Professional Documents
Culture Documents
to the world. We are two people with a great love for games and in particular RPGs.
With thirty years of RPG experience between us, we felt it was time to give something
back to the community and have some fun doing so.
We are writing supplements for DnD Fifth Edition, which will be published through
Dungeon Masters Guild, plus other OGL / OSR material.
The material is designed to be dropped into your pre-existing campaign setting with
but a few tweaks, adding colour, character and adventure to the world you are playing
in.
We aim to provide high quality content in settings and play-tested adventures, with
brand new monsters and magic items. These will come with hand-drawn illustrations
and maps. In this, we hope to assist you in offering your players the experience they
deserve.
Cheers,
Richard, Davis and Katrina
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without
the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Has-
bro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
2 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Introduction
Introduction: The cleric of the fifth edition is a versatile, truly flexible class.
The vast assortment of domains allows for all manner of character playstyles
and moralities. There is much to draw on for these items, and we tried to focus
on stories and equipment that emphasizes conviction, awe and otherworldly
power. There are plenty of items for classic clerics, focused on support and
healing, yet those who prefer to preach with the sword will also find some
worthwhile equipment. We tried to add a lot of roleplaying value to these
items, and some can very well be used to direct a player’s story – after all, it’s
not just the warlocks who have a friend on the other side.
Contents
Armour p6
Divine Marks p7
Relics p8
Rings p9
Weapons p 10-11
Miscellaneous p 12-13
3 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Amulets, Boots, Bracers, Clothing
and Headwear
Amulet. When worn, it allows you access to the “Guidance” cantrip. This cantrip is
also improved, increasing its guidance bonus to 1d8, and gaining an increased
duration of one hour.
Mender's Hands
A wrap of blessed linen cloth, used for battlefield rituals and ceremonies alike. The wearer’s
hands are wrapped in clean, imbued linen and blessed by the local clergy. It is said that such
wraps retain their healing powers long after their temples of origin have crumbled to dust.
Gloves. Mender’s Hands improve your “Cure Wounds” spell, allowing you to cast it as
a cantrip. When cast as a cantrip, this spell has the same effect as if you had cast it at
level 1.
Bracer. Allows you to use your “Channel Divinity” ability an additional time each day.
4 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Robes of Divine Inebriation
A random assortment of cloth sewn together haphazardly, with many hidden pockets. These
robes are generously littered with stains, which seem to be uncleanable save for use of powerful
magic. Whether it was an ironic gesture by some wandering wizard or the rogue act of a
trickster god, these robes radiate powerful magic.
Robes. Only useable by clerics. When not wearing other body armor, gain a bonus
to your AC equal to your wisdom modifier, in addition to your dexterity bonus. Your
wisdom bonus to AC is doubled while your character is intoxicated.
Belt. Allows you to use a “Sanguine Transference” action, which transfers your hit
points to a friendly target. The amount transferred is equal to 2d6 for every 5 caster
levels (starting at 2d6 at level 1, up to 8d6 at level 20).
Cloak. While wearing this cloak, all of your spells that restore hit points can be cast as
bonus actions.
Bracers. Three times per day you may use this item to restore a spell slot at the cost
of your hit points. You take 1d6 psychic damage per level of the spell slot you wish to
restore (e.g., restoring a level 4 spell slot would cause 4d6 damage).
Belt. While wearing this item, whenever you deal radiant damage to a target, you are
healed for half of that amount of hit points, rounded up.
5 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Armour
Stonekin's Embrace
Throughout the ages this breast plate has remained unravaged by time - it holds no dust nor has
obtained any dents. A strange, ancient-looking piece of armour, the Stonekin’s embrace has been
many a battle yet looks to have been taken fresh out of the forge, yet detailed scrying will reveal a
history of armor’s previous owners - some triumphant, some battered to a pulp.
Half-plate +1 (16 AC). The wearer of this item gains 10 additional hit points.
Willow's Ward
A plain and sturdy wooden shield, the Willow’s Ward is standard issue in many an adventurer’s
guild. The original shield was crafted by Aubric Willow, an enterprising gnome equally skilled
in enchantments and mathematics. The shield stands for simple, practical efficiency, and recent
studies have shown that parties with Willow’s Ward in their possession have a 36% increased
one year survival rate.
Shield +1. When worn by a Cleric or Paladin, the Willow’s Ward grants friendly targets
the effects of “spare the dying” cantrip in a 30-foot radius.
6 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Divine Marks
Brand of the Chosen appears as a marking on someone’s body, related to the God that
created the mark. For example, the god of air and sky might bestow the cleric with
feathers and wings, whereas the goddess of nature might turn parts of their flesh to
bark. The mark gives the target access to “Divine Intervention” ability, regardless of
their current level. Additionally, when determining the success of the Divine
Intervention, subtract 20 from the players roll. E.g. a d100 roll of 34 would count as a
failure for a level 18 cleric, yet, if they have the Brand of the Chosen, the resulting roll
would be 14 (34-20), thus resulting in success.
DM Note: Please consult with your players before blessing them with a beautiful body
of feathers.
Sign of Sacrifice
A mark that can be bestowed by the cleric’s deity, this celestial scar serves as a sign of the
burdens of destiny.
If a deity has bestowed this sign upon its follower, the follower is able to use divine
sacrifice once per day. Divine sacrifice counts as an action. On use it restores 5
friendly targets to full hit points, and removes all of their negative conditions. This
action also restores recently deceased targets to life, provided that they perished no
longer than a week ago.
Upon using the divine sacrifice action, the character loses one level. The mark then
fades from the character.
7 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Relics
Minor Relic
The bearer is truly blessed. They gain advantage to saving throws and +1 to hit.
Major Relic
Acting as a beacon of faith, this relic must be held aloft so all can see it’s majesty. All
friendly combatants within a 30ft radius receive advantage to saving throws and +1 to
hit.
Rasha's Zeal
Rasha’s Zeal is a centuries old holy relic - the finger bone of a long forgotten warrior priestess.
Although it does not look much different from an ordinary orcish digit, it radiates a faint aura of
righteous anger.
Relic. While Rasha’s Zeal is in your possession, you do 1d4 bonus damage with spells
that deal radiant damage. If the spell deals radiant damage and requires an attack or
spell attack roll to be made, receive +2 to such rolls.
Legends speak of his prowess in battle almost as much as his legendary temper. It is not known
what Saint Hurrog would think of his heart being carried around in a glimmering, silvered
cache.
Relic. If Sain’t Hurrog’s Heart is in possession of someone able to cast divine spells,
they gain an extra attack whenever they use the attack action. Those who carry this
item receive a -2 penalty to charisma.
8 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Rings
Ring. On use: allows you to directly communicate with a chosen Deity, giving you a
significant share of its attention. This item vanishes upon one use.
Ring: The ring provides up to a week’s warning as to large scale disastrous events
within a hundred miles radius of the wearer. It also allows the wearer to cast Augury
once per day.
Waukeen's Will
Obaya placed her palm upon the orphan’s hand. The little boy gasped in astonishment as coins
large and small started to pour out from the touch of the Southern priestess. In one tender smile
of fortune, he was the richest boy he knew.
Ring. While wearing the ring, you can bless the world with Waukeen’s power. By
expending a use of your “Channel Divinity” ability, you can create a pile of coins
worth 1d20 gold. The amount is doubled for every 4 cleric levels of the wearer.
9 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Weapons
Mace +3, critical hits on a 18-20 roll. Upon a critical hit, user regains one use of the
channel divinity ability.
Cudgel of Smiting
“We will beat the unbelievers into submission, for their faith is false and foul. How dare they
believe in such unholy things, do they not understand the greatness and the mighty majesty of
our god?”
Club +2: Long thought to be lost, this beast of a wooden stick holds powerful magic
to smite those not of the faith. When used by a cleric, they gain +2 to hit and damage,
plus 1d8 radiant damage per blow to those clerics or paladins not of their faith and
2d8 radiant damage to Warlocks.
Flail 1d6+2 bludgeoning damage. Once per day the flail can be used to induce a rage,
the user takes 1d6+2 damage before entering the rage (see Barbarian rage rules PHB
p48).
10 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Street-preacher's Friend
An unremarkable looking, battered knife, which, on a closer inspection, reveals subtle rune
carvings. These daggers are often found in the rougher parts of the world, where many a
missionary can expect hostile reception. It looks equally fit for cutting rough meat as well as
aggressively settling religious disputes.
Dagger +2, grants an extra spell slot for first and second level spells.
Pureblade of Conviction
This exceptional longsword looks as if it would be the jewel of any blacksmith’s arsenal. It is
smooth, polished and seems to be utterly lacking in any ornamentation. For scholars of the
divine, the blade hums with untapped, godlike power, betraying its origin as that of other,
higher planes of existence.
Longsword +2. A cleric can expend a use of “channel divinity” to imbue this weapon
with tremendous power, giving it boons that last for 5 minutes. While imbued, the
Cleric can wield this weapon as if they are proficient in it. The Cleric can also choose
to imbue this weapon if it is wielded by their allies.
When imbued, Pureblade of Conviction becomes a +4 weapon for the duration. The
blade becomes engulfed in the element of cleric’s domain. It also deals an additional
3d6 damage on hit, with the damage type depending on the domain of the cleric.
11 Not for resale. Permission granted to print or photocopy this document for persnal use only.
Miscellaneous
Algernon's Bloom
A collection of rare, dried white flower petals, with a sweet and calming scent. These flowers
are said to be used by native tribes for their healing properties, and even an experienced healer
can benefit from their essence. Stories of the native folk claim that Algernon’s Bloom allows one’s
mind to focus on those truly important.
Accessory. While in possession of Algernon’s Bloom, your healing spells do 1d6 extra
healing.
Alms Bowl
When the Gods of trickery and mischief wish to provide their priests with an aid to scamming
fools from their money, this mysterious gift appears beside them. It
appears as a humble, grey clay bowl.
Accessory. The Alms Bowl provides +3 to persuasion checks to whomever possesses it.
Doomsayer's Tome
Considered to be one of the more profane readings in the multiverse, the Doomsayer’s Tome
contains manic, threatening ravings about the inescapable doom and entropy that awaits all
sinners. It is filled with various curses and ill language, and has proven to be widely popular in
its infernal, orcish, and undercommon translations.
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Heretic's Shackles
Hard worn metal shackles with runes stamped into the iron. These have been used to bind
clerics found guilty of heretical views, nullifying their power and removing their ability to
contact their deity.
Accessory. Any cleric bound in these shackles loses all their spells and cleric abilities
until released. This also works on the Paladin and Warlock classes. The chains can be
broken with a Strength check of DC25.
This simple necklace of black beads, each with a grinning skull engraved upon it,
gives the wielder +2 on deception and grapple checks.
Book: This tome describes the history of religion X (that being the religion of the
PC or another of the DM’s discretion). It is beautifully illustrated, hand written and
bound in stamped leather. Any priest of the religion who possesses it gains +5 to
religion checks concerning their own deity and the ability to cast the following spells
once per day: Bless, Ceremony, Beacon of Hope and Magic Circle.
Scroll. When read aloud by a cleric of level 10 or above, there is a 50% chance of their
god answering the call and granting a favour. For every level above 10, the percentage
increases by 5%. This favour can be anything, such as smiting some enemies with
radiant damage, tearing down the walls of a city or bringing a beloved companion
back to life. Once cast the cleric will need to spend a specific amount of time (4d20 -
user’s level) days in either cloistered prayer or on a quest to prove their thankfulness.
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