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Cleric

All classes · Multiclassing · Rules Glossary

Cleric

Core Cleric Traits

Primary Ability Wisdom
Hit Point Die D8 per Cleric level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP

Becoming a Cleric ...

As a Level 1 Character

  • Gain all the traits in the Core Cleric Traits table.
  • Gain the Cleric's level 1 features, which are listed in the Cleric Features table.

As a Multiclass Character

  • Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
  • Gain the Cleric's level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Cleric Class Features

As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.

Cleric Features

Level Proficiency Bonus Class Features Channel Divinity
1 +2 Spellcasting, Divine Order -
2 +2 Channel Divinity 2
3 +2 Cleric Subclass 2
4 +2 Ability Score Improvement 2
5 +3 Sear Undead 2
6 +3 Subclass feature 3
7 +3 Blessed Strikes 3
8 +3 Ability Score Improvement 3
9 +4 - 3
10 +4 Divine Intervention 3
11 +4 - 3
12 +4 Ability Score Improvement 3
13 +5 - 3
14 +5 Improved Blessed Strikes 3
15 +5 - 3
16 +5 Ability Score Improvement 3
17 +6 Subclass feature 3
18 +6 - 4
19 +6 Epic Boon 4
20 +6 Greater Divine Intervention 4
Level Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 3 4 2 - - - - - - - -
2 3 5 3 - - - - - - - -
3 3 6 4 2 - - - - - - -
4 4 7 4 3 - - - - - - -
5 4 9 4 3 2 - - - - - -
6 4 10 4 3 3 - - - - - -
7 4 11 4 3 3 1 - - - - -
8 4 12 4 3 3 2 - - - - -
9 4 14 4 3 3 3 1 - - - -
10 5 15 4 3 3 3 2 - - - -
11 5 16 4 3 3 3 2 1 - - -
12 5 16 4 3 3 3 2 1 - - -
13 5 17 4 3 3 3 2 1 1 - -
14 5 17 4 3 3 3 2 1 1 - -
15 5 18 4 3 3 3 2 1 1 1 -
16 5 18 4 3 3 3 2 1 1 1 -
17 5 19 4 3 3 3 2 1 1 1 1
18 5 20 4 3 3 3 3 1 1 1 1
19 5 21 4 3 3 3 3 2 1 1 1
20 5 22 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance , Sacred Flame , andThaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless , Cure Wounds , Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 1: Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it.

Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3: Cleric Subclass

You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

Level 5: Sear Undead

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.

Level 7: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.

Level 14: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.

Divine Strike. The extra damage of your Divine Strike increases to 2d8.

Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.

Level 20: Greater Divine Intervention

You can call on even more powerful divine intervention. When you use your Divine 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.

Cleric Spell List

This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Cleric Spells)

Spell School Special
Guidance Divination C
Light Evocation -
Mending Transmutation -
Resistance Abjuration C
Sacred Flame Evocation -
Spare the Dying Necromancy -
Thaumaturgy Transmutation -

Level 1 Cleric Spells

Spell School Special
Bane Enchantment C
Bless Enchantment C, M
Command Enchantment -
Create or Destroy Water Transmutation -
Cure Wounds Abjuration -
Detect Evil and Good Divination C
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Do Unto Others Enchantment M
Every Knee Shall Bend Enchantment C
Guiding Bolt Evocation -
Healing Word Abjuration -
Inflict Wounds Necromancy -
Magnificat Abjuration —
Manna and Quail Conjuration —
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Sanctuary Abjuration -
Shield of Faith Abjuration C

Level 2 Cleric Spells

Spell School Special
Aid Abjuration -
Augury Divination R, M
Blindness/Deafness Transmutation -
Calm Emotions Enchantment C
Continual Flame Evocation M
Enhance Ability Transmutation C
Find Traps Divination -
Gentle Repose Necromancy R, M
Hold Person Enchantment C
Lesser Atonement Abjuration C, M
Lesser Restoration Abjuration -
Locate Object Divination C
Prayer of Healing Abjuration -
Protection from Poison Abjuration -
Silence Illusion C, R
Spiritual Weapon Evocation C
Turn the Other Cheek Abjuration —
Warding Bond Abjuration M
Zone of Truth Enchantment -

Level 3 Cleric Spells

Spell School Special
Animate Dead Necromancy -
Beacon of Hope Abjuration C
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Create Food and Water Conjuration -
Daylight Evocation -
Dispel Magic Abjuration -
Glyph of Warding Abjuration M
Magic Circle Abjuration M
Mass Healing Word Abjuration -
Meld into Stone Transmutation R
Protection from Energy Abjuration C
Remove Curse Abjuration -
Revivify Necromancy M
Scapegoat Abjuration C
Sending Divination -
Speak with Dead Necromancy -
Spirit Guardians Conjuration C
Tongues Divination -
Water Walk Transmutation R

Level 4 Cleric Spells

Spell School Special
Aura of Life Abjuration C
Banishment Abjuration C
Control Water Transmutation C
Death Ward Abjuration -
Divination Divination R, M
Freedom of Movement Abjuration -
Guardian of Faith Conjuration -
Locate Creature Divination C
Pillar of Fire Evocation C
Stone Shape Transmutation -

Level 5 Cleric Spells

Spell School Special
Cenacle Conjuration M
Commune Divination R
Contagion Necromancy -
Covenant Enchantment —
Create Golem Transmutation M
Dispel Evil and Good Abjuration C
Flame Strike Evocation -
Geas Enchantment -
Greater Atonement Abjuration M, R
Greater Restoration Abjuration M
Hallow Abjuration M
Insect Plague Conjuration C
Legend Lore Divination M
Mass Cure Wounds Abjuration -
Paraclete Conjuration M
Planar Binding Abjuration M
Raise Dead Necromancy M
Scrying Divination C, M
Unum in Christo Transmutation M, R

Level 6 Cleric Spells

Spell School Special
A Glass Darkly Divination R
Annuntiation Conjuration M, R
Blade Barrier Evocation C
Create Undead Necromancy M
Find the Path Divination C, M
Forbiddance Abjuration R, M
Harm Necromancy -
Heal Abjuration -
Heroes' Feast Conjuration M
Pillar of Cloud Divination C
Planar Ally Conjuration -
Sunbeam Evocation C
True Seeing Divination M
Word of Recall Conjuration -

Level 7 Cleric Spells

Spell School Special
Conjure Celestial Conjuration C
Divine Word Evocation -
Etherealness Conjuration -
Fire Storm Evocation -
Plane Shift Conjuration M
Regenerate Transmutation -
Resurrection Necromancy M
Symbol Abjuration M

Level 8 Cleric Spells

Spell School Special
Antimagic Field Abjuration C
Control Weather Transmutation C
Earthquake Transmutation C
Holy Aura Abjuration C, M
Sunburst Evocation -

Level 9 Cleric Spells

Spell School Special
Astral Projection Necromancy M
Gate Conjuration C, M
Mass Heal Abjuration -
Power Word Heal Enchantment -
True Resurrection Necromancy M

Cleric Subclass: Life Domain

Soothe the Hurts of the World

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.

Level 3: Disciple of Life

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.

Level 3: Life Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells

Cleric Level Prepared Spells
3 Aid, Bless, Cure Wounds, Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds

Level 3: Preserve Life

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Level 6: Blessed Healer

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.

Level 17: Supreme Healing

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

Cleric Subclass: Prophecy Domain

A young girl stands resolute before the king of the Persian empire. Unafraid of the thousands of armed soldiers that surround her, she meets the eyes of the genocidal tyrant and demands justice.

A wiry old man turns to the angry mob that is approaching him. With a furrowed brow and sadness in his eyes, he stretches out a hand toward the heavens. A column of fire cascades from the clouds above, enveloping the world in flame until all that remains of his attackers are ashes.

A cloaked figure kneels beside a group of orphans huddled together. A hand stretches out to offer them water as a clear voice speaks from beneath the cloak: "those who walk in darkness will see a great light."

Prophets are enigmatic and unpredictable figures that defy definition. Rarely seen in the company of other prophets, these wanderers travel alone (or in the company of other adventurers) to seek out injustice and confront it head on. Sometimes this means reaching out and comforting those who are being persecuted; sometimes this means confronting persecutors. A prophet is just as likely to spend their day caring for a sick child as they are to anoint a new king or call down fire from heaven to destroy an entire city. The only thing that all prophets share in common is the pursuit of justice through the proclamation of God's word.

Subclass Progression

Level Feature
3rd Domain Spells, Bonus Proficiencies, Spiritual Tongue
3rd Channel Divinity: Prophesy
6th Purity of Thoughts, Channel Divinity: Pronounce Judgment, Prophesy improvement
7th Blessed Strikes (base class; Potent Spellcasting option)
17th Truth Sense
17th Incorruptible Soul

Roleplaying: Sacred Mission

The most notable feature that sets prophets apart from other clerics is their sacred mission. Ordained by God, a prophet's mission is a compulsion that must be attended to. A prophet can feel free to travel with a party and carry out other tasks, but if a sacred mission is ignored for long enough, providence will intervene in the form of coincidental meetings, prepaid passage on ships, or strange symbols on trees or in the clouds. If a prophet outright rejects the mission given by God, the entire fabric of the universe may start to realign itself until the mission is carried out, for better or worse (just ask the prophet Jonah).

When you create your character, discuss your sacred mission with your GM. Your mission could be agreed upon in advance or it could be kept secret by the GM, to be revealed during gameplay. A prophet's sacred mission can be anything, but the following table gives some ideas that happen to fit well into the world of the Bible as it exists in this module.

A prophet's work is never done. If you successfully complete your sacred mission, a messenger from God appears to you in a dream, congratulates you, and then assigns you a new sacred mission. Often, this new mission may relate to developments your success has caused. Other times, it is completely unrelated, on the opposite side of the world.

Table- Sacred Mission

d8 Sacred Mission
1 Women are being used as objects in the city of Thebes. Find the cause of this immorality and convince the people to repent.
2 A leader named Sergius Paulus on the island of Cyprus needs advice. Help him make the best decisions for the people there.
3 Seven teenagers in the city of Tarsus are in danger. Find them and escort them safely out of the city before time runs out.
4 The Ark of the Covenant is in danger. Find it and then seek out someone worthy to protect it.
5 A false prophet has been walking the streets of Nineveh. Put a stop to these lies and offer him one last chance to leave town.
6 The city of Ekbatana is corrupt. Call the leadership to repent, and if they do not, destroy the city once and for all.
7 The Queen of Sheba mourns the loss of her friend and advisor. Rescue him if he is alive, or else anoint a worthy replacement.
8 The people of Galilee have lost hope. Travel to the region and perform at least one miracle in each town. When you do so, announce to the people that the coming of the Messiah is at hand.

Level 3: Domain Spells

Starting at Cleric level 3, you always have the spells listed for your Cleric level and lower prepared. They are Cleric spells for you and do not count against the number you can prepare with Spellcasting.

Level Spells
3rd Do Unto Others, Every Knee Shall Bend
3rd Blindness/Deafness, Zone of Truth
5th Clairvoyance, Remove Curse
7th Aura of Purity, Pillar of Fire
9th Covenant, Dream

Level 3: Bonus Proficiencies

At 3rd level you gain proficiency in Religion and Persuasion. You also learn two additional languages of your choice.

Level 3: Spiritual Tongue

Starting at 3rd level when you accept God's call to become a prophet, you gain a spiritual gift that allows you to be understood no matter where your journey takes you. As an action, you can speak in a Spiritual Tongue. While speaking in this way, any creature within 30 feet that can understand a language can understand what you say. This includes creatures with impairments to their hearing, such as creatures that attempt to plug their ears, creatures that are deaf, or creatures inside the area of a Silence spell.

Your Spiritual Tongue lasts for 1 minute, or until you choose to end it. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after finishing a Long Rest.

Level 3: Channel Divinity: Prophesy

Starting at 3rd level, you can use your Channel Divinity to receive prophetic visions of grave importance. You spend 1 minute in prayer or meditation, asking for God's guidance. At the end of the ritual you receive a vision determined by the GM or chosen randomly using the "Visions and Dreams" table on page 136. By default, the vision will usually provide extra insight or detail that pertains to your sacred mission. However, you may instead request that the vision give advice for overcoming an obstacle, such as how to escape from a prison cell or where to find an important document. Visions are always truthful, but often their meanings are veiled in cryptic symbolism.

When the vision ends, you may ask one clarifying question about the vision, to which the GM offers a truthful reply. The question must relate to the vision that was just received. The GM's answer to this question is limited to one word.

When you reach 6th level, the GM's answer to your clarifying question expands to 10 words.

Level 6: Purity of Thoughts

Starting at 6th level, your commitment to your sacred mission grants you special abilities:

  • You gain resistance to Psychic damage.
  • You have advantage on Saving Throws against being Charmed or Frightened.

Level 6: Channel Divinity: Pronounce Judgment

At 6th level, you can use your Channel Divinity to pronounce judgment on a creature that has refused to turn away from the path of wickedness. As an action, choose one creature that you can see within 60 feet of you. That creature suffers one of the following effects, chosen by you as you pronounce judgment upon it:

  • For the next minute, the target has disadvantage on all saving throws.
  • For the next minute, all weapon attack rolls against the target are made with advantage.
  • For the next minute, all weapon attacks that deal damage to the target deal extra Radiant damage equal to your proficiency bonus.

Base Class Reminder: Potent Spellcasting (Level 7)

At Cleric level 7, choose the Potent Spellcasting option of your Blessed Strikes class feature to retain this benefit. It adds your Wisdom modifier to damage dealt by a Cleric cantrip, as described in that feature, and improves through Improved Blessed Strikes at level 14. This subclass does not grant an additional copy of Potent Spellcasting.

Level 17: Truth Sense

At 17th level, you are automatically aware of any lie that you hear spoken (but not of one written down).

Level 17: Incorruptible Soul

At 17th level, your unwavering faith is rewarded:

  • You gain immunity to Psychic damage.
  • You cannot be Charmed or Frightened, and magic cannot put you to sleep.
  • If you fail your third Death Saving throw, a chariot made of pure fire appears and carries your body into the heavenly realm before you can die. Any creatures of your choice that can see the chariot when it appears must succeed on a DC 23 Constitution saving throw or be blinded until the end of their next turn.

Cleric Subclass: Exorcism Domain

The Exorcist is an enigmatic and highly trained cleric. While most religious orders busy themselves with the affairs of their local communities or the rituals of the church, some clerics recognize that there is more to this world than meets the eye. The Exorcist is aware of the battle between good and evil that rages on in the liminal spaces and haunted corners of reality. More importantly, the Exorcist is prepared for the eventuality that this war spills over into the Physical Realm.

Above all else, the Exorcist is the sacred protector of free will. There is nothing so repugnant to a Cleric of the Exorcism Domain as a creature that is forced to surrender its autonomy to the whims of another being. When demons take possession of wayward souls and powerful magic corrupts the hearts of those in its thrall, the Exorcist will be the first to wade knee-deep into the murky waters of the unknown and stand face to face with the powers of evil.

Exorcists tend to be lone adventurers who seek out evil where it hides among the ordinary people of the Material Plane. Although individual Exorcists might belong to one of many different religious orders or denominations, they share a kinship with one another. When the darkness of the Abyss spills into the mortal realm, it is always the Exorcists who stand against the tide of evil when all others flee before it.

Level 3: Domain Spells

Starting at Cleric level 3, you always have the spells listed for your Cleric level and lower prepared. They are Cleric spells for you and do not count against the number of spells you can prepare with Spellcasting.

Cleric Level Spells
3rdDetect Evil and Good, Protection from Evil and Good
3rdGentle Repose, See Invisibility
5thDispel Magic, Remove Curse
7thBanishment, Guardian of Faith
9thDispel Evil and Good, Greater Restoration

Level 3: Bonus Proficiencies

When you choose this domain at 3rd level, you learn Infernal and one other language of your choice. You also gain proficiency with the Herbalism kit.

Level 3: Exorcist Tools

When you choose this domain at 3rd level, you have learned to employ special tools in the fight against evil. You have access to an expanded list of objects that you may use as a spellcasting focus for your cleric spells, in addition to your holy symbol. While holding your spellcasting focus, you know the Thaumaturgy cantrip. If your spellcasting focus is lost or destroyed, you can create a new one after spending 1 hour in prayer or meditation. Creating a new spellcasting focus instantly destroys your old one. You may choose one of the following objects as a spellcasting focus, or roll to determine it randomly.

d6 Exorcist Spellcasting Focus
1A specially crafted incense burner that constantly emits the subtle scents of sage, sandalwood, and frankincense.
2A crystal vial containing Holy Water from a sacred site
3An ancient iron ciborium containing salt that was blessed by a saint from ages long past
4The words of a scripture passage or a mantra of exorcism, tattooed on the surface of your forearms using blessed ink
5A crucifix with a hidden compartment containing a powerful relic.
6A Tibetan singing bowl that rings with the sound of church bells when struck.

Level 3: Turn Unholy

Starting at 3rd level, your Turn Undead option of Channel Divinity can affect Fiends as well as Undead. Treat Fiends as Undead for that use of Turn Undead, including the damage from your Sear Undead feature once you gain it at Cleric level 5.

Level 6: Channel Divinity: Word of Exorcism

Starting at 6th level, you gain the ability to thwart a creature’s attempt to control the will of another. As a Magic action, you expend one use of your Channel Divinity to speak a word of exorcism to one creature that can hear you within 30 feet of you. If the creature is frightened, charmed, or possessed, this condition ends for it.

Moreover, if the frightened, charmed, or possessed condition originated from a creature within 60 feet of you that can hear you, that creature must make an Intelligence saving throw, taking an amount of psychic damage equal to twice your Cleric level on a failed save, or half as much on a success.

Level 6: Divine Vigilance

Additionally at 6th level, you gain the following benefits:

  • You cannot become charmed or possessed
  • You have advantage on saving throws against becoming frightened.

Base Class Reminder: Potent Spellcasting (Level 7)

At Cleric level 7, choose the Potent Spellcasting option of your Blessed Strikes class feature to gain this benefit. It adds your Wisdom modifier to your Cleric cantrip damage as described in that feature and improves through Improved Blessed Strikes at level 14. This subclass does not grant a second copy at level 8; choosing Divine Strike instead does not also grant Potent Spellcasting.

Level 17: Liberating Avenger

Starting at 17th level, you become an unstoppable force for free will.

  • You cannot become frightened.
  • If you are targeted by an effect that would charm or possess you, the effect fails and the creature that targeted you instead takes an amount of psychic damage equal to twice your cleric level.
  • When you deal damage to a creature that has the ability to cause the charmed, frightened, or possessed condition, you deal an extra 2d8 radiant damage (when you roll damage against a creature, the GM indicates whether the creature has such an ability, but does not specify what the ability is).

Silk Road Spell Options

These additional spells are available to this class.

SpellLevel and school
Red Sky3rd-level Transmutation
Covenant5th-level Divination
Blood Curse5th-level Necromancy
Mend5th-level Transmutation
Rend5th-level Transmutation
Monsoon6th-level Conjuration
RendingTransmutation Cantrip

Cleric Subclass: Catacomb Domain

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

Unearthed Apocrypha #2: Outlaws and Ossuaries, pp. 2–3.

“Halt! This is the entrance to Necropolis, the City of the Dead.” -Inscription above ancient Roman catacomb

The Catacomb Domain enshrines the promise that all people deserve a proper burial. However, during times of persecution, whether it be the oppression of the Roman Empire, the reign of the Antichrist, or sometime in between, the rites of religious burials are occasionally outlawed. In such times the faithful are forced underground, in some cases quite literally.

The sprawling network of subterranean tunnels, often referred to as “catacombs,” is the domain of the Catacomb Cleric, the overseer of the dead. In this mazework of tunnels, tombs, and traps, the power of secular empires means nothing. Down here, the only authority is held by those who know the way in, and more importantly, the way out. These labyrinthine necropolises were built from the bones of the martyrs and, if you wish not to join them, it is best not to enter without the permission and guidance of a Cleric of the Catacomb Domain.

Level 3: Catacomb Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. Whenever you reach a Cleric level specified in the Domain Spells table, you thereafter always have the listed spells prepared.

Level 3: Mazework Mind

You can perfectly recall any path you have traveled, and you have advantage on checks made to navigate mazes, labyrinths, dungeons, and similar structures.

Additionally, as a Magic Action, you can open your senses to the hazards of your environment, making you instantly aware of the presence and location of traps and secret doors within 30 feet. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Eternal Rest

As a Magic Action, you can expend one use of your Channel Divinity to touch a point and infuse the area around it with holy power. Dead bodies and other remains within 60 feet of this point cannot be turned into undead.

Level 6: Cryptkeeper

You have Darkvision with a range of 60 feet. If you already had Darkvision, its range is extended by 60 feet.

Additionally, you are automatically aware of a location where someone has died in the last 9 days, as the location glows faintly in your vision. This feature reveals the location where someone died, but not the cause of death or identity of the deceased.

Level 17: Last Rites

As a Magic Action, you can anoint yourself or a willing creature with oil, warding it against death. The first time the target would drop to 0 hit points as a result of taking damage, it instead drops to 1 hit point, and the blessing ends. This blessing lasts until it is used, you finish a Long Rest, or until you use this feature again.

Cleric Subclass: Enmity Domain

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

Unearthed Apocrypha #3: Villainous Options, p. 4.

“I will put enmity between your offspring and hers... cursed is the ground... thorns and thistles it will bring forth.”-Genesis 3:15-18

When the first humans were led astray by a wicked serpent, a curse was placed on the very earth they walked. From that day forward, the earth brought forth thorns and thistles, and enmity was placed between the descendants of Eve, and the offspring of the Evil One.

While most high-minded clerics see the thorny brambles of the fallen world as a blemish to be ignored or erased, the Enmity Domain sees them as allies in vengeful war against darkness. As it was the devil that sowed thorns and suffering into the fertile earth, it is thorns and suffering that he shall reap. Clerics of the Domain of Enmity embrace thorns, thistles, biting insects, and venomous serpents: seeing them not as our enemies, but as fellow victims of the evil that corrupted our world the first place.

Level 3: Enmity Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. Whenever you reach a cleric level specified in the Domain Spells table, you thereafter always have the listed spells prepared.

Cleric LevelSpells
3Ensnaring Strike, Protection from Poison, Sammael’s Venom, Spike Growth
5Conjure Animals, Dora’s Creeping Critter
7Grasping Vine, Den of Serpents
9Insect Plague, Wrath of Eden

Level 3: Harvest of Thistles

As a Magic Action, you present your Holy Symbol and expend a use of your Channel Divinity to manifest a 10-foot Emanation originating from yourself for 1 minute. It ends early if you dismiss it (no action required) or have the Incapacitate condition.

The Emanation surrounds you with a tangle of thorns and thistles, and is difficult terrain for your enemies. Additionally, when you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Dexterity saving throw against your spell save DC or take Piercing damage from the thistles. This damage is a number of d6s equal to your Proficiency Bonus.

Level 3: Venomous Affinity

As a Magic Action, you can sense elements of the fallen nature of the world. You are automatically aware of the presence and location of poisons and poisonous or venomous creatures within 30 feet of you. You can also identify what kind of creature or poison it is. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 6: Dust Shall You Eat

The size of the Emanation created by your Harvest of Thistles increases to 20 feet.

In addition, when an enemy with a flying speed enters your Emanation, it must succeed on a Strength saving throw against your spell save DC or its flying speed is reduced to 0 and it cannot hover. This effect lasts for as long as your Emanation is active.

Level 17: Crown of Thorns

Your movement is unaffected by Difficult Terrain, and you have Immunity to the Restrained condition.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d10 piercing damage as thorny brambles lash out from you in retribution.

Unearthed Apocrypha Spell Options

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

These playtest spells are available to this class.

SpellLevel and School
NecropsyLevel 1 Divination
Summon ShadeLevel 1 Divination
RainLevel 2 Enchantment
Blessing of the Little FlowerLevel 3 Divination
Ezekiel’s Dry BonesLevel 3 Necromancy
Temple GuardianLevel 4 Conjuration