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Level 14 Envoy Warforged Cleric, Knowledge Domain 140000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


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Cloistered Scholar Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Warforged Resilience. You have advantage on saving throws against


STRENGTH Darkwood Core (Warforged) (17) 18 being poisoned, and you have resistance to poison damage.You are
immune to disease.You don’t need to eat, drink, or breathe.You don’t
PROFICIENCY BONUS +5 need to sleep and don’t suffer the effects of exhaustion due to lack of

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SHIELD rest, and magic can’t put you to sleep.
AC
Sentry’s Rest. When you take a long rest, you must spend at least six
N
CIE C
Cloak of Protection (1) hours in an inactive, motionless state, rather than sleeping. In this
+1 Strength state, you appear inert, but it doesn’t render you unconscious, and you
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PROFI

+0 can see and hear as normal.


+2 Dexterity
Integrated Protection. You can alter your body to enter different
+3 Constitution ARMOR CLASS defensive modes each time you finish a long rest rest.Darkwood Core
(17), Composite Plating (19), Heavy Plating (21)
DEXTERITY
+6 Intelligence Integrated Tool. A tool you’re proficienct with is integrated into your
MAXIMUM HIT DICE TEMPORARY

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body, and you double your proficiency bonus for any ability checks you
✘ +10 Wisdom
92 14d8 make with it. You must have your hands free to use this integrated
tool.
✘ +8 Charisma
CONDITIONAL Healer (Action). You can spend one use of a healer’s kit to tend to a
+1 creature and restore 1d6 + 4 hit points to it, plus additional hit points
equal to the creature’s maximum number of Hit Dice. The creature
can’t regain hit points from this feat again until it finishes a short or
CURRENT HIT POINTS long rest.When you use a healer’s kit to stabilize a dying creature, that
creature also regains 1 hit point.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS Dungeon Delver. You have advantage on Perception and Investigation

15 SPEED FLY CLIMB SWIM checks made to detect the presence of secret doors.You have
N
CIE C
advantage on saving throws made to avoid or resist traps.You have
+1 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. resistance to the damage dealt by traps.Traveling at a fast pace
Y
PROFI

RT

EXPE
doesn’t impose the normal −5 penalty on your passive Perception
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION score.
+2 ✘✘ +15 Arcana (Int) Arcanist. You learn the prestidigitation and detect magic spells. You
can cast detect magic once without expending a spell slot, and you
+0 Athletics (Str) Resistances. Force, Poison regain the ability to do so when you finish a long rest.

INTELLIGENCE +2 Deception (Cha) Spellcasting. You can cast cleric spells as rituals. You can prepare 18
spells from the cleric spell list. You can use a holy symbol as your

20 ✘ +10 History (Int) spellcasting focus.

✘ +9 Insight (Wis) Divine Domain.


Knowledge Domain. The gods of knowledge value learning and
+2 Intimidation (Cha) understanding above all.
SPEED, SENSES, & CONDITIONS
+5 ✘ +10 Investigation (Int)
Channel Divinity (2/Short Rest).

✘ +9 Medicine (Wis) 1 Brooch of Shielding Turn Undead (Action—Channel Divinity). Each undead that can see or
hear you within 30 feet of you must make a Wisdom saving throw. If
WISDOM 1 Cloak of Protection the creature fails its saving throw, it is turned for 1 minute or until it
✘✘ +15 Nature (Int) takes any damage.A turned creature must spend its turns trying to
1 Cube of Force

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move as far away from you as it can, and it can’t willingly move to a
+4 Perception (Wis)
1 Helm of Comprehending Languages 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
+2 Performance (Cha) 1 Wand Sheath prevents it from moving. If there’s nowhere to move, the creature can
use the Dodge action.
+2 Persuasion (Cha) 1 Wand Sheath
+4 ✘ +10 Religion (Int) 1 Wand of Paralysis Destroy Undead. When an undead fails its saving throw against your
Turn Undead feature, the creature is instantly destroyed. cr 3 or lower
1 Wand of Viscid Globs
+1 Sleight of Hand (Dex) Divine Intervention. Call on your deity to intervene on your behalf
1 Universal Solvent (1) when your need is great.
CHARISMA +1 Stealth (Dex)
Knowledge of the Ages (Action—Channel Divinity). You choose one

14 +4 Survival (Wis)
SKILLS
skill or tool. For 10 minutes, you have proficiency with the chosen skill
or tool.
Read Thoughts. As an action, choose one creature that you can see
within 60 feet of you. That creature must make a Wisdom saving
+2 14 PASSIVE PERCEPTION throw. If the creature fails its save, you can read its surface thoughts
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
ADVANTAGE
CP SP EP GP PP WEIGHT target automatically fails its saving throw against the spell.
0 0 0 0 0 0.0 lb.
INITIATIVE +1 1 Attack / Attack Action EQUIPMENT
Potent Spellcasting. Add your Wisdom modifier (+4) to the damage
you deal with any cleric cantrip.

NAME RANGE ATTACK DAMAGE / TYPE


Wand of Paralysis 5 ft +0 vs AC +0

FEATURES & TRAITS


Wand of Viscid Globs 5 ft +0 vs AC +0

Armor Proficiencies. Light Armor, Medium Armor, Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Celestial, Draconic,


Primordial, Netherese

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5' 10" 128
GENDER AGE HEIGHT WEIGHT
Banner Brown Brass and Maple
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found
your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a
more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for
I’m willing to listen to every side of an argument new lore to add to its storehouse of knowledge.
before I make my own judgment.
I’m convinced that people are always trying to steal The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and
my secrets.
attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might
be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in
all the world.
PERSONALITY TRAITS

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now
Logic. Emotions must not cloud our logical thinking. you have struck out to increase your knowledge and to make yourself available to help those in other places who seek
(Lawful) your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the
information that arrives daily from across Faerûn.

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

I am easily distracted by the promise of information.

FLAW BACKGROUND STORY

Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Wisdom +9 17 18

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Knowledge Domain

CANTRIPS Animate Skull Douse


Mending Scorch Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Command (Always Prepared) ● Cure Wounds


● Healing Word ● Identify (Always Prepared) Armor of Othrys
Bane Bless Ceremony
Create or Destroy Water Defy Ruin Detect Evil and Good
Detect Magic Detect Poison and Disease Guiding Bolt
Guiding Hand Inflict Wounds Mend Flesh
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Augury (Always Prepared) ● Prayer of Healing


● Silence ● Spiritual Weapon ● Suggestion (Always Prepared)
Aid Blindness/Deafness Calm Emotions
Continual Flame Enhance Ability Find Traps
Gentle Repose Hold Person Lesser Restoration
Locate Object (Always Prepared) Protection from Poison Skystrike
Suffer Warding Bond Zone of Truth

3RD LEVEL 3 SPELL SLOTS ● Daylight ● Dispel Magic


● Life Transference ● Nondetection (Always Prepared) ● Sending
● Speak with Dead (Always Prepared) Animate Dead Beacon of Hope
Bestow Curse Blackened Heart Clairvoyance
Create Food and Water Feign Death Funeral Pyre
Glyph of Warding Magic Circle Mass Healing Word
Meld into Stone Protection from Energy Remove Curse
Revivify Spirit Guardians Tongues (Always Prepared)
Water Walk

4TH LEVEL 3 SPELL SLOTS ● Arcane Eye (Always Prepared) ● Banishment


● Confusion (Always Prepared) Control Water Dark Empowerment
Death Ward Divination Freedom of Movement
Guardian of Faith Locate Creature (Always Prepared) Mark of Objection
Stone Shape

5TH LEVEL 2 SPELL SLOTS ● Angelic Rebuke ● Falling Star


● Greater Restoration ● Legend Lore (Always Prepared) ● Raise Dead
● Scrying (Always Prepared) Commune Contagion
Dawn Dispel Evil and Good Flame Strike
Forgotten Pain Geas Hallow
Holy Weapon Insect Plague Mass Cure Wounds
Planar Binding Storm's Eye
Wisdom +9 17 18

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Knowledge Domain

6TH LEVEL 1 SPELL SLOTS ● Heal ● Planar Ally


Blade Barrier Blood Cartography Create Undead
Find the Path Forbiddance Harm
Hellish Halo Heroes’ Feast True Seeing
Word of Recall

7TH LEVEL 1 SPELL SLOTS ● Regenerate ● Resurrection


Conjure Celestial Cruel Wind Divine Word
Etherealness Fire Storm Plane Shift
Symbol Temple of the Gods
Animate Skull Douse Mending
Necromancy Cantrip Conjuration Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE Touch RANGE 30 feet RANGE Touch
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a skull) COMPONENTS S COMPONENTS V, S, M (two lodestones)

The saying “Dead men tell no tales.” isn’t always true. The ocean’s spray conceals a cold and callous nature. This spell repairs a single break or tear in an object you touch, such as
You imbue a skull with necromantic magic, granting it an eerie You gesture, summoning a splash of saltwater to fall upon a broken chain link, two halves of a broken key, a torn cloak, or a
semblance of life. When you cast this spell, you can speak a phrase of creature or object within range. Flames are instantly quenched, and leaking wineskin. As long as the break or tear is no larger than 1 foot
10 words or fewer. Whenever a creature touches the skull or enters a objects targeted by this spell cannot be ignited for at least one in any dimension, you mend it, leaving no trace of the former
space within 5 feet of it, the skull speaks the phrase. You can also minute. If you target a creature, you can choose to have the damage. This spell can physically repair a magic item or construct,
choose to infuse the skull with malicious energy. When you do, once saltwater be bone-chillingly cold. The target must make a but the spell can’t restore magic to such an object.
per turn when a creature other than you touches the skull, it will Constitution saving throw. If they fail, they take 1d8 cold damage.
snap at them with its teeth. The creature must make a Dexterity This spell’s damage increases by 1d8 when you reach 5th level
saving throw. If they fail, they take 1d4 piercing damage. An (2d8), 11th level (3d8), and 17th level (4d8).
animated skull has 6 AC and 1 hit point.
This spell’s piercing damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).

Spellcasting (Cleric) The Compendium of Forgotten Secrets Spellcasting (Cleric) The Compendium of Forgotten Secrets Spellcasting (Cleric) Player’s Handbook

Prestidigitation Scorch Toll the Dead


Transmutation Cantrip Evocation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 30 feet RANGE 60 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for Even a single spark can start a wildfire. You point at one creature you can see within range, and the sound of
practice. You create one of the following magical effects within You snap your fingers, attempting to light an unattended object a dolorous bell fills the air around it for a moment. The target must
range: within range on fire. If you target a flammable object, it immediately succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
• You create an instantaneous, harmless sensory effect, such as a ignites in a gout of flame. Choose up to two creatures within 5 feet of the target is missing any of its hit points, it instead takes 1d12
shower of sparks, a puff of wind, faint musical notes, or an odd odor. the burning object. Each must make a Dexterity saving throw. If a necrotic damage.
• You instantaneously light or snuff out a candle, a torch, or a creature fails, it takes 1d8 fire damage. The spell's damage increases by one die when you reach 5th level
small campfire. This spell’s damage increases by 1d8 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
• You instantaneously clean or soil an object no larger than 1 cubic (2d8), 11th level (3d8), and 17th level (4d8).
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Arcanist Player’s Handbook Spellcasting (Cleric) The Compendium of Forgotten Secrets Spellcasting (Cleric) Xanathar’s Guide to Everything

Command Cure Wounds Detect Magic


1st-level enchantment 1st-level evocation 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Touch RANGE Self
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, S

You speak a one-word command to a creature you can see within A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of
range. The target must succeed on a Wisdom saving throw or follow your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a
the command on its next turn. The spell has no effect if the target is or constructs. faint aura around any visible creature or object in the area that bears
undead, if it doesn’t understand your language, or if your command At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can
is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
follow. You might issue a command other than one described here. If 1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Arcanist Player’s Handbook
Healing Word Identify Augury
1st-level evocation 1st-level divination (ritual) 2nd-level divination (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 minute CASTING TIME 1 minute
RANGE 60 feet RANGE Touch RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (specially marked sticks, bones, or similar tokens worth at
least 25 gp)

A creature of your choice that you can see within range regains hit You choose one object that you must touch throughout the casting of By casting gem-inlaid sticks, rolling dragon bones, laying out ornate
points equal to 1d4 + your spellcasting ability modifier. This spell has the spell. If it is a magic item or some other magic-imbued object, you cards, or employing some other divining tool, you receive an omen
no effect on undead or constructs. learn its properties and how to use them, whether it requires from an otherworldly entity about the results of a specific course of
At Higher Levels. When you cast this spell using a spell slot of 2nd attunement to use, and how many charges it has, if any. You learn action that you plan to take within the next 30 minutes. The DM
level or higher, the healing increases by 1d4 for each slot level above whether any spells are affecting the item and what they are. If the chooses from the following possible omens:
1st. item was created by a spell, you learn which spell created it. If you • Weal, for good results
instead touch a creature throughout the casting, you learn what • Woe, for bad results
spells, if any, are currently affecting it. • Weal and woe, for both good and bad results
• Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that
might change the outcome, such as the casting of additional spells or
the loss or gain of a companion.
If you cast the spell two or more times before completing your next
long rest, there is a cumulative 25 percent chance for each casting
after the first that you get a random reading. The DM makes this roll
in secret.

Prepared (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook

Prayer of Healing Silence Spiritual Weapon


2nd-level evocation 2nd-level illusion (ritual) 2nd-level evocation

CASTING TIME 10 minutes CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S

Up to six creatures of your choice that you can see within range each For the duration, no sound can be created within or pass through a You create a floating, spectral weapon within range that lasts for the
regain hit points equal to 2d8 + your spellcasting ability modifier. This 20-foot-radius sphere centered on a point you choose within range. duration or until you cast this spell again. When you cast the spell,
spell has no effect on undead or constructs. Any creature or object entirely inside the sphere is immune to you can make a melee spell attack against a creature within 5 feet of
At Higher Levels. When you cast this spell using a spell slot of 3rd thunder damage, and creatures are deafened while entirely inside it. the weapon. On a hit, the target takes force damage equal to 1d8 +
level or higher, the healing increases by 1d8 for each slot level above Casting a spell that includes a verbal component is impossible there. your spellcasting ability modifier. As a bonus action on your turn, you
2nd. can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Suggestion Daylight Dispel Magic


2nd-level enchantment 3rd-level evocation 3rd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 120 feet
DURATION Concentration, up to 8 hours DURATION 1 hour DURATION Instantaneous
COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of COMPONENTS V, S COMPONENTS V, S
sweet oil)

You suggest a course of activity (limited to a sentence or two) and A 60-foot-radius sphere of light spreads out from a point you choose Choose any creature, object, or magical effect within range. Any spell
magically influence a creature you can see within range that can hear within range. The sphere is bright light and sheds dim light for an of 3rd level or lower on the target ends. For each spell of 4th level or
and understand you. Creatures that can’t be charmed are immune to additional 60 feet. If you chose a point on an object you are holding higher on the target, make an ability check using your spellcasting
this effect. The suggestion must be worded in such a manner as to or one that isn’t being worn or carried, the light shines from the ability. The DC equals 10 + the spell’s level. On a successful check, the
make the course of action sound reasonable. Asking the creature to object with and moves with it. Completely covering the affected spell ends.
stab itself, throw itself onto a spear, immolate itself, or do some object with an opaque object, such as a bowl or a helm, blocks the At Higher Levels. When you cast this spell using a spell slot of 4th
other obviously harmful act ends the spell. The target must make a light. If any of this spell’s area overlaps with an area of darkness level or higher, you automatically end the effects of a spell on the
Wisdom saving throw. On a failed save, it purses the course of action created by a spell of 3rd level or lower, the spell that created the target if the spell’s level is equal to or less than the level of the spell
you described to the best of its ability. The suggested course of action darkness is dispelled. slot you used.
can continue for the entire duration. If the suggested activity can be
completed in a shorter time, the spell ends when the subject finishes
what it was asked to do. You can also specify conditions that will
trigger a special activity during the duration. For example, you might
suggest that a knight five her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.

Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Life Transference Nondetection Sending
3rd-level necromancy 3rd-level abjuration 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE Unlimited
DURATION Instantaneous DURATION 8 hours DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the COMPONENTS V, S, M (A short piece of fine copper wire)
target, which the spell consumes)

You sacrifice some of your health to mend another creature's For the duration, you hide a target that you touch from divination You send a short message of twenty-five words or less to a creature
injuries. You take 4d8 necrotic damage, and one creature of your magic. The target can be a willing creature or a place or an object no with you are familiar. The creature hears the message in its mind,
choice that you can see within range regains a number of hit points larger than 10 feet in any dimension. The target can’t be targeted by recognizes you as the sender if it knows you, and can answer in a like
equal to twice the necrotic damage you take. any divination magic or perceived through magical scrying sensors. manner immediately. The spell enables creatures with Intelligence
At Higher Levels. When you cast this spell using a spell slot of 4th scores of at least 1 to understand the meaning of your message. You
level or higher, the damage increases by 1d8 for each slot level above can send the message across any distance and even to other planes
3rd. of existence, but if the target is on a different plane than you, there is
a 5 percent chance that the message doesn’t arrive.

Prepared (Cleric) Xanathar’s Guide to Everything Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Speak with Dead Arcane Eye Banishment


3rd-level necromancy 4th-level divination 4th-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 30 feet RANGE 60 feet
DURATION 10 minutes DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (burning incense) COMPONENTS V, S, M (a bit of bat fur) COMPONENTS V, S, M (an item distasteful to the target)

You grant the semblance of life and intelligence to a corpse of your You create an invisible, magical eye within range that hovers in the You attempt to send one creature that you can see within range to
choice within range, allowing it to answer the questions you pose. air for the duration. another place of existence. The target must succeed on a Charisma
The corpse must still have a mouth and can’t be undead. The spell You mentally receive visual information from the eye, which has saving throw or be banished. If the target is native to the plane of
fails if the corpse was the target of this spell within the last 10 days. normal vision and darkvision out to 30 feet. The eye can look in every existence you’re on, you banish the target to a harmless demiplane.
Until the spell ends, you can ask the corpse up to five questions. The direction. While there, the target is incapacitated. The target remains there
corpse knows only what it knew in life, including the languages it As an action, you can move the eye up to 30 feet in any direction. until the spell ends, at which point the target reappears in the space
knew. Answers are usually brief, cryptic, or repetitive, and the corpse There is no limit to how far away from you the eye can move, but it it left or in the nearest unoccupied space if that space is occupied. If
is under no compulsion to offer a truthful answer if you are hostile to can’t enter another plane of existence. A solid barrier blocks the the target is native to a different plane of existence that the one
it or it recognizes you as an enemy. This spell doesn’t return the eye’s movement, but the eye can pass through an opening as small as you’re on, the target is banished with a faint popping noise, returning
creature’s soul to its body, only its animating spirit. Thus, the corpse 1 inch in diameter. to its home plane. If the spell ends before 1 minute has passed, the
can’t learn new information, doesn’t comprehend anything that has target reappears in the space it left or in the nearest unoccupied
happened since it died, and can’t speculate about future events. space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot
level above 4th.

Knowledge Domain (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Confusion Angelic Rebuke Falling Star


4th-level enchantment 5th-level evocation 5th-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take in response to being damaged by a CASTING TIME 1 action
creature within 60 feet of you that you can see.
RANGE 90 feet RANGE 60 feet RANGE 600 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (three nut shells) COMPONENTS V COMPONENTS V, S

This spell assaults and twists creatures’ minds, spawning delusions Even the darkest fiend cannot withstand the light of heaven. The light shall not be denied, and the fire shall not cease.
and provoking uncontrolled actions. Each creature in a 10-foot-radius With a word, you invoke the searing radiance of the higher planes You create a fraction of the celestial power of a star above a point
sphere centered on a point you choose within range must succeed on to strike down your attacker. The creature must make a Charisma within range and cause it descend, crashing into the ground in a 40-
a Wisdom saving throw when you cast this spell or be affected by it. saving throw. If they fail, they are blinded until the start of your next foot radius. All creatures within the area must make a Constitution
An affected target can’t take reactions and must roll a d10 at the turn and take 5d10 radiant damage. If they succeed, they take half as saving throw. If they fail, they take 6d6 radiant damage, or half as
start of each of its turns to determine its behavior for that turn. much damage and are not blinded. much damage if they succeed. This spell creates bright light that
d10 Behavior shines in a 100-foot radius until the end of your next turn, and this
1 The creature uses all its movement to move in a random light counts as natural sunlight.
direction. To determine the direction, roll a d8 and assign a direction At Higher Levels. When you cast this spell using a spell slot of 6th
to each die face. The creature doesn’t take an action this turn. level or higher, the radiant damage increases by 1d6 per spell slot
2-6 The creature doesn’t move or take actions this turn. level above 5th.
7-8 The creature uses its action to make a melee attack against a
randomly determined creature within its reach. If there is no creature
within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom


saving throw. It it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the radius of the sphere increases by 5 feet for each
slot above 4th.

Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) The Compendium of Forgotten Secrets Prepared (Cleric) The Compendium of Forgotten Secrets
Greater Restoration Legend Lore Raise Dead
5th-level abjuration 5th-level divination 5th-level necromancy

CASTING TIME 1 action CASTING TIME 10 minutes CASTING TIME 1 hour


RANGE Touch RANGE Self RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (diamond dust worth 100 gp, which the spell consumes) COMPONENTS V, S, M (incense worth at least 250 gp, which the spell consumes, and COMPONENTS V, S, M (a diamond worth at least 500 gp, which the spell consumes)
four ivory strips worth at least 50 gp each)

You imbue a creature you touch with positive energy to undo a Name or describe a person, place, or object. The spell brings to your You return a dead creature you touch to life, provided that it has
debilitating effect. You can reduce the target’s exhaustion level by mind a brief summary of the significant lore about the thing you been dead no longer than 10 days. If the creature’s soul is both
one, or end one of the following effects on the target: named. The lore might consist of current tales, forgotten stories, or willing and at liberty to rejoin the body, the creature returns to life
• One effect that charmed or petrified the target even secret lore that has never been widely known. If the thing you with 1 hit point. This spell also neutralizes any poison and cures
• One curse, including the target’s attunement to a cursed magic named isn’t of legendary importance, you gain no information. The nonmagical diseases that affected the creature at the time it died.
item more information you already have about the thing, the more precise This spell doesn’t, however, remove magical diseases, curses, or
• Any reduction to one of the target’s ability scores and detailed the information you receive is. similar effects
• One effect reducing the target’s hit point maximum The information you learn is accurate but might be couched in
figurative language. For example, if you have a mysterious magic axe
on hand, the spell might yield this information: Woe to the evildoer
whose hand touches the axe, for even the haft slices the hand of the
evil ones. Only a true Child of Stone, lover and beloved of Moradin,
may awaken the true powers of the axe, and only with the sacred
word Rudnogg on the lips.

Prepared (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Scrying Heal Planar Ally


5th-level divination 6th-level evocation 6th-level conjuration

CASTING TIME 10 minutes CASTING TIME 1 action CASTING TIME 10 minutes


RANGE Self RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver COMPONENTS V, S COMPONENTS V, S
mirror, or a font filled with holy water)

You can see and hear a particular creature you choose that is on the Choose a creature that you can see within range. A surge of positive You beseech an otherworldly entity for aid. The being must be known to you: a god,
same plane of existence as you. The target must make a Wisdom energy washes through the creature, causing it to regain 70 hit a primordial, a demon prince, or some other being of cosmic power. That entity
sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature
saving throw, which is modified by how well you know the target and points. The spell also ends blindness, deafness, and any diseases appear in an unoccupied space within range. If you know a specific creature’s name,
the sort of physical connection you have to it. If a target knows affecting the target. This spell has no effect on constructs or undead. you can speak that name when you cast this spell to request that creature, though
you’re casting this spell, it can fail the saving throw voluntarily if it At Higher Levels. When you cast this spell using a spell slot of 7th you might get a different creature anyway (DM’s choice). When the creature
wants to be observed. Knowledge -- Save Modifier Secondhand (you level or higher, the amount of healing increases by 10 for each slot appears, it is under no compulsion to behave in any particular way. You can ask the
have heard of the target) -- +5 Firsthand (you have met the target) +0 level above 6th. creature to perform a service in exchange for payment, but it isn’t obliged to do so.
The requested task could range from simple (fly us across the chasm, or help us
Familiar (you know the target well) -- -5 Connection -- Save Modifier fight a battle) to complex (spy on our enemies, or protect us during our foray into
Likeness or picture -- -2 Possession or garment -- -4 Body part, lock of the dungeon). You must be able to communicate with the creature to bargain for its
hair, bit of nail, or the like -- -10 On a successful save, the target isn’t services. Payment can take a variety of forms. A celestial might require a sizable
affected, and you can’t use this spell against it again for 24 hours. On donation of gold or magic items to an allied temple, while a fiend might demand a
a failed save, the spell creates an invisible sensor within 10 feet of the living sacrifice or a gift of treasure. Some creatures might exchange their service for
a quest undertaken by you. As a rule of thumb, a task that can be measured in
target. You can see and hear through the sensor as if you were there. minutes requires a payment worth 100 gp per minute. A task measured in hours
The sensor moves with the target, remaining within 10 feet of it for requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires
the duration. A creature that can see invisible objects sees the sensor 10,000 gp per day. The DM can adjust these payments based on the circumstances
as a luminous orb about the size of your fist. Instead of targeting a under which you cast the spell. If the task is aligned with the creature’s ethos, the
payment might be halved or even waived. Nonhazardous tasks typically require only
creature, you can choose a location you have seen before as the half the suggested payment, while especially dangerous tasks might require a
target of this spell. When you do, the sensor appears at that location greater gift. Creatures rarely accept tasks that seem suicidal. After the creature
and doesn’t move. completes the task, or when the agreed-upon duration of service expires, the
creature returns to its home plane after reporting back to you, if appropriate to the
task and if possible. If you are unable to agree on a price for the creature’s service,
the creature immediately returns to its home plane. A creature enlisted to join your
group counts as a member of it, receiving a full share of experience points awarded.

Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Regenerate Resurrection
7th-level transmutation 7th-level necromancy

CASTING TIME 1 minute CASTING TIME 1 hour


RANGE Touch RANGE Touch
DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a prayer wheel and holy water) COMPONENTS V, S, M (a diamond worth at least 1,000 gp, which the spell
consumes)

You touch a creature and stimulate its natural healing ability. The You touch a dead creature that has been dead for no more than a
target regains 4d8 + 15 hit points. For the duration of the spell, the century, that didn’t die of old age, and that isn’t undead. If its soul is
target regains 1 hit point at the start of each of its turns (10 hit points free and willing, the target returns to life with all its hit points. This
each minute). The target’s severed body members (fingers, legs, tails, spell neutralizes any poisons and cures normal diseases afflicting the
and so on), if any, are restored after 2 minutes. If you have the creature when it died. It doesn’t, however, remove magical diseases,
severed part and hold it to the stump, the spell instantaneously curses, and the like
causes the limb to knit to the stump.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook


Wand of Paralysis Wand of Viscid Globs

RANGE 5 ft RANGE 5 ft
ATTACK +0 vs AC ATTACK +0 vs AC
DAMAGE +0 DAMAGE +0
Brooch of Shielding Cloak of Protection Cube of Force
Wondrous Items Wondrous Items Wondrous Items

While wearing this brooch, you have resistance to force You gain a +1 bonus to AC and saving throws while you This cube is about an inch across. Each face has a distinct marking on it that
can be pressed. The cube starts with 36 charges, and it regains 1d20 expended
damage, and you have immunity to damage from the wear this cloak. charges daily at dawn.
magic missile spell. You can use an action to press one of the cube's faces, expending a number
of charges based on the chosen face, as shown in the Cube of Force Faces
table. Each face has a different effect. If the cube has insufficient charges
remaining, nothing happens. Otherwise, a barrier of invisible force springs into
existence, forming a cube 15 feet on a side. The barrier is centered on you,
moves with you, and lasts for 1 minute, until you use an action to press the
cube's sixth face, or the cube runs out of charges. You can change the barrier's
effect by pressing a different face of the cube and expending the requisite
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object
that can't pass through the cube, you can't move any closer to that object as
long as the barrier remains.
Face Charges Effect
1 1 Gases, wind, and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and
ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can
pass through at your discretion.
6 0 The barrier deactivates.

The cube loses charges when the barrier is targeted by certain spells or
comes into contact with certain spell or magic item effects, as shown in the
table below.
Spell or Item Charges Lost
Disintegrate 1d12
Horn of blasting 1d10
Passwall 1d6
Prismatic spray 1d20
Wall of fire 1d4

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Helm of Comprehending Languages Wand Sheath Wand Sheath


Wondrous Items Wondrous Items Wondrous Items

While wearing this helm, you can use an action to cast the An wand sheath is designed to integrate with the forearm An wand sheath is designed to integrate with the forearm
comprehend languages spell from it at will. of a warforged. If you’re a warforged, you can attach an of a warforged. If you’re a warforged, you can attach an
wand sheath by attuning to it. While the wand sheath is wand sheath by attuning to it. While the wand sheath is
attached, it cannot be removed from you against your will. attached, it cannot be removed from you against your will.
You can spend one minute to end the attunement and You can spend one minute to end the attunement and
remove the wand sheath. remove the wand sheath.
You can insert a wand into the sheath as an action. While You can insert a wand into the sheath as an action. While
the wand is sheathed, you gain the following benefits: the wand is sheathed, you gain the following benefits:
• You can retract the wand into your forearm or extend • You can retract the wand into your forearm or extend
it from your forearm as a bonus action. While it is it from your forearm as a bonus action. While it is
retracted, it cannot be damaged or removed. retracted, it cannot be damaged or removed.
• While the wand is extended, you can use it as if you • While the wand is extended, you can use it as if you
were holding it, but your hand remains free for other were holding it, but your hand remains free for other
actions. actions.
• If the sheathed wand requires attunement, you must • If the sheathed wand requires attunement, you must
attune to the wand before you can use it. However, the attune to the wand before you can use it. However, the
• wand sheath • wand sheath
• and the attached wand only count as a single item for • and the attached wand only count as a single item for
purposes of the maximum number of items you can be purposes of the maximum number of items you can be
attuned to. If you remove the wand from the sheath, you attuned to. If you remove the wand from the sheath, you
immediately lose your attunement to the wand. immediately lose your attunement to the wand.

0 lb. Dungeon Master’s Guide 0 lb. Wayfinder’s Guide to Eberron 0 lb. Wayfinder’s Guide to Eberron

Wand of Paralysis Wand of Viscid Globs Universal Solvent (1)


Wands Wands Wondrous Items

This wand has 7 charges. While holding it, you can use an Crafted by the drow, this slim black wand has 7 charges. This tube holds milky liquid with a strong alcohol smell. You
action to expend 1 of its charges to cause a thin blue ray to While holding it, you can use an action to expend 1 or its can use an action to pour the contents of the tube onto a
streak from the tip toward a creature you can see within 60 charges to cause a small glob of viscous material to launch surface within reach. The liquid instantly dissolves up to 1
feet of you. The target must succeed on a DC 15 from the tip at one creature wilhin 60 feet of you. Make a square foot of adhesive it touches, including sovereign
Constitution saving throw or be paralyzed for 1 minute. At ranged attack roll against the target, with a bonus equal to glue.
the end of each of the target's turns, it can repeat the your spellcasting modifier (or your Intelligence modifier, if
saving throw, ending the effect on itself on a success. you don't have a spellcasting ability) plus your proficiency
The wand regains 1d6 + 1 expended charges daily at bonus. On a hit, the glob expands and dries on the target,
dawn. If you expend the wand's last charge, roll a d20. On a which is restrained for 1 hour. After that time, the viscous
1, the wand crumbles into ashes and is destroyed. material cracks and falls away.
Applying a pint or more of alcohol to the restrained
creature dissolves the glob instantly, as docs the
application of oil of etherealness or universal solvent. The
glob also dissolves instantly itexposed to sunlight. No other
nonmagical process can remove the viscous material until it
deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at
midnight. If you expend the wand's last charge. roll a d20.
On a 1, the wand melts into harmless slime and is
destroyed.
A wand of viscid globs is destroyed if exposed to sun light
for 1 hour without interruption.

0 lb. Dungeon Master’s Guide 0 lb. Out of the Abyss 0 lb. Dungeon Master’s Guide
Warforged Resilience Sentry’s Rest Integrated Protection
Racial Trait Racial Trait Racial Trait

You were created to have remarkable fortitude, When you take a long rest, you must spend at least six Your body has built-in defensive layers, which determine
represented by the following benefits: hours in an inactive, motionless state, rather than sleeping. your armor class. You gain no benefit from wearing armor,
• You have advantage on saving throws against being In this state, you appear inert, but it doesn’t render you but if you are using a shield, you apply its bonus as normal.
poisoned, and you have resistance to poison damage. unconscious, and you can see and hear as normal. You can alter your body to enter different defensive
• You are immune to disease. modes; each time you finish a long rest rest, choose one
• You don’t need to eat, drink, or breathe. mode to adopt from the Integrated Protection table,
• You don’t need to sleep and don’t suffer the effects of provided you meet the mode’s prerequisite.
exhaustion due to lack of rest, and magic can’t put you to INTEGRATED PROTECTION
sleep. Mode Prerequisite Effect
Darkwood Core (unarmored) None 11 + your
Dexterity modifier (add proficiency bonus if proficiency
with light armor)
Composite Plating (armor) Medium armor proficiency
13 + your Dexterity modifier (maximum of 2) + your
proficiency bonus.
Heavy Plating (armor) Heavy armor proficiency 16 +
your proficiency bonus; disadvantage on Dexterity (Stealth)
checks.

Warforged Wayfinder’s Guide to Eberron Warforged Wayfinder’s Guide to Eberron Warforged Wayfinder’s Guide to Eberron

Integrated Tool Healer Dungeon Delver


Racial Trait Feat Feat

Choose one tool you’re proficient with. This tool is You are an able physician, allowing you to mend wounds Alert to the hidden traps and secret doors found in many
integrated into your body, and you double your proficiency quickly and get your allies back in the fight. You gain the dungeons, you gain the following benefits:
bonus for any ability checks you make with it. You must following benefits: • You have advantage on Wisdom (Perception) and
have your hands free to use this integrated tool. • When you use a healer’s kit to stabilize a dying Intelligence (Investigation) checks made to detect the
creature, that creature also regains 1 hit point. presence of secret doors.
• As an action, you can spend one use of a healer’s kit to • You have advantage on saving throws made to avoid
tend to a creature and restore 1d6 + 4 hit points to it, plus or resist traps.
additional hit points equal to the creature’s maximum • You have resistance to the damage dealt by traps.
number of Hit Dice. The creature can’t regain hit points • Traveling at a fast pace doesn’t impose the normal −5
from this feat again until it finishes a short or long rest. penalty on your passive Wisdom (Perception) score.

Envoy Warforged Wayfinder’s Guide to Eberron Feat (12) Player’s Handbook Feat (4) Player’s Handbook

Arcanist Spellcasting Divine Domain


Feat Class Feature Class Feature

You study the arcane arts, gaining the following benefits: As a conduit for divine power, you can cast cleric spells. In a pantheon, every deity has influence over different
CANTRIPS
• Increase your Intelligence score by 1, to a maximum of At 1st level, you know three cantrips of your choice from the cleric spell aspects of mortal life and civilization, called a deity’s
20 list. You learn additional cleric cantrips of your choice at higher levels, as domain. All the domains over which a deity has influence
• You gain proficiency in the Arcana skill. If you are shown in the Cantrips Known column of the Cleric table. are called the deity’s portfolio. For example, the portfolio
already proficient in the skill, you add double your PREPARING AND CASTING SPELLS of the Greek god Apollo includes the domains of
The Cleric table shows how many spell slots you have to cast your spells
proficiency bonus to checks you make with it. of 1st level and higher. To cast one of these spells, you must expend a slot of Knowledge, Life, and Light. As a cleric, you choose one
• You learn the prestidigitation and detect magic spells. the spell’s level or higher. You regain all expended spell slots when you aspect of your deity’s portfolio to emphasize, and you are
You can cast detect magic once without expending a spell finish a long rest. granted powers related to that domain.
You prepare the list of cleric spells that are available for you to cast,
slot, and you regain the ability to do so when you finish a choosing from the cleric spell list. When you do so, choose a number of Your choice might correspond to a particular sect
long rest. cleric spells equal to your Wisdom modifier + your cleric level (minimum of dedicated to your deity. Apollo, for example, could be
one spell). The spells must be of a level for which you have spell slots. worshiped in one region as Phoebus (“radiant”) Apollo,
For example, if you are a 3rd-level cleric, you have four 1st-level and two emphasizing his influence over the Light domain, and in a
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the different place as Apollo Acesius (“healing”), emphasizing
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. his association with the Life domain. Alternatively, your
Casting the spell doesn’t remove it from your list of prepared spells. choice of domain could simply be a matter of personal
You can change your list of prepared spells when you finish a long rest. preference, the aspect of the deity that appeals to you
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list. most.
SPELLCASTING ABILITY Each domain’s description gives examples of deities who
Wisdom is your spellcasting ability for your cleric spells. The power of have influence over that domain. Gods are included from
your spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you the worlds of the Forgotten Realms, Greyhawk,
use your Wisdom modifier when setting the saving throw DC for a cleric Dragonlance, and Eberron campaign settings, as well as
spell you cast and when making an attack roll with one. from the Celtic, Greek, Norse, and Egyptian pantheons of
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier antiquity.
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS

Feat (8) Unearthed Arcana: Feats for Skills Cleric Player’s Handbook Cleric Player’s Handbook
Knowledge Domain Channel Divinity Channel Divinity: Turn Undead
Archetype Class Feature Class Feature

The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, At 2nd level, you gain the ability to channel divine energy As an action, you present your holy symbol and speak a
and Thoth—value learning and understanding above all. Some teach directly from your deity, using that energy to fuel magical prayer censuring the undead. Each undead that can see or
that knowledge is to be gathered and shared in libraries and
universities, or promote the practical knowledge of craft and effects. You start with two such effects: Turn Undead and hear you within 30 feet of you must make a Wisdom saving
invention. Some deities hoard knowledge and keep its secrets to an effect determined by your domain. Some domains grant throw. If the creature fails its saving throw, it is turned for 1
themselves. And some promise their followers that they will gain you additional effects as you advance in levels, as noted in minute or until it takes any damage.
tremendous power if they unlock the secrets of the multiverse. the domain description. A turned creature must spend its turns trying to move as
Followers of these gods study esoteric lore, collect old tomes, delve When you use your Channel Divinity, you choose which far away from you as it can, and it can’t willingly move to a
into the secret places of the earth, and learn all they can. Some gods effect to create. You must then finish a short or long rest to space within 30 feet of you. It also can’t take reactions. For
of knowledge promote the practical knowledge of craft and invention,
including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, use your Channel Divinity again. its action, it can use only the Dash action or try to escape
and Goibhniu. Some Channel Divinity effects require saving throws. from an effect that prevents it from moving. If there’s
Knowledge Domain Spells When you use such an effect from this class, the DC equals nowhere to move, the creature can use the Dodge action.
Cleric Level Spells your cleric spell save DC.
1st command, identify Beginning at 6th level, you can use your Channel Divinity
3rd augury, suggestion
5th nondetection, speak with dead twice between rests, and beginning at 18th level, you can
7th arcane eye, confusion use it three times between rests. When you finish a short
9th legend lore, scrying or long rest, you regain your expended uses.

Divine Domain Player’s Handbook Cleric Player’s Handbook Channel Divinity Player’s Handbook

Destroy Undead Divine Intervention Channel Divinity: Knowledge of the Ages


Class Feature Class Feature Archetype Feature

Starting at 5th level, when an undead fails its saving throw Beginning at 10th level, you can call on your deity to Starting at 2nd level, you can use your Channel Divinity to
against your Turn Undead feature, the creature is instantly intervene on your behalf when your need is great. tap into a divine well of knowledge. As an action, you
destroyed if its challenge rating is at or below a certain Imploring your deity’s aid requires you to use your choose one skill or tool. For 10 minutes, you have
threshold, as shown in the Destroy Undead table. action. Describe the assistance you seek, and roll percentile proficiency with the chosen skill or tool.
Destroy Undead dice. If you roll a number equal to or lower than your cleric
Cleric Level Destroys Undead of CR ... level, your deity intervenes. The DM chooses the nature of
5th 1/2 or lower the intervention; the effect of any cleric spell or cleric
8th 1 or lower domain spell would be appropriate.
11th 2 or lower If your deity intervenes, you can’t use this feature again
14th 3 or lower for 7 days. Otherwise, you can use it again after you finish a
17th 4 or lower long rest.
At 20th level, your call for intervention succeeds
automatically, no roll required.

Cleric Player’s Handbook Cleric Player’s Handbook Knowledge Domain Player’s Handbook

Read Thoughts Potent Spellcasting


Archetype Feature Archetype Feature

At 6th level, you can use your Channel Divinity to read a Starting at 8th level, you add your Wisdom modifier to the
creature’s thoughts. You can then use your access to the damage you deal with any cleric cantrip.
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.

Knowledge Domain Player’s Handbook Knowledge Domain Player’s Handbook

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