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Warlock Subclasses:

● The Hive:
Level 1

● Expanded Spells: You can select from this list of additional spells when you learn
a new spell: Detect Poison and Disease, Inflict Wounds, Acid Arrow, Calm
Emotions, Lightning Bolt, Stinking Cloud, Giant Insect, Stoneskin, Cloudkill,
Insect Plague.
● Weakening Pheromones: Starting at 1st level, each turn, the first creature you
damage with a spell will have disadvantage on their next saving throw. This
condition expires on its own after 1 min.
Level 6

● Magic Counter: Starting at the 6th level, you can cast Counterspell once per
short rest as a feature. This does not use one of your spellcasting slots, and you
add your proficiency bonus when countering level-4 and higher spells.
Level 10

● Reactive Carapace: Starting at the 10th level, whenever you take damage from a
spell or magic effect, you can use your reaction to immediately gain a number of
temporary hit points equal to 1d8 + CHA modifier. These temporary hit points last
until the start of your next turn.

● The TimeKeeper:
Level 1

● Expanded Spells: You can select from this list of additional spells when you learn
a new spell: Longstrider, Magic Missile, Blur, Calm Emotions, Haste, Slow,
Greater Invisibility, Phantasmal Killer, Raise Dead, Dominate Person.
● Curse of Time: Starting at the 1st level, whenever you damage an opponent with
a spell, they become afflicted with the Curse of Time. Enemies under the Curse
of Time take half your proficiency bonus (rounded up) force damage at the start
of their turn for the next minute.
Level 6

● Time Shift: Starting at the 6th level, when you are about to take damage, you can
use your reaction to project your body forward a few seconds, negating any
damage and effects. You are considered banished until the start of your next
turn. After you use this feature, you can't use it again until you complete a long
rest.
Level 10

● Accelerate: Starting at the 10th level, on your turn, you can use a bonus action to
briefly accelerate an ally within 6 cells. They gain the effect of Haste until the start
of your next turn; however, they do not suffer from lethargy when Accelerate
ends. You can use this feature a number of times equal to your proficiency bonus
per long rest.

● The Tree:
Level 1

● Piercing Branches: Piercing Branches start to sprout from the tree warlock's skin,
inflicting damage to enemies who hit him with a melee attack.
Level 6

● Blessing of the Tree: Grants Tree Warlocks immunity against poison effect, and
resistance against poison and necrotic damage as their blood and skin start to
take a greenish color.
Level 10

● Explosive growth: Branches sprout from all over your body to inflict heavy
damage to all enemies around you, Shoving and restraining them on a failed
dexterity saving throw (you can use this feature once per short rest).

Bard Subclasses:

● College of Hope:
Level 3

● Healing Ballad: Song of Rest heals additional hit points equal to your charisma
modifier. At the end of a short rest, it also grants allies temporary hit points equal
to one Bardic Inspiration die plus your charisma modifier.
● Wandering Healer: On your list: Level 3: Prayer of Healing
Level 6: Mass Healing Word, Revivify
Level 6
● Words of Hope: When giving a Bardic Inspiration die to an ally, they also roll a
Song of Rest die to heal up to half their maximum health.

● College of Heroism:
Level 3

● Bolster Morale: When an ally uses one of your Bardic Inspiration dice, they roll
twice and pick the best number.
● Heroic Tale: You can use an action to bolster an ally you can see within 6 cells for
1 minute, who gains immunity against frightened/fear effects and advantage on
all saving throws. You can't use this feature again until you finish a short or long
rest.
Level 6

● Thundering Voice: Whenever you grant ba Bardic Inspiration to an ally, the


closest enemy within 12 cells must make a successful WIS saving throw or take
thunder damage equal to 1d8 + your CHA modifier and have disadvantage on
their next attack roll (Half damage on save)

● College of Tradition:
Level 3

● Aura of Preeminence: Makes your intimidation and insight check treat any roll of
9 or lower as a 10.
● Ancient Tradition: Makes you able to cast mage armor on yourself at will.
Level 6

● Verbal Onslaught: Use your Bardic inspiration as a reaction to deal psychic


damage and potentially stun anyone who damages you.

Monk Subclasses:

● Way of Survival:
Level 3

● Defensive Stance: Starting at the 3rd level, you gain a +2 bonus to AC while you
are not wearing armor and are not incapacitated. When you use Patient Defense,
you gain advantage to your attack rolls until the start of your next turn.
Level 6

● Unbreakable Body: Starting at the 6th level, whenever you take damage from
any source, you heal a number of hit point equal to your proficiency bonus at the
start of your next turn. Whenever you use Patient Defense, you also gain
resistance to all damage types until the start of your next turn.
Level 11

● Unmoving Strength: Starting at the 11th level, you now add your CON modifier to
the damage rolls of your unarmed strikes and monk weapons.

● Way of Light:
Level 3

● Luminous Ki: Starting at the 3rd level, you learn the Light & Shine cantrips
(wisdom for spellcasting). Whenever you hit a creature with one of the attacks
granted by your flurry of blows, they automatically start emitting bright light until
the end of your next turn.
Level 6

● Radiant Strikes: Starting at the 6th level, any time you strike a target affected by
Shine or Luminous Ki, you deal an additional 1d4 radiant damage.

Level 11

● Blinding Flash: Starting at the 11th level, as a bonus action, you can spend 2 ki
points to generate a blinding burst of light. All creatures within 3 cells of you must
roll a CON saving throw or take 3d6 radiant damage, and become blinded until
the end of your next turn (half damage on success).

● Way of Freedom:
Level 3

● Swift Steps: Flurry of blows grants the effect of Dash for free and Advantage on
your next attack.
Level 6

● Swirling Dance: Use your reaction to counterattack right after an enemy misses
you with a melee attack.
Level 11

● Unending Strikes: Improves Flurry of Blows to attack three times instead of two.

Barbarian Subclasses:

● Path of the Magebane:


Level 3

● War Cry: While raging, a Magebane who takes damage from spells or other
magical attacks can use their reaction to unleash a powerful warcry, dealing
psychic damage, equal to 1d6 + CON modifier, to all enemies within 6 cells.
Level 6

● Enemy of Magic: While raging, Magebanes roll an additional weapon damage die
when making a successful melee attack against a creature capable of spell
casting.
Level 10

● Reject Magic: Advantage on saving throws against spells

● Path of the Stone


Level 3

● Stone Resilience: While raging, you gain temporary HP equal to twice your
proficiency bonus at the end of your turn.

Level 6

● Strength from Within: Your Constitution modifier is used for any saving throw. if
it's higher than the ability modifier normally used.
Level 10

● Rock Solid: While raging, you gain +1 to AC per hostile opponent that you can
see within 5 feet of you, up to a maximum of +4.
● Path of the Claw:
Level 3

● Dragon Ancestry: The Claw Barbarian must choose one type of dragon as their
ancestor,. This choice will define the damage type associated with their other
features.
● Dragon Scales: While raging, the Claw Barbarian gains +1 AC and resistance to
the damage type of their ancestor.
Level 6

● Draconic Wrath: The Claw Barbarian can use a bonus action to breath a 15' cone
of elemental damage (Dexterity Saving Throw to halve). (Once per short rest,
this is very important, nowhere in the game does it mention this until you have it)
Level 10

● Dragon's Blessing: While raging, the Claw Barbarian gains additional elemental
damage on their melee weapon attacks.

Druid Subclasses

● Circle of the Winds:


Level 2

● Carried by the Wind: Casting a spell of level 1 makes you automatically take the
Disengage action for free and gain 10' movement speed until the end of your
turn. Level 2
Level 6

● Sheltering Breeze: You can use a bonus action to let Sheltering Breeze blow up
all allies within 6 cells of you. All affected creatures (including yourself) have
advantage to all saving throws until the start of your next turn. For reach long
rest, you can use this feature a number of times equal to your WIS bonus.
Level 10

● Guiding Winds: Whenever you hit an enemy with an attack roll, the next attack
roll against them before the end of your next turn has advantage.
● Circle of Balance:

Level 3 Prayer of Healing, Calm Emotions

Level 5 Mass Healing Word, Revivify

Level 7 Banishment, Blight

Level 9 Mass Cure Wounds, Cloudkill

● Level 2

○ Gift of Life: Whenever you use a level 1 or higher spell to restore hit points
to a creature, they also regain an additional number of hit points equal to
your level at the start of your next turn.
● Level 6
○ Survival of the Wisest: Your spells are more effective against creatures
you already faced. You gain a bonus equal to half your knowledge level
(rounded up) to your spell DC and spell attack modifier against them.
● Level 10
○ Cold Embrace: Whenever you damage an opponent with a spell, they are
unable to heal any HP until the start of your next turn.

Sorcerer Subclasses:

● Mana Painter:
In your list and always prepared:

Level 1: Entangle

Level 3: Barkskin

Level 5: Sleet Storm

Level 7: Fire Shield

Level 9: Conjure Elemental


MANA ABSORPTION
Your Charisma modifier is used (if higher) instead of other ability modifiers on
your saving throws against spells and other magic effects.

♦ LEVEL 2
MANA DRAIN
Make a melee spell attack. On a successful hit, the target creature takes
1D10+your charisma modifier Force Damage, and you regain 1 Sorcery Point.
You need to take a Short Rest to recover this power.

♦ LEVEL 6
MANA TAP
When you finish a Short Rest, you can regain a number of Sorcery points equal
to half your Sorcerer levels (round up). You must complete a long rest to use this
ability again.

● Child of the Rift:

CHILD OF THE RIFT ORIGIN SPELLS


In your list and always prepared:

Level 1: Guiding Bolt

Level 3: Aid

Level 5: Daylight

Level 7: Banishment

Level 9: Greater Restoration

RIFT MAGIC
Immediately after you cast a sorcerer spell of level 1 to 5, roll 1d20. If you roll a
20, your spell slot is not spent.
♦ LEVEL 2
RIFT DEFLECTION
You can use your Bonus Action to spend 1 sorcery point to become harder to hit
and achieve better saving throws, until the start of your next turn.

♦ LEVEL 6
OFFERING TO THE RIFT
You can use your Bonus Action to sacrifice 5 Hit Points, in order to regain
immediately one sorcery point. The sacrificed Hit Points are recovered after a
Long Rest.

● Haunted Soul:
Origin Spells: The Haunted Soul gains the following Origin Spells: Inflict Wound
(1), Ray of Enfeeblement (3), Fear (5), Phantasmal Killer (7), Mind Twist (9)
Level 2

Spirit Visage: The Haunted Soul can use a bonus action to inflict disadvantage
on ability checks and attack rolls on a target until the start of the Haunted Soul's
next turn (Wisdom Saving Throw to negate)
Level 6

Vengeful Spirits: The Haunted Soul can use a bonus action to call forth a 15'
square area filled with vengeful spirits. Any hostile creature entering or starting
their turn in the area takes necrotic damage (Charisma Saving Throw to halve).
The Haunted Soul can use a bonus action to move the vengeful spirits by up to
30' on their turn.

Fighter Subclasses:

● Mountaineer:
Level 3

● Shield Swipe: Advantage on shove attempts when using a shield.


● Tunnel Fighter: While using a shield, gain+2 AC when you have a wall on one of
your four sides (no diagonals).
Level 7

● Close Quarters: As a bonus action, you can force a switch of positions with an
enemy within melee range by performing a STR vs STR or DEX challenge. just
like for shoving.
Level 10

● Shield Push: Provided you wield a shield, you can shove an opponent as a
bonus action.

● Spellblade:
Level 3

● Spellcasting: Cast wizard spells and cantrips of the conjuration, evocation,


transmutation, and enchantment schools.
● Magic Weapon: Your weapon attacks count as magical against creatures that are
resistant or immune to non-magical attacks.
Level 7

● Into the Fray: You can use any melee weapon you are proficient with as a
spellcasting focus for your wizard spells, and can perform their somatic
components with the weapon instead of your hand. Additionally, being next to a
hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
Level 10

● Spell Tyrant: Target a creature and move it one cell in any direction if it fails a
STR save.

● Commander:
Level 3

● Spellcasting: Cast wizard spells and cantrips of the conjuration, evocation,


transmutation, and enchantment schools.
● Magic Weapon: Your weapon attacks count as magical against creatures that are
resistant or immune to non-magical attacks.
Level 7

● Into the Fray: You can use any melee weapon you are proficient with as a
spellcasting focus for your wizard spells, and can perform their somatic
components with the weapon instead of your hand. Additionally, being next to a
hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
Level 10

● Spell Tyrant: Target a creature and move it one cell in any direction if it fails a
STR save.

Paladin Subclasses:

● Oath of the Motherland:


● Channel Divinity: Fiery Wrath: Channel Divinity to target one creature within 12
cells, dealing (2d6 + Paladin level) fire damage and setting the target on fire. It
can make a DC 10 Dexterity check to put out the fire, or sustain 1d6 more fire
damage per turn for one minute.
● Channel Divinity: Fiery Presence Channel Divinity to blind opponents within 12
cells who fail a Dexterity save. Creatures with Darkvision or better sight in
darkness have disadvantage. Blindness lasts 1d4 turns.
● Oath of the Motherland Spells: In your list and always prepared.
○ Level 3: Bane, Burning Hands
○ Level 5: Branding Smite, Scorching Ray
○ Level 9: Fireball, Dispel Magic
Level 7

● Volcanic Aura: Friendly creatures in the aura gain fire resistance and +1 to AC.

● Oath of Tirmar:
Level 3

● Bonus Language: When you take the oath of Tirmar, you acquire the Timarian
Language.
● Channel Divinity: Golden Speech: Channel Divinity to gain advantage on
Persuasion and Intimidation checks for one hour.
● Channel Divinity: Scourge of the Hidden: Channel Divinity to deal 1d8 radiant
damage on attacks that hit opponents with either natural shapeshifting or
Darkvision (2d8 if both). The effect lasts for 10 minutes.
● Oath of Tirmar Spells: In your list and always prepared.
○ Level 3: Sleep, Shield
○ Level 5: Hold Person, Blindness
○ Level 9: Daylight, Slow
Level 7

● Aura of Truth: Friendly creatures in the aura gain superior darkvision and +2
Perception.

● Oath of Judgment:
Level 1

● Oath Spells: The Judgment Paladin gains the following Oath Spells: Guiding Bolt
(3), Protection from Evil and Good (3), Enhance Ability (5), Hold Person (5),
Hypnotic Pattern (9), Haste (9)
Level 3

● Channel Divinity: Weight of Justice: The Judgment Paladin can use a bonus
action to make their next melee weapon attack restrain their target for up to 1
minute (Charisma Saving Throw to negate at the end of each of their turn).
● Channel Divinity: Purge Corruption: The Judgment Paladin can use a bonus
action to purge Blinded, Deafened, Paralyzed or Poisoned from an ally within 30'.
Level 7

● Aura of Righteousness: All allies within 10' deal an additional amount of damage
equal to the Judgment Paladin's proficiency modifier when making weapon
attacks (same damage type than the weapon used to make the attack).

Ranger Subclasses:

● Marksmen:
Level 3

● Additional Proficiencies: Herbalism Kit or Poisoner's Kit.


● Reaction Shot: When a visible opponent 2 cells or more from you attacks you
with a ranged weapon or a spell, you can use your reaction to take a shot after
the triggering attack.
Level 7

● Recycler: You can craft arrows every time you take a short or long rest.
● Step Back: When you are within melee range of an enemy creature, you can use
your bonus action to move one cell without provoking opportunity attacks, and
gain advantage on your next attack with a ranged weapon this turn.

● Shadow Tamer:
● Tunnel Wisdom: When in dim light or darkness, you gain advantage on Dexterity
saving throws.
● Dark Slayer: When attacking a creature with sensitivity or hypersensitivity to light
with a weapon, you add your proficiency bonus to hit and damage.
Level 7

● Rope Grapple: Target a creaure and attempt to pull it if it fails a STR contest.
● Know the Darkness: While in dim or no light, you have advantage on stealth,
perception, investigation checks, and gain tremorsense.

● Swift Blade:
Level 3

● Quick Steps: The Swift Blade's speed increase by 10'. Additionally, opportunity
attacks are made against them with disadvantage when they Dash.
● Blade Dance: While dual wielding melee weapons, the Swift Blade gains +2 AC.
Level 7

● Battle Focus: The Swift Blade can enter a heightened state of battle focus until
the start of their next turn, dealing additional weapon damage every time they
attack.
Level 11

● Extra Attack (2): The Swift Blade can attack three times whenever taking the
Attack action.

Rogue Subclasses:

● Darkweaver:
Level 3

● Bonus Proficiency: Proficient with the Poisoner's Kit.


● Spider on Wall: Climbing no longer costs you extra movement, and difficult climb
surfaces are considered normal for you.
● Predator: When hitting an enemy on lower ground with a ranged weapon, add
your proficiency bonus to the damage.
Level 9

● Posionous: When you hit a melee weapon and deal at least 1 point of damage,
your target must take a CON save DC 13 or they will be poisoned for one hour
and take additional 2d6 damage.

● Shadowcaster:
Level 3

● Spellcasting: Cast Wizard Spells and Cantrips from the divination, illusion,
necromancy, and abjuration schools.
○ Intelligence is your spellcasting ability for your spells.
○ Every time you level up in this class you may choose one spell you know,
unlearn it, then replace it with a different spell. The new spell you learn
does not need to be the same level as the one you unlearned.
● Shadow Dodge: As a bonus action, teleport to a cell you can see within 5 cells.
Recharges after a rest.
Level 4

● Spellcasting: Gain one additional 1st level spell slot. Choose one new spell to
learn.
level 7

● Spellcasting: You gain access to 2nd level spells: You have two 2nd level spell
slots. You gain one additional 1st level spell slot. Choose one new spell to learn.
Level 8

● Spellcasting: Choose one new spell to learn.


Level 9

● Shadow Retribution: If you are targeted by a damaging spell, whether it damages


you or not, you can cast a cantrip in reaction on the caster.
Level 10
● Spellcasting: Gain one additional 2nd level spell slot. Choose one new spell to
learn.
Level 11

● Spellcasting: Choose one new spell to learn.

● Hoodlum:
Level 3

● Mean Mug: The Hoodlum gains proficiency in Intimidation, or expertise in


Intimidation if they were already proficient.
● The Right Tools: The Hoodlum gains proficiency with martial weapons, medium
armors and shields.
● Heavy Beating: The Hoodlum can use Sneak Attack even when using
non-finesse melee weapons.
Level 9

● Menacing: An enemy hit by the Hoodlum's Sneak Attack will have disadvantage
on their attack rolls against the Hoodlum until the start of the Hoodlum's next
turn.
Level 13

● Dirty Fighting: You can use a bonus action to catch a target within one cell of you
off guard. They must make a CON saving throw (DC8 + proficiency bonus + STR
modifier) and become blinded and incapacitated until the end of your next turn.
Once hit by Dirty Fighting, the same target cannot be affected again.

Wizard Subclasses:

● Loremaster:
Level 1

● Keen Mind: Advantage on Arcana, History, and Investigation ability checks.


Advantage to copy scrolls your spellbook. Scroll and potion crafting costs and
times are halved.
Level 6

● Spell Academic: You learn one additional spell each time you gain a level.
Level 10

● Arcane Lore: You can add your Proficiency Bonus to the number of spells you
can memorize. You also learn two additional Cantrips from the Wizard's list.

● Greenmage:
Level 2

● Green Magic: Spells from the Green Magic list are considered wizard spells for
you:
○ 1st level: Faerie Fire, Hunter's Mark, Goodberry, Detect Poison and
Disease, Longstrider.
○ 2nd level: Barkskin, Pass Without Trace, Lesser Restoration, Find Traps,
Protection from Poison.
○ 3rd level: Create Food, Daylight.
● Warden of the Forest
○ Fighting Style: Archery
○ Proficiency (Armor): Light Armor
○ Proficiency (Weapon): Shortbow
○ Natural Explorer: You benefit from the same advantages as Rangers when
in a forest environment.
Level 6

● Entangling Shot: Your arrow can transform into a vine on impact. The target must
make a Strength saving throw or be restrained until the end of your next turn. You
can use this feature a number of times equal to your Intelligence modifier
(minimum 1). All uses recharge at the end of a long rest.
○ Only works with arrows: Does not work with bolts from crossbows.
Level 10

● Leaf Scales: When an attacker that you can see hits you with a ranged attack or
spell, you can use your reaction to halve the attack's damage against you

● Court Mage:
Level 2

● Always Prepared: The Court Mage gains proficiency with shields and the
Protection Fighting Style.
● Spell Shield: The Court Mage can use an action to create a powerful shield
around themself and an ally within 30', granting both large amounts of temporary
HP for up to 1 hour.
Level 6

● Counterspell Mastery: The Court Mage gain advantage on their spellcasting


checks when casting Counterspell. Additionally, enemies have disadvantage on
their spellcasting checks when attempting to counterspell the Court Mage's
spells.
Level 10

● Improved Spell Shield: While under the protection of Spell Shield, creatures gain
advantage on all saving throws against spells and magic effects. The magic
remains for the full hour even if the Spell Shield reaches 0 HP.

Cleric Subclasses:

● Elemental (Fire):
● Bonus Cantrip (Fire): Fire Bolt
● Primal Harmony (Fire): Resistance to Fire: damage is halved.
● Elemental Domain Spells: In your list and always prepared.
○ Level 1: Thunderwave, Fog Cloud
○ Level 3: Levitate, Misty Step
○ Level 5: Lightning Bolt, Fly
○ Level 7: Ice Storm, Wall of Fire
○ Level 9: Cone of Cold, Conjure Elemental
Level 2

● Channel Divinity: Fire Burst: Channel divinity to cause 3d8 fire damage to a
target within 12 cells. A successful Dexterity save halves the damage.
Level 6

● Scholar of Elements: Use your reaction to become immune to your domain


element so it heals you instead of wounding you.
Level 8
● Call Upon Fire: The target suffers fire damage and must succeed a STR save or
be pushed. Can be used a number of times equal to your WIS bonus until a long
rest.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Elemental (Ice):
Level 1

● Bonus Cantrip (Ice): Ray of Frost


● Primal Harmony (Ice): Resistance to Cold: damage is halved.
● Elemental Domain Spells: In your list and always prepared.
○ Level 1: Thunderwave, Fog Cloud
○ Level 3: Levitate, Misty Step
○ Level 5: Lightning Bolt, Fly
○ Level 7: Ice Storm, Wall of Fire
○ Level 9: Cone of Cold, Conjure Elemental
Level 2

● Channel Divinity: Ice Lance: Use Channel Divinity on a target within 12 cells.
The target must make a Dexterity saving throw or be pushed away by 2 cells and
suffer 2d8 cold damage.
Level 6

● Scholar of Elements: Use your reaction to become immune to your domain


element so it heals you instead of wounding you.
Level 8

● Call Upon Cold: The target suffers cold damage and must succeed a STR save
or be pushed. Can be used a number of times equal to your WIS bonus until a
long rest.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Elemental (Lightning):
Level 1

● Bonus Cantrip (Lightning): Shocking Grasp


● Primal Harmony (Lightning): Resistance to Lightning: damage is halved.
● Elemental Domain Spells: In your list and always prepared.
○ Level 1: Thunderwave, Fog Cloud
○ Level 3: Levitate, Misty Step
○ Level 5: Lightning Bolt, Fly
○ Level 7: Ice Storm, Wall of Fire
○ Level 9: Cone of Cold, Conjure Elemental
Level 2

● Channel Divinity: Lightning Blade: Channel Divinity to cause 1d8 lightning


damage to a target within 12 cells. On a failed Dexterity save, the target is also
stunned until the end of its next turn.
Level 6

● Scholar of Elements: Use your reaction to become immune to your domain


element so it heals you instead of wounding you.
Level 8

● Call Upon Thunder: The target suffers cold damage and must succeed a STR
save or be pushed. Can be used a number of times equal to your WIS bonus
until a long rest.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Sun Domain:
Level 1

● Bonus Cantrip: Light


● Holy Radiance: When you cast Sacred Flame, your target has a disadvantage on
the saving throw.
● Sun Domain Spells: In your list and always prepared.
○ Level 1: Burning Hands, Faerie Fire
○ Level 3: Scorching Ray, Darkvision
○ Level 5: Daylight, Hypnotic Pattern
○ Level 7: Fire Shield, Wall of Fire
○ Level 9: Flame Strike, Greater Restoration
Level 2

● Channel Divinity: Hearld of the Sun: Channel Divinity to engulf a visible enemy
within 6 cells with radiant light, causing 1d8 radiant damage +2 Cleric per level
(half damage on a successful Constitution saving throw) and cause the blinded
condition for 1 minute (negated if saving throw was successful).
Level 6

● Channel Divinity: Indomitable Light: Channel Divinity to summon a sphere of


sunlight, which affects light-sensitive creatures and negates areas of darkness.
● Soothing Hand: Heal an ally and remove one detrimental condition.
Level 8

● Divine Strike: +1d8 radiant damage on weapon attacks, once per turn.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Battle Domain:
Level 1

● Divine Fortitude: As an action, gain 3 temporary HP per Cleric level. Recovered


after a long rest.
● Bonus Proficiency: Martial Weapons
● Battle Magic: Can cast spells with a somatic component without a free hand,
provided a weapon or shield is being wielded.
● Battle Domain Spells: In your list and always prepared.
○ Level 1: Magic Missile, Shield of Faith
○ Level 3: Acid Arrow, Flaming Sphere
○ Level 5: Fireball, Haste
○ Level 7: Stoneskin, Phantasmal Killer
○ Level 9: Hold Monster, Insect Plague
Level 2

● Decisive Strike: On a successful attack, Channel Divinity to add 1d6 to your


damage and stun your target (save negates). Increases by 1d6 every 3 levels
above level 2.
○ Only works with weapon attacks; melee weapon attack and ranged
weapon attack; also works with unarmed strikes; does not work with spell
attacks.
○ The target is subject to a constitution save.
Level 6

● Herald of Battle: Allies in adjacent cells gain +1 on attack rolls, damage, AC, and
saving throws.
Level 8

● Scholar of Battle: You can attack one more time, per combat turn, when you use
the attack or shove actions.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Law Domain:
Level 1

● Unyielding Enforcer: Advantage on rolls to resist being shoved or moved by


magical means.
● Commanding Presence: Proficient in Intimidation. Advantage on Intimidation
checks.
● Law Domain Spells: In your list and always prepared.
○ Level 1: Heroism, Shield
○ Level 3: Branding Smite, Hold Person
○ Level 5: Counterspell, Lightning Bolt
○ Level 7: Banishment, Guardian of Faith
○ Level 9: Hold Monster, Dispel Evil and Good
Level 2

● Channel Divinity: Holy Retribution: When a melee attack damages you, you can
use your reaction to Channel Divinity and strike back using a melee weapon,
adding (2d6 + Cleric level) psychic damage.
● Channel Divinity: Force Law: Channel Divinity when casting an attack spell to
impose disadvantage on your target's saving throw.
Level 6

● Word of the Law: Break the spellcasting concentration of an enemy.


Level 8

● Anathema: Restrains a creature and inflicts force damage every turn until it
succeeds with a WIS save or 1 minute has passed.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Oblivion Domain:
Level 1

● Bonus Cantrip: Chill Touch


● Gate Keeper: As long as you are conscious, you and your fellow party members
within 6 cells have an advantage on death saving throws.
● Oblivion Domain Spells: In your list and always prepared.
○ Level 1: Sleep, Inflict Wounds
○ Level 3: Blindness, Ray of Enfeeblement
○ Level 5: Vampiric Touch, Fear
○ Level 7: Black Tentacles, Confusion
○ Level 9: Contagion, Cloudkill
Level 2

● Channel Divinity: Herald of Pain: Channel Divinity to cause pain to enemies


within 6 cells. Enemies failing a Wisdom save receive 1d8 necrotic damage and
are poisoned.
● Peaceful Rest: While camping, reduces the chances of being attacked and
prevents from being surprised.
Level 6

● Strike of Oblivion: +1d6 necrotic damage on your first attack of your turn.
Level 8

● Mark of Fate: Mark a creature you see so it receives additional damage from
each attack.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.
● Insight Domain:
Level 1

● Divine Intuition: Advantage on ability checks using Arcana, History, and Nature.
● Inspired Diplomat: You always know the odds when choosing between dialog
choices that include an Ability Check (Persuasion, Deception, or Intimidation).
● Life Domain Spells: In your list and always prepared.
○ Level 1: Detect Evil and Good, Identify
○ Level 3: Find Traps, See Invisibility
○ Level 5: Slow, Remove Curse
○ Level 7: Identify Creatures, Phantasmal Killer
○ Level 9: Dispel Evil and Good, Dominate Person
Level 2

● Channel Divinity: Foreknowledge: Channel Divinity to see the immediate future


and doge your enemy's attacks better. For 1 minute, the first attack (except
shove) made against you after your turn suffers a disadvantage.
Level 6

● Divine Eye: Advantage to detect traps, hidden doors, and objects.


Level 8

● Divine Lore: You know all languagues, written and spoken. In addition, you can
identify a magical item once per long rest.
Level 10

● Divine Intervention: You attempt to request the help of your deity, with a success
chance of 1% per cleric level.

● Mischief Domain:
Level 1
● Domain Spells: The Mischief Cleric gains the following Domain Spells: Charm
Person (1), Expeditious Retreat (1), Blur (3), Invisibility (3), Hypnotic Pattern (5),
Slow (5), Confusion (7), Greater Invisibility (7), Dominate Person (9), Hold
Monster (9)

● Trickster: The Mischief Cleric gains proficiency in Stealth and Deception.


● Borrowed Luck: After failing a saving throw against a spell or magic effect, the
Mischief Cleric can use their reaction to reroll that saving throw. If they succeed,
they will have disadvantage on their next saving throw. Borrowed Luck cannot be
used when the Mischief Cleric has disadvantage on their saving throw.
Level 2

● Channel Divinity: When hitting a target with a weapon attack, the Mischief Cleric
can deal additional psychic damage and inflict a random condition for up to 1
minute (Wisdom Saving Throw to negate at the end of each of their turn)
Level 6

● Elusive Target: When hit with a melee attack, the Mischief Cleric can use their
reaction to gain Dodge and Disengage until the end of their next turn.
Level 8

● Elusive Target: The Mischief Cleric deals additional psychic damage when
making weapon attacks.

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