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Cleric Changes

Relevant Universal Character Changes

Changes for all classes

Spellcaster General Changes

Class Changes

Theology

3rd-level Cleric feature

Starting at level 3, your understanding of religion, your own and that of other gods, has increased. Whenever you make a Religion check, you gain a bonus to the check equal to your Wisdom Modifier (minimum of +1).

Theology Improvement

7th-level Cleric feature

Starting at level 7,  your deity now subtly shares religious tales with you in order to help you learn and recall certain facts about theological and mystical matters. You now make Religion checks with advantage.

Cleric Subclass Changes

Cleric – Death Domain

  • Domain Spells
  • 1st-level Death Domain feature
    • At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric LevelDomain Spells
1stVampiric Touch False Life, Ray of Sickness
3rdBlindness/Deafness, Ray of Enfeebling
5thAnimate Dead, Speak With Dead Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Cloudkill
  • Divine Strike
  • 8th-level Death Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Forge Domain

  • Divine Strike
  • 8th-level Forge Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Grave Domain

  • Domain Spells
  • 1st-level Grave Domain feature
    • At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric LevelDomain Spells
1stBane, False Life
3rdGentle Repose, Wither and Bloom Ray of Enfeebling
5thAnimate Dead, Speak With Dead Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead
  • Circle of Mortality
  • 1st-level Grave Domain feature
    • At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
    • In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and y You can cast it as a bonus action.

Cleric – Life Domain

  • Divine Strike
  • 8th-level Life Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Nature Domain

  • Divine Strike
  • 8th-level Nature Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Order Domain

  • Divine Strike
  • 8th-level Order Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Peace Domain

  • Emboldening Bond
  • 1st-level Peace Domain feature
    • You can forge an empowering bond among people who are at peace with one another. As an bonus action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. Bonded While any bonded creature is within 30 feet of another, the creatures can roll a d4 and add the number rolled to any attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. If a bonded creature deals damage, they lose the benefits of being bonded at the end of the turn.
    • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Protective Bond
  • 6th-level Peace Domain feature
    • The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
    • When a bonded creature uses this reaction, they cannot use it again until they are under the effects of a new bond.
  • Expansive Bond
  • 17th-level Peace Domain feature
    • Emboldening Bond can now be used with a range of 60 feet. The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

Cleric – Tempest Domain

  • Divine Strike
  • 8th-level Tempest Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Trickery Domain

  • Blessing of the Trickster
  • 1st-level Trickery Domain feature
    • Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
  • Channel Divinity: Invoke Duplicity
  • 2nd-level Trickery Domain feature
    • Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
    • As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
    • For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
  • Divine Strike
  • 8th-level Trickery Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – Twilight Domain

  • Eyes of the Night
  • 1st-level Twilight Domain feature
    • You can see through the deepest gloom. You have darkvision out to a range of 120 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
    • As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
  • Channel Divinity: Twilight Sanctuary
  • 2nd-level Twilight Domain feature
    • You can use your Channel Divinity to refresh your allies with soothing twilight.
    • As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell) are incapacitated or die. Each creature of your choice in the sphere when it appears is granted one of the following benefits: Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
      • You grant it temporary hit points equal to 1d6 plus your cleric level.
      • You end one effect on it causing it to be charmed or frightened.
    • Whenever you end your turn in the sphere, you may gain one of these benefits. Whenever another creature ends its turn in the sphere, you can use your reaction to grant that creature one of these benefits.
  • Divine Strike
  • 8th-level Twilight Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Cleric – War Domain

  • War Priest
  • 1st-level War Domain feature
    • From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
  • Divine Strike
  • 8th-level Order Domain feature
    • At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Spell Changes

Relevant Spell Changes:

Removed Spells

  • 2nd-level Spells
    • Zone of Truth
  • 6th-level Spells
    • Forbiddance
  • 7th-level Spells
    • Plane Shift

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