Cleric

Hit Dice

 * Hit Dice: 1d8 per cleric level
 * Hit Points at 1st Level: 8 + Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies

 * Armor: Light armor, medium armor, shields
 * Weapons: All simple weapons
 * Tools: None
 * Saving Throws: Wisdom, Charisma
 * Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment
You can also ignore the equipment from your class and background, and start with 5d4 x 10 GP instead.
 * (a) a mace, or (b) a warhammer (if proficient)
 * (a) scale mail, or (b) leather armor, or (c) chain mail (if proficient)
 * (a) a light crossbow and 20 bolts, or (b) any simple weapon
 * (a) priest's pack, or (b) an explorer's pack
 * A shield and a holy symbol

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

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
You can use a holy symbol as a spellcasting focus for your cleric spells.

Domain Spells
Each domain has a list of spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity
At 2nd level, you start with two abilities: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Turn Undead
As an action, each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by +2, or you can increase two ability scores of your choice by +1. As normal, you can't increase an ability score above 20 using this feature.

Destroy Undead
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.

Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Life Domain
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

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

Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Death Domain
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires.

Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Inescapable Destruction
Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike
At 8th level, the cleric gains the ability to infuse his or weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra a 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Improved Reaper
Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

Light Domain
Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun. Across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away the darkness.

Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Dark Domain
The most primal fear of all mortal races is fear of the dark. Priests of the  Dark Domain  revel in this fear, worship it and learn to shape and control it. They can reach into your mind and take the face of your loved ones. They coalesce shadows around themselves making them harder to see and hit. Darkness can remove them from sight even in a completely lit room. The strongest among them can control weaker minds with nightmarish powers that force their enemies greatest fears to the surface. Darkness is the edge of fear, and as such has much in common with deities that also embody death, madness, and the void. Such deities are Lolth, Shar, Mask, Graz'zt, Sseth, Merrshaulk, Set, and Zehir.

Eyes of Black
Your eyes are a dark void from which no light escapes. When you choose this domain at 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Don’t Fear the Dark
Also at 1st level, you can use your action to touch a willing creature, including yourself, to give it advantage on Wisdom saving throws against being frightened. This blessing lasts for 1 hour. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Coalesce Fear
Starting at 2nd level, you can use your Channel Divinity to create an area of Magical Darkness which spreads from a point you choose within 60 feet to fill a 15-foot-radius sphere for 5 minutes, or until you lose your concentration (as if you were concentrating on a spell). The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this spell's area overlaps with an area of light created by a spell of your highest casting level or lower, the spell that created the light is dispelled or negated. Each creature of your choice within the darkness must make a Wisdom saving throw or be stunned until the end of their next turn. Creatures immune to being frightened have advantage on the saving throw.

Fear Itself
Starting at 6th level, creatures under the effect of your  Don’t Fear the Dark  feature are immune to being frightened and can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. These benefits now last for 24 hours or until you take a long rest.

Prevailing Darkness
At 8th level, magical light has difficulty piercing your darkness. When an effect would dispel darkness created by your spells or Channel Divinity options make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the darkness remains.

Kakoneirophobia
At 17th level, your mastery of the dark is perfected. You no longer have to concentrate on your darkness spells or Channel Divinity options and whenever you create a sphere of darkness the casting distance, size of the sphere, and duration all double. Additionally, you reach into the minds of your enemies and give form to the most base mortal fear. As an action each creature of your choice in a sphere of darkness you've created must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Creatures immune to being frightened have advantage on the saving throw.

Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

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

Master of Nature
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Tempest Domain
Gods whose portfolios include the Tempest domain- including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

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

Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Bonus Cantrips
You learn the create bonfire* cantrip if you do not already know it.

Wrath of the Inferno
Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bonus Proficiencies
Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.

Channel Divinity: Searing Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Blazing Impact
At 6th level, when you deal fire damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

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

Born of the Furnace
At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to that damage. You also gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks.

Air Domain
Free-willed and adventurous, these Clerics worship the deities of the Air, always letting the ever-flowing winds guide them in their lives. Deities that Air Domain Clerics worship include Syranita, creator of the aarakocra, Zeus, Greek god of the sky, The Daghdha, Celtic god of weather and crops, and Njord, Nordic god of the wind.

Bonus Cantrips.
You learn the gust* and forceful breeze cantrips if you do not already know them.

Feather Blessing.
At the 1st level, the gods of the sky have blessed you with the power of flight. If you do not have flying speed granted to you by your race, a pair of feathered, bird-like wings sprout from your back, permanently granting you a flying speed of 30 feet. You cannot use this flying speed while wearing medium or heavy armor. If you already have a permanent flying speed, you gain an additional 5 feet of flying speed instead.

Bonus Proficiencies.
At the 1st level, you also gain proficiency in Finesse weapons.

Channel Divinity: Godspeed.
At the 2nd level, your Channel Divinity feature allows you to call upon the winds to embody you. For one hour, your flying and walking speeds increase by 10 feet and you gain a +1 bonus to your AC.

Air Guidance.
As an Air Domain cleric, your deity has blessed you with the power to redirect projectiles. At the 6th level, when a creature that you can see hits you with a non-magical ranged attack (or any ranged attack starting at the 15th level), you can use your reaction to make a DC 25 Dexterity Saving Throw. On a failure, you take half the damage of the ranged attack, and on a success, the ranged attack is redirected back to the attacker and they take half the damage and receive any negative effects of the ranged attack instead. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses after you finish a long rest.

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

At One with the Sky.
At the 17th level, you have become one with the sky around you. You are immune to wind damage. You are also immune to all damage and effects of, and succeed any saving throws against, any attack, spell, creature, terrain, or feature that uses air or is made of air. This includes any weather-based spells or attacks that use air, such as clouds. In addition, you can take the Dash action as a bonus action. You gain storm of vengeance as an additional domain spell, and it is always prepared and doesn't count towards your maximum number of prepared spells available. The storm of vengeance spell is also treated as a cleric spell.

Earth Domain
Gods of the Earth Domain claim dominion over the land itself and all that lies beneath it. Represented by beings such as Dunatis, Geb and Zeme, these deities represent the hardiness of stone, and the guarded jewels and secrets that lay beneath the surface. Clerics of the Earth Domain are given expanded control of the ground, and offered a glimpse into the secrets that stone keeps so well. These clerics favor simple, muted dressings and prefer to spend their time outdoors. Many worshipers choose to explore barefooted, maximizing their connection with the ground through their rugged and calloused feet. Others venture deep into the untamed underdark, likening their travels there to a pilgrimage.

Bonus Cantrips
When you choose this domain at 1st level, you gain the Magic Stone and Mold Earth cantrips if you don’t already know them. These are Cleric spells for you, and don’t count against your number of cantrips known.

The Stone’s Secrets
Also starting at 1st level, your attunement to earth gives you access to a sixth sense. You may use an Action to touch an area of worked or unworked natural earth or stone. Doing so informs you of the location and size of any creature within 100 feet of you who are touching or standing on an area of worked or unworked natural earth or stone, provided the earth or stone you are touching is connected to the area of earth or stone they are touching. Additionally, if there are tracks within 100 feet of you, you are made aware of them; if the tracks where made in the last 24 hours you learn of the number of creatures that made them, the size of these creatures, and their direction of travel. Finally, you learn the location of all hidden doors within 100 feet of you, provided they are composed of or built in to a wall made of worked or unworked natural stone or earth. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses when you finish a Long Rest.

Channel Divinity: Sand Storm
Starting at 2nd level, you can use your Channel Divinity to conjure sand storms. As an action, you present your holy symbol and evoke a turbulent sand storm of a 30-foot radius, centered on a point you can see. Each hostile creature in the sandstorm must make a Constitution saving throw or be blinded and have its speed halved until the end of your next turn. A creature who succeeds has its speed halved but isn’t blinded. The storm then instantly dissipates.

Channel Divinity: Open the Path
Beginning at 6th level, earth bends to your divine command. As an Action, you can Channel Divinity to cause a passage to appear in a surface made of worked or unworked natural stone or earth within 60 feet of you. The passage causes no instability in the surrounding structure. This passage can be up to 5 feet wide, 10 feet tall, and 20 feet deep. The passage lasts for 10 minutes, or until you dismiss it as an Action while you are within 60 feet of it. When the passage disappears, any creatures or objects still within it are safely ejected to an unoccupied space nearest to the surface on which you Channeled Divinity.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Child of Earth
Starting at 17th level, you gain Tremorsense out to 30 feet. Additionally, you gain a burrow speed equal to your walking speed, and can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through.

Water Domain
Deities of water value ideals of purity, vitality, serenity, flexibility, and perseverance. Clerics of such deities seek to protect bodies of water and the communities around them. They might hunt monstrosities that corrupt and taint sources of water, or work to bring water to communities in need of it.

Bonus Cantrips
When you choose this domain at 1st level you gain the shape water and ray of frost cantrips. For you, these cantrips count as cleric cantrips.

Divine Dew
Also at first level, you can conjure blessed water to improve your vitality. As a bonus action, you can grant yourself or a creature you can see within 30 feet temporary hit points equal to twice your cleric level. These hit points last up to 1 hour. You can use this feature a number of times equal to your wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Misty Shroud
Starting at 2nd level, you can use your Channel Divinity to cloak yourself and allies in a protective mist. As an action, you present your holy symbol, and a cold fog swirls around you for 1 round. Friendly creatures within 30 feet of you may immediately use a reaction to move up to half of their speed. Hostile creatures within 30 feet of you are unable to take reactions for the duration. The fog spreads around corners.

Blessings of Water
Starting at 6th level, you can protect yourself and allies from fire and acid with a veil of water. When a creature, including yourself, gains temporary hit points from a spell you cast, or a Cleric class feature you use, that creature also gains resistance to fire and acid damage while any of the temporary hit points remain.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Warding Rains
Starting at 17th level, you can use your action to conjure a divine rain that surrounds you in a 20-foot radius for 1 minute or until you dismiss it with another action. You and friendly creatures within the rain gain a +2 bonus to saving throws. Unprotected flames in the area are doused.

Chaos Magic
Starting from when you choose this domain at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw once. After using this feature, the next time you cast a cleric spell of 1st level or higher, you can roll on the Wild Magic Surge table. If you do so, you then regain use of this feature. You also regain use of this feature when you finish a long rest.

Channel Divinity: Incite Chaos
Starting from 2nd level, you can use your Channel Divinity to sow chaos into the magic of other creatures. As an action, choose one creature within 60 feet of you. The next time that creature casts a spell of 1st level or higher within the next minute, they roll on the Wild Magic Surge table.

Channel Divinity: Bend Luck
Starting from 6th level, you can use your Channel Divinity to twist fate. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can use this feature after the creature rolls but before any effects of the roll occur.

Divine Strike
Starting from 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this extra damage increases to 2d8.

Controlled Chaos
Starting from 17th level, you gain more control over your chaos magic. When you roll on the Wild Magic Surge table, you can roll twice and use either roll.

Law Domain
As a cleric of law you are charged with upholding your god's divine mandates. Whether its bringing in suspects for questioning or passing judgement right there on the streets, the Law domain cleric seeks out violators of divine justice and seeks to punish them. You are upheld to this same code and must adhere to it yourself. You know the will of your god and their laws and concepts of justice. As such many Law domain Clerics are hired by local governments to act as law enforcement or even bounty hunters.

A Lawful Friend
When you choose this domain at 1st level, you gain the friends cantrip if you don't already know it. You also gain proficiency in the History and Persuasion skills, and one additional language of your choice.

Channel Divinity: Bringer of Law
Starting at 2nd level you can use your Channel Divinity to cast one the spells from the expanded spell list of this subclass that you have access to based on your level. Casting one of these spells using Bringer of Law does not consume a spell slot, but is done at their base spell level only. Spells cast using Bringer of Law cannot be dispelled with counterspell or dispel magic, but are still subject to effects that prevent the use of magic, such as antimagic field. Thus, at 2nd level you may use your channel divinity to cast command and protection from evil and good.

Mantle of Justice
At 6th level, you exude an Aura of divine justice to a 30-foot spherical radius from your space as long as you are not incapacitated. Everyone in the area will feel a sense of lawfulness and obedience at all times. If a creature does something you might deem unlawful or unjustified they will feel compelled to hesitate. You are unaffected by this feature, as you can justify your actions; but are expected to act within your alignment.

Mechanically this translates into disadvantage on rolls while a creature is in the aura. It is up to you and the GM to determine what constitutes an unlawful act, but typically the following actions will have disadvantage, and it should apply to your allies as well as enemies:
 * Attacks during a surprise round of combat. Quarter must be given, and enemies should be allowed to defend themselves.
 * Attacking an incapacitated or dying creature, or attacking a creature that has clearly yielded in combat.
 * Attacking from a hidden/stealth position, including from being invisible or disguised.
 * Performing any ability/skill check to steal objects, break and enter into a home, or other clearly criminal act. Examples include: pickpocketing (Sleight of Hand), Break and Entering (Acrobatics, Athletics, Stealth), wearing a disguise for the purposes of robbing or conning someone (Deception, disguise kit), conning or lying for the purposes of selling or buying illicit or stolen goods (Deception, Intimidation, Persuasion). Exceptions can be made for rolls against clearly evil or chaotic creatures that have already committed a crime, especially against you.
 * If it is unclear how disadvantage should be applied using this feature, the GM may call for you to use your reaction to apply disadvantage in response to a single creature's attack or ability/skill check within the aura that you wish to target. In this case you will need to see your target.
 * In most cases, alignment in 5e is a roleplaying tool and not a mechanical rule. The GM, however may opt for this feature to apply disadvantage to attack and ability/skill checks to creatures that are chaotic or neutral in nature that are inside the aura.

Binding Law
At 8th level, when you cast a spell that would cause a creature to be charmed or is from this subclass's expanded spell list, saving throws against those spells have disadvantage. You are immune to being charmed, and have advantage on Wisdom and Charisma saving throws.

Scion of Order
At 17th level, you may cast the spell command as bonus action or action without using spell slots. This spell cannot be counterspelled, dispelled, and is not subject to effects that prevent the use of magic, such as antimagic field, though it will still need verbal components. Also at 17th level, if a creature succeeds on a Wisdom, or Charisma saving throw while inside aura of your Mantle of Justice, as a reaction you may choose to deal either radiant or psychic damage equal to your Cleric level + your Wisdom modifier to them.

Balance Domain
Clerics of balance keep the scales level; in life and death, good and evil, and law and chaos. They worship gods of life and death, and most have a neutral outlook on life.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Power Balance
From 1st level, your god lets you keep the the scales balanced during battle. When you are hit with a melee attack, you can use your reaction to make a melee weapon attack against the creature that hit you. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Scales of Life and Death
At 2nd level, when you are reduced to 0 HP but not killed, you can use your channel divinity to drop to 1 HP instead. If you attack the creature that dropped you before the end of their turn you, have advantage on the attack roll, and if it hits the attack deals critical damage.

Channel Divinity: Balanced Mind and Body
Starting at 6th level, you can use your Channel Divinity to realign yourself physically or mentally. As an action, you can end one effect on yourself that is causing you to be blinded, charmed, deafened, frightened, paralyzed, or poisoned.

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

Avatar of Balance
Starting at 17th level, you can use your action to create an aura that lasts for 1 minute or until you dismiss it using another action. You emit dim light in a 30-foot radius. Anytime you or allies within the dim light take damage from an enemy within the dim light the enemy takes radiant damage equal to your level. Once you use this feature, you can't use it again until you finish a long rest.

Malevolence Domain
Gods whose names have long been lost from the passage of time, appearing in dreams and visions of potential vassals, whispering of their demand and promise of power for those who pledge their faith to them. Followers of this domain are known to others as clerics who have fallen from grace, straying from their path and becoming faithless, but little did they know that their devotion to these faceless and nameless Gods are true and strong as the moment they have made their pact, any faults in their faith towards them becomes a step closer to death as their God refuses to remain forgotten.

Forgotten Words
When you choose this domain at 1st level, you learn how to speak, read and write Deep Speech.

Malefic Sight
Starting when you choose this domain at 1st level, you are bestowed with a gift from your God upon request, despite the brief painful process, gives you vision far stronger. You choose to either gain Darkvision or Blindsight for up to 1 minute + an additional minute equal to your cleric level, but you are first momentarily blinded for half of the duration you choose. After using this feature, regardless of the duration, you need to finish a Long Rest before you can use it again.

Channel Divinity: Blessing of Madness
Starting at 2nd level, you use your Channel Divinity to feed from the sanity of your foes. As an action, choose a creature you can see within 30 feet of you and is suffering from blinded, deafened, frightened, unconscious due to an effect or is suffering from madness, either naturally or through an effect or is at 3rd level of exhaustion and marks them for feeding. The first attack against the creature gain advantage and causes the attacker to regain hit points equal to d8 + your cleric level and you also regain hit points equal to half of that amount (rounded down). If you attack the creature, you regain hit points equal to d10 + cleric level instead. The mark fades after the creature receives an attack. For each condition listed above affecting the target, add another d4.

Channel Divinity: Descend to Madness
Starting at 6th level, you can use your Channel Divinity to burn the image of your God in their mind. As an action, choose a creature you can see within 60 feet, the creature must succeed a Intelligence saving throw otherwise become stunned until the start of their next turn. At the start of their turn, they must succeed a Wisdom saving throw or fall prone and become frightened for 10 minutes. The creature may spend their action to make a Wisdom saving throw on each of their turns to regain their sanity and remove both conditions, but if the effect passes the 5 minute mark, the creature gain a level of exhaustion and will suffer from short-term madness. If the effect lasts for a full 10 minutes, the effect ends and gains another level of exhaustion and will suffer from long-term madness.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Embodiment of Old
At 17th level, you are granted an audience for your loyalty and devotion from your God. After you make contact with your God, either mentally through speaking in your mind or physically through moving to your God's plane of existence, you emanate a mysterious aura that lasts for 1 minute + half of your cleric level (rounded down) thanks to the revelation or teaching you've been granted as well regaining expended uses of Channel Divinity. Hostile creatures in a 10 meters around you must succeed a Wisdom saving check each minute they remain in radius or otherwise they take 6d10 psychic damage. Hostile creatures who are 5 meters closer to you suffers disadvantage to their Wisdom saving check. You may also choose to direct your revelation or teaching to a creature you can see within 30 feet, speaking in Deep Speech and they must make a Wisdom saving check with advantage or otherwise they suffer from indefinite madness and you lose your aura after. Does not affect creatures that naturally knows Deep Speech. Regardless of how many times you made contact with your God, you are only granted a revelation or a teaching once per day.

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Blind Justice
The gods of good demand an egalitarian spirit from those who serve them; neither favoritism nor bias have any influence on their agents of judgment. Therefore, when you choose this domain at 1st level, you undergo a special ritual during which your eyes are physically destroyed (by physical gouging, burning with acid, fire, or a brand, etc.) in a gesture of ultimate devotion to the ideals of justice: that all creatures are equal in the eyes of the gods, and that only their actions shall be judged. You remain permanently blind from this point onward, and not even a  regenerate  spell can restore your physical vision. In exchange for this show of devotion, your deity bestows upon you the gift of blindsight out to a range of 90 feet, and you gain all the benefits and suffer all the consequences thereof. For example, making an attack against an enemy who is invisible or shrouded in darkness doesn't impose disadvantage on your attack roll, but the maximum range of any attack you make or spell you cast is limited to the range of your blindsight.

Channel Divinity: Blessings of Inquisition
Starting at 2nd level, you can use your Channel Divinity to further your tireless hunt for the unjust, gaining supernatural perception and insight. As an action, you can grant yourself truesight out to a range of 30 feet for a duration of up to 10 minutes. This ability requires concentration, which functions just as it does for your spells. During this time, you also have advantage on insight checks against other creatures when they speak in a language you can understand.

Channel Divinity: Judgment Brand
At 6th level, you can use your Channel Divinity to stand in judgment of others, marking them with a magical brand. You can use an action to force a creature you can sense within 60 feet of you and who isn't behind total cover to make a Wisdom saving throw. If it succeeds, nothing happens, and one use of your Channel Divinity has been expended. If it fails, you learn from the DM one damage immunity or resistance that it has, if it has any at all. Once you gain this knowledge, you can — as part of the same action — brand the target, applying one of the following effects.

- If the creature has immunity to a damage type, you can turn that immunity into resistance. - If the creature has resistance to a damage type, you can remove that resistance. - If the creature has no resistance or immunity to any damage types, you can inflict it with vulnerability to radiant or necrotic damage.

This brand remains seared into your target until it is incapacitated or comes under the effect of the  dispel magic  spell, which succeeds automatically in removing the brand, regardless of what level at which it is cast.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage (your choice based on what would be the more fitting punishment for your foe) to the target. When you reach 14th level, the extra damage increases to 2d8.

Eyes of the Arbiter
Beginning at 17th level, your pursuit of justice has shown you to be worthy of further boon from your deity. You gain permanent truesight out to a range of 30 feet, and your blindsight is extended out to a range of 120 feet. As a result, when you now use your Channel Divinity to activate Blessings of Inquisition, instead of granting temporary truesight, it allows you to cast  zone of truth  without expending a spell slot. The advantage on insight checks granted by Blessings of Inquisition remains unchanged.