Unlike other realms, where many pantheons of dieties exist and are worshipped side by side, in Narenfel there is but a single pantheon made up of two Powers — Sheysun, the Lord of Life and Goodness, and Ashblack, the Lord of the Death and Depravity. These two powers are diametrically opposed to each other, in fundamental nature, theology and worship.
The remainder of the pantheon is composed of five Dominions — Norharu (fate), Noonshadow (magic), Ambyrlee (vitality), Thron (war) and Farbelz (opportunity) — each of which was created in the beginning by the combined will of both Sheysun and Ashblack, and who have been given authority to rule over their specific aspects of existence.
Yet within those aspects, both goodness and evil exist, as as such, each of the Dominions also serves the Powers, both Sheysun and Ashblack. This arrangement, commonly depicted as The Spindle (the two opposed Powers) and the Wheel (the five Domions which orbit around the two Powers) drives the ethics and theology of the age.
On the one hand, goodness and evil are powerful, diametrical forces, vying for control of the world order. On the other, there is a shared understanding that the world operates within various structured systems, which affect both the good and the depraved equally. Creation is balanced; and yet always at odds with itself.
As such, clerics of these powers and dominions refer to themselves as “tashi” — an ancient Ennu word that literally translates as “servant”. They serve their chosen patron of the pantheon, and focus on his or her will and authority.
Tashi who serve Sheysun or Ashblack (the Powers) are referred to as “An’tashi” — literally “servants of the One”, the moral pole to which they point. Tashi who serve on of the five Dominions are referred to as “Pen’tashi” — literally “servants of the Five”.
Both Dominions and Powers are far beyond the power of mortals, bestowing divine grace and miracles for their servants who call upon them for spells and the like. An’tashi follow the visions and whispers of Sheysun and Ashblack who take very active interest in the moral actions, inactions, successes and failures of their Chosen. Good and evil actionsdefine daily activities.
Pen’tashi likewise follow the call of their patron Dominions, calls which tend to revolve more around activities or ideas, rather than moral imperatives. Because the Dominions serve both Sheysun and Ashblack, Pen’tashi too may find themselves called to work with both benevolent and malevolent forces to advance the cause of their Dominion, who in turn is serving either of the Powers.
AN’TASHI
TASHI OF SHEYSUN
Tashi of Sheysun are the most common clerics throughout the land in every nation but Bramm (where Ashblack is worshipped as the national religion.) Tashi of Sheysun are known for their healing prowess, and their devotion to the destruction of undead.
Because Sheysun is the Lord of Light, most tend to be wholesome in appearance, often wearing white or golden robes, tunics or armors, and maintaining a high level of hygiene. They are known for honesty and sincerity, and often work well with local magistrates or reeves to help maintain order. Sheysun himself is generally depicted in iconography as wielding a large two-handed sword, and his tashi tend to follow in that tradition, commonly wearing back scabbards with the hilt of their two-handed sword poking up over their shoulder.
Similarly, temples to Sheysun tend to be constructed of white stone, marble or crystal, often highly gilded with gold or gold leaf. They are always very well-lit, even at night, and are characterized by a strong and ever-present scent of incense.
Additional weapon proficiency: Two-handed sword. You may start with a two-handed sword in lieu of a mace or warhammer.
Healing Excellence: Once per day, an An’Tashi of Sheysun can profide maximum healing when casting a cure spell. Healing spells do not increase aftershadow scores or create or affect nodes for an An’tashi of Sheysun.
TASHI OF ASHBLACK
Tashi of Ashblack are common and prestigious in Bramm, though in other nations, they tend to be feared or shunned. Within Regimatis, tashi of Ashblack are lumped alongside Shadari and other practitioners of magic — individuals to arrest and imprison, if not execute on the spot for the good of society. Not surprisingly, tashi of Ashblack tend to wear dark clothing, some wrapping their faces, others preferring dark black or purple velvets with belts or bandoliers of netting. In honor of Ashblack (depicted as an obese vampire with tiger eyes), some file their teeth or fingernails to points.
Tashi of Ashblack also have a reputation for healing — with temple rates often considerably cheaper than that of temples of Sheysun — if visitors dare to enter. Often referred to as “Death Healers”, these Tashi have embraced the equal and opposite nature of the Tetramatrix to further the goals of their god. They believe that a sure way to add unexpected weal and woe to the world is to dole out healing spells, knowing that an equal and opposite reaction (death, harm, hurt) will surely result elsewhere. They are also quick to point out that Tashi of Sheysun are unwitting instruments of Ashblack, since their healing spells have a similar reaction. There is little love between branches of An’tashi.
Temples to Ashblack are dark, forbidding places, windowless or underground. Feastwraiths often operate from within Ashblack temples lending and sharing security against those who are offended by their ethics from the sanctity of established “holy ground”.
Additional weapon proficiency: Nets. You may start with net in addition to a mace or warhammer.
Soulsurge: Priests of Ashblack have the exceedingly feared ability of calling upon the name of Ashblack as they feel their life force slipping away. When called upon in this manner, Ashblack himself will immediately restore his priests to full hitpoints. The Tashi may do this as often as he wishes, though such healing comes with a price — the permanent loss of a point of constitution. Constitution points lost in this manner may not be restored through normal (magical) means. (Though the Tashi can gain points normally through level progression, etc.) If the Tashi’s constitution reaches 5 or less and they fall to zero HP, they must make a special death save. Failure indicates that the the An’tashi has been transformed by the glory of Ashblack into an undead agent of Normooren. The character is not longer a playable PC, but is under control of the DM.
SIDEBAR: Death, Resurrection and THE Thereafter
Both An’tashi and Pen’tashi preach that when a mortal dies, their soul will go to the timeless, infinite towers of Ipsulundi to be judged by Norharu’s stoney eye. Based on his judgement, they are then sent to Valshalem, the divine demense of Sheysun, or prepared for the Endfeast in Normooren, where Ashblack himself feasts of the souls of the damned.
Ashblack sees Death as his sole prerogative, and in particular is jealous of souls for his Endfeast, and once freed from their mortal bodies, he resists allowing them to return again. Given the opposite, reactive nature of the Tetramatrix, he allows spells that “raise dead” — since they ultimately slay the living elsewhere in the world,creating more for his Endfeast.
PEN’TASHI
TASHI OF AMBYRLEE
Like the infinite diversity of the natural world, Tashi of Ambyrlee are incredibly varied, each expressing their own personality and the power of creation. Many tend to be “druid-like” in their approach to their faith, seeing nature as a powerful metaphor and main stage for the cycle of creation, growth and decay that Ambrylee embodies. Creation is more than nature however, and tashi of Ambyrlee also focus intently on improving the world around them, rather than simply maintaining a neutral place within it as druids do.
This is an important distinction — for while druids uniformly try to avoid entanglements in urban affairs, Tashi of Ambyrlee are fully comfortable embracing it. Ambyrlee herself commonly rewards her tashi and other Chosen “gifts” — unexpected manifestations of abilities, insights or skills — and encourage them to use them, providing them more opportunities to discuss the cycle of vitality with those nearby.
Tashis of this Dominion are both good and evil, as well as all the grays in between. Creation can be used for both benevolence and malevolence, and gifts can be used in moderation or excess. Creation contains decay, a necessary step for the next cycle of building.
Tashi of Ambyrlee are quick to offer healing and restoration, seeing both as platforms for growth and new beginnings. Since their Dominion serves both Ashblack and Sheysun, they have little concern with magical ethics and aftershadows — they see both as a part of the cycle of how things come into being — or are disposed of as part of a larger cycle of growth.
That said, Ambyrlee and her chosen (both tashi and her paladins) despise what they consider “aberrations” — things which exist apart from a natural cycle of creation. Chief among these are lyncanthropes and shapeshifters — such creatures have no place in the grand scope of creation, and as such are hunted down by decree of the Dominion.
Temples to Ambyrlee are usually surrounded by thickly treed parks or other natural features that quickly call to mind the cycle of life. They almost always feature wildlife, most of which is docile, though not domesticated. When possible, temples of Ambyrlee incorporate pools and water falls, which the Dominion uses to communicate with her Chosen.
Additional weapon proficiency: Scimitar. You may start with a scimitar in lieu of a mace or warhammer.
Channel Divinity: Regardless of the Domain your tashi chooses, you may use your Channel Divinity to create simple nonliving objects of vegetable matter, such as produce, rope, or wood, or create mineral objects such as stone, crystal, or raw metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
TASHI OF FARBELZ
Like their patron Dominion, tashi of Farbelz are flashy, gregarious, charismatic and given to spontaneity and acts of chance. Like other tashi of the Dominions, specific morality is secondary to their love their Dominion’s portfolio and agenda.
Tashi of Farbelz are often encountered on the road — mostly because they are neither required (nor encouraged) to stay at a particular temple or city. The world is large, and opportunity rarely strikes in the same place twice.
As such, many tashi of Farbelz are comfortable in adventuring parties or expeditionary forces, ready to explore and take on new challenges — and to use those new situation as on-the-go moral training for their allies and others with whom they come into contact. They also tend to be ethusiastic speakers, and often easily fall into the role of a group’s main speaker — as well as keeping the group inspired and upbeat on the way to the next discovery.
While tashi of Farbelz are not as militaristic as those of Thron, they have a reputation for handling themselves. After all, opportunities seldom present themselves without risk, and often that risk comes with a healthy dose of combat. Many prefer the exotic telescoping rod called the luckstaffs as their primary weapon.
When not in combat, they prefer spells that bless the fortunes of those around them, and are often approached for love potions and other charms. Temples of Farbelz are always architecturally circular — most are either round towers or domed enclosures — and they tend to have multiple points of entry. (Opportunity never comes from only one direction.) Within these constructs, all bets are off. Farbelz believes that the mortal interaction of her temples should mirror the randomness and chance that she espouses; as such the interiors of the structures often house strange, maze-like corridors, secret and trap doors, and other oddities.
Additional weapon proficiency: Luckstaff. You may start with luckstaff in lieu of a mace or warhammer.
Channel Divinity: Regardless of the Domain your tashi chooses, you may use your Channel Divinity to give a d6 inspiration die to any ally.
TASHI OF NOONSHADOW
The unpredictable nature of aftershadow magic has led to a widely held mystique for the tashi of Noonshadow. To some, those who serve the Dominion of magic is much akin to worshipping Ashblack himself. Others simply view them as they do the flip side of magic — saying one thing while secretly working toward something else. Those who take a more nuanced view accept them at face value — servants of the ineffable, mysterious and aloof.
Many tashi of Noonshadow hold positions of authority and lecturing at the Academy of Mystics. Those who are not affiliated with the Academy often work with local reeves or magistrates to address cases of aftershadows, or other forms of rogue/dangerous spellcasting.
Within Regimantis, where arcane magic is illegal by writ of the Crown, tashi of Noonshadow are unwelcome and tread lightly. Elsewhere, particularly in Callen Moor and Bramm, tashi of Noonshadow are treated with respect — particularly when a person comes in contact with an unknown magical item or magical situation.
Temples of Noonshadow place the power of magic on display and are models of juxtaposition and the unexpected. Levitaiting tetrahedral structures are the norm, complete with rooms that are permanently lit with eldritch orbs in various non-natural hues or purple, blue, green, pink and orange. All temples feature the Cistern of Noonshadow, each with an impossible, ever-flickering flame dancing upon the surface of its waters. Those who would give offerings to the temple are given magic stones to toss into the Cistern, and are invited to watch the ripple that results. It is in this ripple that Noonshadow’s auguries are said to be made clear.
Additional attunement: You may be attuned to four magical items (rather than the normal maximum of three.)
Channel Divinity: You cannot use your Channel Divinity ability to turn undead. However, regardless of the Domain your Tashi chooses, you may use your Channel Divinity as if it were an identify spell.
TASHI OF NORHARU
Tashi of Norharu are quiet, watchful shepards, little concerned with the material entrapments of this mortal world. Like their patron Dominion, they focus on the greater picture, understanding the world around them in terms of connections and context for what must be. To that end, they are sometimes seen as aloof and uncaring.
Since it is commonly accepted that the souls of the departed first stop in the infinite towers of Ipsulandi to be judged by Norhary according to their fate, Tashi of Norharu are often accorded additional respect — particularly since they are not interested in material goods or valuables.
Tashi of Norharu are easily identifiable — they wear plain, unadorned gray robes and large necklaces of spherical wooden beads, each carved with the Eye of Norharu, and used for their prayers and intercessions. Some also tattoo the Eye of Norharu on their foreheads.
Few tashi of Norharu take up an adventuring lifestyle, unless they have been directed to do so by a vision or some other form of augury. However, they are commonly consulted for portents and divinations, and local Reeves and magistrates often go to them for help in locating missing persons or items.
Tashi of Norharu’s ability to restore those debilitated from magical or “drained” effects cause them to be visited by even those who have little interest in the gods or organized religion. Numerology and spacial form have special meaning to adherents of Norharu because it is the purest form of absolutism and fate, and temples of Norharu incorporate them into their minimalist designs with subtle, understated geometric features. Other than their core construction, these edifices are usually quite utilitarian — the opposite of a Farbelzian temple.
Boon of Ipsulandi: You are resistant to psychic damage and immune to poison.
Channel Divinity: You cannot use your Chanel Divinity ability to turn undead. However, regardless of the Domain your tashi chooses, you may use your Channel Divinity to restore a creature, as per the spell.
TASHI OF THRON
Tashi of Thron teach that Thron answers prayers in the heat of combat, when the soul is unbridled by the concerns of the mortal world, and the body moves according to the dictates of the battle mind, at one in communion in Thron. To that end, tashi of Thron are no stranger to the crossing of swords, maces, or any martial weapon. To them, each is a holy focus, a conduit of prayer and supplication.
Most tashi of Thron prefer to face each day armed and armored, with regular sessions of sparring and prayer. To accommodate this, temples of Thron are often little more than walled enclosures around sand-laid training grounds, referred to by the Tashi and adherents as “the holy grounds”. Group prayer sessions — or what might seem to non-believers as battle royales — are common place and expected of followers.
Tashi of Thron are often scarred, wear patches, or openly sport missing digits, ears, etc. While most such injuries could have been restored or healed, these things serve as reminders of battle, and so are embraced as part of their connection to their patron Dominion.
Tashi of Thron often embrace the adventuring lifestyle, as long as it promises frequent, challenging combat, and they find that adventurers of all stripes are very receptive to the theology of their god — or at least, of his aid in battle, which is really very much the same thing when you get right down to it. They also frown upon “turning” undead — since it cheats the possibilities of true action. Better for all involved to simply slay such creatures for the glory of Thron and the good of the living.
Additional armor and weapon proficiency: Heavy armor, martial weapons. You may start with any weapon you are proficient in.
Channel Divinity: You cannot use your Chanel Divinity ability to turn undead. However, regardless of the Domain your tashi chooses, you may use your Channel Divinity to give an ally advantage on their next attack.
DIVINE DOMAINS
Tashi (clerics) in Narenfel follow these Domains, based on the Power or Dominion they profess. These domains also grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Diety | Domain |
Sheysun | Life, Light, Protection |
Ashblack | Death, Tempest |
Ambyrlee | Life, Grave, Nature |
Farbelz | Chance, Life |
Noonshadow | Arcana, Light, Tempest |
Norharu | Knowledge, Protection |
Thron | Forge, Tempest, War |
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Node Dampening
Domain spells you cast do not add to the magnitude of an existing node.
DIVINE DOMAINS
Each domain’s description gives examples of deities who have influence over that domain.
Arcana Domain
Level | Spells |
1st | detect magic, magic missile |
3rd | magic weapon, magic aura |
5th | dispel magic, magic circle |
7th | arcane eye, Leomund’s secret chest |
9th | planar binding, teleportation circle |
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the Wizard Spell List. For you, these cantrips count as cleric cantrips.
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol and one celestial, elemental, fey, or fiend of your choice with 30 feet of you must make a Wisdom saving throw, provided it can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the table below.
Cleric Level | CR |
5th | 1/2 |
8th | 1 |
11th | 2 |
14th | 3 |
17th | 4 |
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you chose four spells from the Wizard Spell List, one for each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Chance Domain
Level | Spells |
1st | chaos bolt, heroism |
3rd | find traps, rope trick |
5th | clairvoyance, sending |
7th | freedom of movement, polymorph |
9th | geas, reincarnate |
Bonus Hit points
When the cleric chooses this domain at 1st level, he or she gains an additional 1d6 hit points added to their hit point maximum. (Do not add constitution bonus).
Lucky Stiff
At 1st level, the cleric gains advantage on all death saves.
Channel Divinity: Divine Opening
Starting at 2nd level, the cleric can use Channel Divinity to open doors, locks, manacles or any other type of item that could be opened via the knock spell.
Luckstrike
Starting at 6th level, if you roll a natural 20 on an attack, you may choose to have advantage on your next strike, or give the target of your attack disadvantage on its next strike.
Eye for Discovery
Starting at 8th level, your passive perception total is doubled.
Aura of Felcanca
At 17th level, you make all perception, insight and investigation checks with advantage, and double your proficiency bonus.
Death Domain
Level | Spells |
1st | false life, ray of sickness |
3rd | blindness/deafness, ray of enfeeblement |
5th | animate dead, vampiric touch |
7th | blight death ward |
9th | antilife shell, cloudkill |
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Inescapable Destruction
Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Improved Reaper
Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Forge Domain
Level | Spells |
1st | searing smite, shield |
3rd | heat metal, magic weapon |
5th | elemental weapon, protection from energy |
7th | fabricate, wall of fire |
9th | animate objects, creation |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Artisan’s Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you a number of special abilities:
• You gain a +1 bonus to AC while you are wearing medium or heavy armor.
• You gain resistance to fire damage.
• When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Saint of Forge and Fire
At 17th level, your affinity for fire and metal becomes more powerful due to your deity’s blessing. You gain immunity to fire damage, and while you’re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Grave Domain
Level | Spells |
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | blight, death ward |
9th | anti-life shell, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
Eyes of the Grave
Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating.Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
Sentinel at Death’s Door
Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Once you use this feature, you can’t use it again until you finish a short or long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
Keeper of Souls
At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.
Knowledge Domain
Level | Spells |
1st | command, identify |
3rd | augury, suggestion |
5th | nondetection, speak with dead |
7th | arcane eye, confusion |
9th | legend lore, scrying |
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an\ action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number o f minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions o f the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Life Domain
Level | Spells |
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st 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 + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, 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 five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heals you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Light Domain
Level | Spells |
1st | burning hands, faerie fire |
3rd | flaming sphere, scorching ray |
5th | daylight, fireball |
7th | guardian of faith, wall of fire |
9th | flame strike, scrying |
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Radaince of the Dawn
Starting at 2nd 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 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Nature Domain
Level | Spells |
1st | animal friendship, speak with animals |
3rd | barkskin, spike growth |
5th | plant growth, wind wall |
7th | dominate beast, grasping vine |
9th | insect plague, tree stride |
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Nature
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Protection Domain
Level | Spells |
1st | compelled duel, protection from evil and good |
3rd | aid, protection from poison |
5th | protection from energy, slow |
7th | guardian of faith,Otiluke’s resilient sphere |
9th | antilife shell, wall of force |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Shield of the Faithful
Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
Channel Divinity: Radiant Defense
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Indomitable Defense
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Tempest Domain
Level | Spells |
1st | fog cloud, thunderwave |
3rd | gust of wind, shatter |
5th | call lightning, sleet storm |
7th | control water, ice storm |
9th | destructive wave, insect plague |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
War Domain
Level | Spells |
1st | divine favor, shield of faith |
3rd | magic weapon, spiritual weapon |
5th | crusader’s mantle, spirit guardians |
7th | freedom of movement, stoneskin |
9th | flame strike, hold monster |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest
From 1st 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. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd 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. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God’s Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.