice
Skills
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Bonus Proficiency:
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When you choose this domain, you gain proficiency with Heavy armor.
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You gain a +2 bonus to Intimidation and Persuasion
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Channel Divinity: Order's Demand:​
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Starting at novice 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 6 tiles 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.
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Voice of Authority:
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Starting at Novice, you can invoke the power of law to embolden an ally to attack. 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.
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Adept
Skills
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Embodiment of the Law:
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At Adept level, you become remarkably adept at channeling magical energy to compel others. 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 once per long rest.
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Expert
Skills
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Divine Strike:
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As an expert, you gain the ability to infuse your weapon strikes with necrotic 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 necrotic damage to the target.​
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Specialist
Skills
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Divine Strike II:
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When you reach specialist, the extra damage increases to 2d8.​
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Order's Wrath:​
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When you reach Specialist 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.​
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Trickery Domain
WIP
Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Novice
Skills
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Blessing of the Trickster:
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Starting at Novice, you can use your action to touch a willing creature other than yourself to give them a +5 bonus on Stealth checks. This blessing lasts for 1 hour.
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Channel Divinity: Invoke Duplicity:​
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Starting at novice, you can use your Channel Divinity to create an illusory duplicate of yourself as a Bonus Action. The duplicate appears at your location when you create it. The duplicate has the same movement speed as you and can move only immediately after it's created. You can use a Free Action to teleport to the duplicate’s location, which costs half of your total movement and doesn't provoke opportunity attacks. If you don’t move the duplicate, you can instead leave it behind and teleport back to it later on your turn without a movement cost. Teleporting back does not provoke opportunity attacks. The duplicate disappears at the end of your turn.
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Adept
Skills
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Channel Divinity: Cloak of Shadows:
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At Adept level, you can use your Channel Divinity to vanish.As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.​
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Expert
Skills
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Divine Strike:
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As an expert, you gain the ability to infuse your weapon strikes with necrotic 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 necrotic damage to the target.​
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Specialist
Skills
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Divine Strike II:
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When you reach specialist, the extra damage increases to 2d8.​
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Improved Duplicity:​
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Starting at specialist, you can use your channel divinity to create an illusory duplicate of an ally within 6 tiles. This duplicate works the same as yours for their purposes, though it cost a bonus action for them to teleport to the duplicate. The duplicate ends at the end of their turn.​
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