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Level 15 Dark Elf Cleric, Twilight Domain 165000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Feral Selakiir
Acolyte Lawful Neutral Pedro
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Breastplate +1 17 bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +5 Superior Darkvision. You can see in dim light within 120 feet of you as if

12
SHIELD it were bright light, and in darkness as if it were dim light.
AC
Rune Knowledge. Once per day, you can invoke one rune power for
each rune you’ve learned.
N
CIE C

+1 Strength
Y
PROFI

+1 Rune Bonus (Naudiz). Once per day, you can cast spare the dying.
+2 Dexterity Rune Power (Naudiz). By spending 1 action to trace naudiz on an item,
you grant guidance or resistance to any creature that touches it (the
+1 Constitution ARMOR CLASS creature chooses which). 5 creatures can benefit from this efect. Both
DEXTERITY the rune and the effect last while you concentrate, for up to 1 minute.
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

15
Rune Power (Naudiz). Naudiz can be traced in the air in such a way that
✘ +9 Wisdom five creatures within 10 feet of you have their hit point maximums
93 15d8 increased by 5, and they gain 5 hit points. Tracing the rune takes 1
✘ +4 Charisma action, and the effect lasts 8 hours.
CONDITIONAL
Rune Bonus (Sowilo). You gain immunity to snow blindness.
+2 Rune Power (Sowilo). When invoked on a creature, the rune grants it
magical confidence and charisma, enabling it to enthrall an audience,
CURRENT HIT POINTS per the spell. Tracing the rune takes 1 action, and the effect lasts 1
minute.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Rune Power (Sowilo). Spending 1 action tracing sowilo onto an object

13 SPEED FLY CLIMB SWIM makes it glow as if with the daylight spell for 1 hour.
N
CIE C

+2 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.


Y
PROFI

Spellcasting. You can cast cleric spells as rituals. You can prepare 19
RT

EXPE
spells from the cleric spell list. You can use a holy symbol as your
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION spellcasting focus.
+1 +0 Arcana (Int)
Darkvision, Superior Darkvision Channel Divinity (2/Short Rest).

+1 Athletics (Str) Immunities. Snow Blindness Turn Undead (Action—Channel Divinity). Each undead that can see or
hear you within 30 feet of you must make a Wisdom saving throw. If the
INTELLIGENCE -1 Deception (Cha) 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

10
away from you as it can, and it can’t willingly move to a space within 30
+0 History (Int) 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.
✘ +9 Insight (Wis) If there’s nowhere to move, the creature can use the Dodge action.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Destroy Undead. When an undead of CR 3 or lower fails its saving throw
+0 +0 Investigation (Int)
against your Turn Undead feature, the creature is instantly destroyed.

Divine Intervention (Action). Describe the assistance you seek, and roll a
✘ +9 Medicine (Wis) Fey Ancestry. Advantage on saving throws against d100. If you roll a number equal to or lower than 15, your deity
WISDOM
being charmed, and magic can’t put you to sleep. intervenes.If your deity intervenes, you can’t use this feature again for 7
+0 Nature (Int) days. Otherwise, you can use it again after you finish a long rest.

19 ✘ +9 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they Eyes of Night (Action—4/Long Rest). You have darkvision with no
meditate deeply, remaining semiconscious, for 4 maximum range; you can see in dim light as if it were bright light and in
-1 Performance (Cha) hours a day. darkness as if it were dim light.You can magically give the benefit of this
feature to any number of creatures you can see within 10 feet of you.
✘ +4 Persuasion (Cha) The shared benefit lasts for 10 minutes.
+4 ✘ +5 Religion (Int)
Sunlight Sensitivity. You have disadvantage on Vigilant Blessing (Action). You give one creature you touch advantage
attack rolls and on Perception checks that rely on on the next initiative roll the creature makes. This benefit ends
+2 Sleight of Hand (Dex) sight when you, the target of your attack, or immediately after the roll or if you use this feature again.

CHARISMA whatever you are trying to perceive is in direct Twilight Sanctuary (Action—Channel Divinity). You present your holy
+2 Stealth (Dex) sunlight. symbol, and a sphere of twilight emanates from you. The sphere is

8
centered on you, has a 30-foot radius, and is filled with dim light. The
+4 Survival (Wis) sphere moves with you, and it lasts for 1 minute or until you are
SKILLS Drow Magic. You know the dancing lights cantrip. incapacitated or die. Whenever a creature ends its turn in the sphere,
You can cast Faerie Fire and Darkness 1/long rest. you can grant that creature one of these benefits:Give it 1d8 temporary
(Charisma) hit points.End one effect causing it to be charmed or frightened.
-1 19 PASSIVE PERCEPTION Steps of the Brave. You have advantage on saving throws against being
frightened.If you are in dim light or darkness, you can use a bonus action
to magically give yourself a flying speed of 30 feet until the end of your
next turn.
ADVANTAGE
Divine Strike. Once on each of your turns when you hit a creature with a
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
weapon attack, you can cause the attack to deal an extra 2d8 psychic
damage.

NAME RANGE ATTACK DAMAGE / TYPE


Mace of Disruption 5 ft +6 vs AC 1d6+1 bludgeoning

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield, Heavy Armor

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Simple Weapons, Martial
Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Draconic, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Feral Selakiir
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I am tolerant (or intolerant) of other faiths and thing as channeling divine power.
respect (or condemn) the worship of other gods.
I’ve enjoyed fine food, drink, and high society among Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
my temple’s elite. Rough living grates on me.
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Tradition. The ancient traditions of worship and


sacrifice must be preserved and upheld. (Lawful)

IDEAL

I will do anything to protect the temple where I


served.

BOND

I am inflexible in my thinking.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Breastplate +1. You have a bonus to AC while wearing
[Breastplate +1] 1 20 this armor. The bonus is determined by its rarity.
[Mace of Disruption] 1 4
Mace of Disruption. When you hit a fiend or an undead
with this magic weapon, that creature takes an extra 2d6
radiant damage. If the target has 25 hit points or fewer
after taking this damage, it must succeed on a DC 15
Wisdom saving throw or be destroyed. On a successful
save, the creature becomes frightened of you until the
end of your next turn.
While you hold this weapon, it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

24 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +9 17 19

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

CANTRIPS Ascending Flame Bloodlink


Disarm Resistance Sacred Flame

1ST LEVEL 4 SPELL SLOTS ● Protection from Evil and Good ● Sleep (Always Prepared)
Adjust Positioning Alter Arrow’s Fortune Angelic Guardian
Anticipate Weakness Avoid Grievous Injury Bane
Beguiling Gift Blackblood Blackflame
Bless Cauterizing Flame Ceremony
Ceremony Command Converse With Dragon
Create or Destroy Water Cruorwhip Crystalline Eye
Cure Wounds Deep Breath Defy Ruin
Detect Chaos and Order Detect Evil and Good Detect Magic
Detect Poison and Disease Divine Arm Endurance
Flurry Foretell Distraction Freeze Potion
Guiding Bolt Guiding Hand Hand of Helios
Healing Word Helm’s Everwatchful Eye Hobble Mount
Inflict Pain Inflict Wounds Insightful Maneuver
Interpret Bone Kobold’s Fury Light of Lunia
Loki’s Gift Machine Speech Mend Flesh
Murmurs of the Restless Pendulum Purify Food and Drink
Ray of Respite Reaper’s Scythe Sanctuary
Seer’s Reaction Shield of Devotion Shield of Faith
Slippery Fingers Speak With Inanimate Object Stanch
Starlight Shroud Twist the Skein Veil of Shadow
Withered Sight Zen Archery

2ND LEVEL 3 SPELL SLOTS ● Invisibility (Always Prepared) ● Spiritual Weapon


● Zone of Truth Aid Analyze Blood
Anticipate Attack Augury Bind Spirit
Blessed Halo Blindness/Deafness Blood Lure
Blood Seal Calm Emotions Charm of Protection
Conjure Scarab Swarm Consecration Continual Flame
Desecration Detect Familiar Distracting Divination
Distraction Cascade Divine Ward Elemental Anguish
Enhance Ability Enhance Greed Find Traps
Gentle Repose Hand of the Grave Heartstop
Hold Person Holy Missile Ice Hammer
Incandescent Chain Lesser Restoration Locate Object
Mend Wounds Necromantic Burst Power Word Kneel
Prayer of Healing Protection from Poison Radiating Blade of Tempus
Rapid Burrowing Repair Metal Shade
Shadows Brought to Light Shared Sacrifice Silence
Skystrike Snow Fort Snowblind Stare
Soothsayer’s Shield Starlight Spear Suffer
Time Step Trench Ultraviolet Pulse
Vital Mark Warding Bond Warning Shout
Winding Key Wotan’s Rede
Wisdom +9 17 19

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

3RD LEVEL 3 SPELL SLOTS ● Accelerate ● Aura of Vitality (Always Prepared)


● Blade of Wrath ● Leomund’s Tiny Hut (Always Prepared) ● Protective Ice
● Speak with Dead ● Thunderclap ● Water Walk
Absorbing Ward Ameliorate Animate Blood
Animate Dead Anticipate Arcana Armor of Darkness
Beacon of False Life Beacon of Hope Bestow Curse
Blackened Heart Bladebane Catch the Breath
Clairvoyance Create Food and Water Curse of Incompetence
Daylight Dirge of the Dragonlords Dispel Magic
Divine Armament Fast Friends Fatebinding
Feign Death Funeral Pyre Gloomwrought Barrier
Glyph of Warding Hero’s Steel Holy Rain
Icy Ring Incite Greed Invocation from Bahamut
Life Transference Lunar Blessing Magic Circle
Maim Mass Healing Word Mass Hobble Mount
Meld into Stone Mire Motivational Speech
Mummify Nightfall Overclock
Protection from Energy Remove Curse Revivify
Sacred Ward Scry Ambush Sending
Sidestep Arrow Soul of the Machine Spirit Guardians
Spirit Shroud Spiteful Weapon Sudden Dawn
Targeting Foreknowledge Tongues Withering Palm

4TH LEVEL 3 SPELL SLOTS ● Aura of Life (Always Prepared) ● Greater Invisibility (Always Prepared)
● Read Memory Aegis Banishment
Binding Oath Blade of My Brother Boundary
Brook Healing By the Light of the Watchful Moon Celestial Pyre
Control Water Dark Empowerment Death Ward
Desiccating Breath Deva’s Wings Divination
Draining Thread Dusk Arrow Energy Foreknowledge
Freedom of Movement Guardian of Faith Hallowing Curse
Inspiring Speech Ionizing Wind Lathander’s Blessing
Locate Creature Mark of Objection Oath of Peace
Observance Power Word Pain Reset
Sanguine Sanctum Scale Rot Shadowy Retribution
Stone Shape Torm’s Safeguard Vacillate
Write Memory
Wisdom +9 17 19

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

5TH LEVEL 2 SPELL SLOTS ● Angel Wings ● Bloodcurse


● Circle of Power (Always Prepared) ● Dream (Always Prepared) ● Navigator’s Map
● Rain of Blades ● Storm's Eye Ambrosia
Angelic Rebuke Armor of Bones Blazing Chariot
Chains of the Goddess Claws of the Earth Dragon Commune
Contagion Crucimigration Cruor of Visions
Dawn Dispel Evil and Good Eidetic Memory
Eidetic Memory Exsanguinating Cloud Falling Star
Flame Strike Forgotten Pain Geas
Golden Glow Grasp of the Tupilak Greater Restoration
Hallow Halo Hod’s Gift
Hod’s Gift Holy Ground Holy Weapon
Ice Fortress Ilmater’s Fortune Imbue Spell
Insect Plague Legend Lore Mass Cure Wounds
Mass Repair Metal Not This Day! Planar Binding
Raise Dead Scrying Summon Celestial Spirit
Sword of Fate Tongue Tied Vacuum
Wall of Time

6TH LEVEL 1 SPELL SLOTS ● Heal ● Quasar


Banshee’s Wail Blade Barrier Blood Cartography
Borrowed Time Create Undead Curse of Boreas
Encroaching Shadows Extract Knowledge Find the Path
Forbiddance Grace of Shar Harm
Heavenly Crown Hellish Halo Heroes’ Feast
Lingering Vitality Mantle of Malar Moonsilver
Myrkul’s Power Otherworldly Form Planar Ally
Psyche Onslaught Rampart of Dispel Magic Sarcophagus of Stone
Sheltering Light Sphere of Order Time Loop
True Seeing Word of Recall

7TH LEVEL 1 SPELL SLOTS ● Regenerate ● Resurrection


Conjure Celestial Cruel Wind Curse of Dust
Divine Insight Divine Word Etherealness
Fire Storm Hellforging Hemoplague
Kelemvor’s Irradiating Beam Molech’s Blessing Plane Shift
Restoration Reveille Seal of Sanctuary
Symbol Temple of the Gods Timeless Engine

8TH LEVEL 1 SPELL SLOTS Antimagic Field Bloom


Call the Hunter Control Weather Costly Victory
Desolation Earthquake Holy Aura
Moonfall Move the Cosmic Wheel Power Word Restore
Quintessence Scornful Mantle of the Undaunted Undertow
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

CANTRIPS Dancing Lights (Dark Elf)

1ST LEVEL Faerie Fire (Dark Elf) Faerie Fire (Dark Elf)

2ND LEVEL Darkness (Dark Elf) Darkness (Dark Elf)


Ascending Flame Bloodlink Dancing Lights
Evocation Cantrip Necromancy Cantrip Evocation Cantrip

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


RANGE 60 feet RANGE Touch RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm)

A flame-like radiance burns a creature that you can see within range. You touch two willing creatures and form a brief magical link You create up to four torch-sized lights within range, making them
The target must succeed on a Dexterity saving throw or take 1d6 between them, causing one of the creatures that you select to lose appear as torches, lanterns, or glowing orbs that hover in the air for
radiant damage, granting you half of the damage dealt as temporary 1d8 hit points. The other creature gains temporary hit points equal to the duration. You can also combine the four lights into one glowing
hit points. The target gains no benefit from cover for this saving this lost health. vaguely humanoid form of Medium size. Whichever form you choose,
throw. This amount increases by 1d8 when you reach 5th level (2d8), 11th each light sheds dim light in a 10-foot radius. As a bonus action on
The spell’s damage increases by 1d6 when you reach 5th level level (3d8), and 17th level (4d8). your turn, you can move the lights up to 60 feet to a new spot within
(2d6), 11th level (3d6), and 17th level (4d6). range. A light must be within 20 feet of another light created by this
spell, and a light winks out if it exceeds the spell’s range.

Spellcasting (Cleric) Grimlore’s Grimoire Spellcasting (Cleric) Grimlore’s Grimoire Drow Magic (Dark Elf) Player’s Handbook

Disarm Resistance Sacred Flame


Evocation Cantrip Abjuration Cantrip Evocation Cantrip

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


RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Instantaenous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a miniature cloak) COMPONENTS V, S

As an action, choose a creature you can see within 60 feet. That You touch one willing creature. Once before the spell ends, the target Flame-like radiance descends on a creature that you can see within
creature must make a Strength saving throw with advantage or drop can roll a d4 and add the number rolled to one saving throw of its range. The target must succeed on a Dexterity saving throw or take
an object or weapon they are holding in their hand. This spell has no choice. It can roll the die before or after the saving throw. The spell 1d8 radiant damage. The target gains no benefit from cover for this
effect if they are holding the object with two hands. then ends. saving throw. The spell’s damage increases by 1d8 when you reach
If they are holding two items (one in each hand), select which item 5th level (2d8), 11th level (3d8), and 17th level (4d8).
they drop. If they fail the saving throw by a score of 5 or greater, the
item flies out of their hand in a direction of your choosing, up to 10
feet away from their original location.

Spellcasting (Cleric) Grimlore’s Grimoire Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook

Faerie Fire Protection from Evil and Good Sleep


1st-level evocation 1st-level abjuration 1st-level enchantment

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


RANGE 60 feet RANGE Touch RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)
consumes)

Each object in a 20-foot cube within range is outlined in blue, green, Until the spell ends, one willing creature you touch is protected This spell sends creatures into a magical slumber. Roll 5d8, the total
or violet light (your choice). Any creature in the area when the spell is against certain types of creatures: aberrations, celestials, elementals, is how many hit points of creatures this spell can affect. Creatures
cast is also outlined in light if it fails a Dexterity saving throw. For the fey, fiends, and undead. The protection grants several benefits. within 20 feet of a point you choose within range are affected in
duration, objects and affected creatures shed dim light in a 10-foot Creatures of those types have disadvantage on attack rolls against ascending order of their current hit points (ignoring unconscious
radius. the target. The target also can’t be charmed, frightened, or possessed creatures).
Any attack roll against an affected creature or object has advantage by them. If the target is already charmed, frightened, or possessed by Starting with the creature that has the lowest current hit points,
if the attacker can see it, and the affected creature or object can’t such a creature, the target has advantage on any new saving throw each creature affected by this spell falls unconscious until the spell
benefit from being invisible. against the relevant effect. ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Drow Magic (Dark Elf) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Darkness Invisibility Spiritual Weapon
2nd-level evocation 2nd-level illusion 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour DURATION 1 minute
COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V, S

Magical darkness spreads from a point you choose within range to fill A creature you touch becomes invisible until the spell ends. Anything You create a floating, spectral weapon within range that lasts for the
a 15-foot radius sphere for the duration. The darkness spreads the target is wearing or carrying is invisible as long as it is on the duration or until you cast this spell again. When you cast the spell,
around corners. A creature with darkvision can’t see through this target’s person. The spell ends for a target that attacks or casts a you can make a melee spell attack against a creature within 5 feet of
darkness, and nonmagical light can’t illuminate it. spell. the weapon. On a hit, the target takes force damage equal to 1d8 +
If the point you choose is on an object you are holding or one that At Higher Levels. When you cast this spell using a spell slot of 3rd your spellcasting ability modifier. As a bonus action on your turn, you
isn’t being worn or carried, the darkness emanates from the object level or higher, you can target one additional creature for each slot can move the weapon up to 20 feet and repeat the attack against a
and moves with it. Completely covering the source of the darkness level above 2nd. creature within 5 feet of it. The weapon can take whatever form you
with an opaque object, such as a bowl or a helm, blocks the darkness. choose. Clerics of deities who are associated with a particular
If any of this spell’s area overlaps with an area of light created by a weapon (as St. Cuthbert is known for his mace and Thor for his
spell of 2nd level or lower, the spell that created the light is dispelled. hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.

Drow Magic (Dark Elf) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Zone of Truth Accelerate Aura of Vitality


2nd-level enchantment 3rd-level transmutation (temporal) 3rd-level evocation

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


RANGE 60 feet RANGE Touch RANGE Self (30-foot radius)
DURATION 10 minutes DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a toy top) COMPONENTS V

You create a magical zone that guards against deception in a 15-foot- Choose up to three willing creatures within range, which may include Healing energy radiates from you in an aura with a 30-foot radius.
radius sphere centered on a point of your choice within range. Until you. Until the end of the spell, the target’s movement speed doubles. Until the spell ends, the aura moves with you, centered on you. You
the spell ends, a creature that enters the spell’s area for the first time The target can also take a bonus action on each of its turns. This can use a bonus action to cause one creature in the aura (including
on a turn or starts its turn there must make a Charisma saving throw. bonus action can only be used to take the Dash action. In addition, you) to regain 2d6 hit points.
On a failed save, a creature can’t speak a deliberate lie while in the the creature has advantage on Dexterity saving throws while under
radius. You know whether each creature succeeds or fails on its the effect of this spell.
saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th
An affected creature is aware of the spell and can thus avoid level or higher, you can affect an additional creature for each slot
answering questions to which it would normally respond with a lie. level above 3rd.
Such creatures can be evasive in its answers as long as it remains
within the boundaries of the truth.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Deep Magic: Time Magic Domain Spells (Cleric) Player’s Handbook

Blade of Wrath Leomund’s Tiny Hut Protective Ice


3rd-level evocation (angelic) 3rd-level evocation (ritual) 3rd-level abjuration (winter)

CASTING TIME 1 bonus action CASTING TIME 1 minute CASTING TIME 1 action
RANGE Self RANGE Self (10-foot-radius hemisphere) RANGE Touch
DURATION Concentration, up to 10 minutes DURATION 8 hours DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a small crystal bead) COMPONENTS V, S, M (a seed encased in ice or glass)

You create a sword of pure white fire in your free hand. The blade is A 10-foot-radius immobile dome of force springs into existence When you cast protective ice, you encase a willing target in icy,
similar in size and shape to a longsword, and it lasts for the duration. around and above you and remains stationary for the duration. The medium armor equivalent to a breastplate (AC 14). A creature
If you let go of the blade it disappears, but you can call it forth again spell ends if you leave its area. without the appropriate armor proficiency has the usual penalties. If
as a bonus action. Nine creatures of Medium size or smaller can fit inside the dome the target is already wearing armor, it only uses the better of the two
You can use your action to make a melee spell attack with the with you. The spell fails if its area includes a larger creature or more armor classes.
blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant than nine creatures. Creatures and objects within the dome when A creature that strikes a target encased in protective ice with a
damage. An aberration, fey, fiend, or undead creature damaged by you cast this spell can move through it freely. All other creatures and melee attack while within 5 feet of it takes 1d6 cold damage.
the blade must succeed on a Wisdom saving throw or be frightened objects are barred from passing through it. Spells and other magical If the armor’s wearer takes fire damage, an equal amount of
until the start of your next turn. effects can’t extend through the dome or be cast through it. The damage is done to the armor, which has 30 hit points and is damaged
The blade sheds bright light in a 20-foot radius and dim light for an atmosphere inside the space is comfortable and dry, regardless of the only when its wearer takes fire damage. Damaged ice can be repaired
additional 20 feet. weather outside. by casting a spell that deals cold damage on it, on a point-for-point
At Higher Levels. When you cast this spell using a spell slot of 4th Until the spell ends, you can command the interior to become basis, but the armor can’t have more than 30 points repaired.
level or higher, the fire damage or the radiant damage (your choice) dimly lit or dark. The dome is opaque from the outside, of any color At Higher Levels. When you cast this spell using a 4th-level spell
increases by 1d8 for each slot level above 3rd. you choose, but it is transparent from the inside. slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell
using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit
points). The armor’s hit points increase by 10 for each spell slot
above 5th but the AC remains 18. Additionally, if you cast this spell
using a spell slot of 4th level or higher, the armor deals an additional
+2 cold damage for each spell slot above 3rd.

Prepared (Cleric) Deep Magic: Angelic Seals Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Deep Magic: Winter Magic
Speak with Dead Thunderclap Water Walk
3rd-level necromancy 3rd-level evocation (rune) 3rd-level transmutation (ritual)

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


RANGE 10 feet RANGE Self RANGE 30 feet
DURATION 10 minutes DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S, M (burning incense) COMPONENTS S COMPONENTS V, S, M (a piece of cork)

You grant the semblance of life and intelligence to a corpse of your You clap your hands, emiting a peal of thunder. All creatures within This spell grants the ability to move across any liquid surface - such as
choice within range, allowing it to answer the questions you pose. 20 feet of you take 8d4 thunder damage and are deafened for 1d8 water, acid, mud, snow, quicksand, or lava - as if it were harmless
The corpse must still have a mouth and can’t be undead. The spell rounds, or take half damage and aren’t deafened with a successful solid ground (creatures crossing molten lava can still take damage
fails if the corpse was the target of this spell within the last 10 days. Constitution saving throw. A creature that fails the saving throw by 5 from the heat). Up to ten willing creatures you can see within range
Until the spell ends, you can ask the corpse up to five questions. The or more is also stunned for 1 round. gain this ability for the duration.
corpse knows only what it knew in life, including the languages it This spell doesn’t function in an area under the effect of a silence If you target a creature submerged in a liquid, the spell carries the
knew. Answers are usually brief, cryptic, or repetitive, and the corpse spell. Very britle material such as crystal may be shatered if it’s within target to the surface of the liquid at a rate of 60 feet per round.
is under no compulsion to offer a truthful answer if you are hostile to range, at the GM’s discretion; the GM can allow a character holding
it or it recognizes you as an enemy. This spell doesn’t return the such an object to protect it with a successful Dexterity saving throw.
creature’s soul to its body, only its animating spirit. Thus, the corpse
can’t learn new information, doesn’t comprehend anything that has
happened since it died, and can’t speculate about future events.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Deep Magic: Rune Magic Prepared (Cleric) Player’s Handbook

Aura of Life Greater Invisibility Read Memory


4th-level abjuration 4th-level illusion 4th-level divination (clockwork)

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


RANGE Self (30-foot radius) RANGE Touch RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a memory gear from a gearforged)

Life-preserving energy radiates from you in an aura with a 30-foot You or a creature you touch becomes invisible until the spell ends. You copy the memories of one memory gear into your own mind. You
radius. Until the spell ends, the aura moves with you, centered on Anything the target is wearing or carrying is invisible as long as it is on recall these memories as if you had experienced them but without
you. Each non-hostile creature in the aura (including you) has the target’s person. any emotional atachment or context.
resistance to necrotic damage, and its hit point maximum can’t be
reduced. In addition, a non-hostile, living creature regains 1 hit point
when it starts its turn in the aura with 0 hit points.

Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Deep Magic: Clockwork

Angel Wings Bloodcurse Circle of Power


5th-level conjuration 5th-level necromancy (hemomancy) 5th-level abjuration

CASTING TIME 1 reaction, which you take when a creature within 60 feet of you that CASTING TIME 1 minute CASTING TIME 1 action
you can see would be reduced to 0 hit points but not killed outright.
RANGE 60 feet RANGE Touch RANGE Self (30-foot radius)
DURATION Instantaneous DURATION Varies (see below) DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS S COMPONENTS V

You point your finger, and the creature that would’ve been reduced Hemomancy HP cost min/max: 13/30 Divine energy radiates from you, distorting and diffusing magical
to 0 hit points instead drops to 1 hit point, and then regains You touch a creature’s open wound and bestow a curse. As you energy within 30 feet of you. Until the spell ends, the sphere moves
additional hit points equal to your spellcasting ability modifier expend a number of hit points to cast the spell, that creature must with you, centered on you. For the duration, each friendly creature in
(minimum 1). The creature is also bestowed with large, angelic wings succeed on a Wisdom saving throw or become cursed. During the the area (including you) has advantage on saving throws against
that allow it to immediately use its reaction to fly up to 30 feet casting of the spell, you can make a Charisma (Deception) check spells and other magical effects. Additionally, when an affected
without provoking opportunity attacks. The wings disappear at the against the target’s Wisdom (Insight) check to attempt to conceal the creature succeeds on a saving throw made against a spell or magical
end of the turn, causing the creature to fall if it ended the turn in the spell’s true nature, such as pretending to bandage their wound. effect that allows it to make a saving throw to take only half damage,
air. For the duration of the curse, which is a number of days equal to it instead takes no damage if it succeeds on the saving throws.
At Higher Levels. When you cast this spell using a spell slot of 6th the amount of hit points spent, the creature can’t regain hit points
level or higher, the healing increases by 1d8 for each slot level above and is poisoned. When the creature completes a long rest, they take
5th. 4d10 necrotic damage as the curse rots away at them.
A remove curse spell ends this effect.
At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d10 for each slot level
above 1st.

Prepared (Cleric) Blazing Dawn Player’s Companion Prepared (Cleric) Dark Arts Player’s Companion Domain Spells (Cleric) Player’s Handbook
Dream Navigator’s Map Rain of Blades
5th-level illusion 5th-level divination (ritual) 5th-level conjuration (rune)

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


RANGE Special RANGE 60 feet RANGE 25 feet
DURATION 8 hours DURATION Concentration, up to 8 hours DURATION 4 rounds
COMPONENTS V, S, M (a handful of sand, a dab of ink, and a writing quill plucked COMPONENTS V, S, M (a map worth at least 1 sp, and a golden pin worth at least 5 COMPONENTS V, S, M (shard of metal from a weapon)
from a sleeping bird) gp)

This spell shapes a creature’s dreams. Choose a creature known to you as As you cast this spell, you imbue divination magic into the map and You call down a rain of swords, spears, and axes, thrown to earth by
the target of this spell. The target must be on the same plane of existence as golden pin used as this spell’s material components. While the spell the sacred dead of Asgard. The blades ill 150 square feet (six 5-foot
you. Creatures that don’t sleep, such as elves, can’t be contacted by this lasts, the map displays your current location as a golden point of squares, a circle 15 feet in diameter, or any other patern you wish so
spell. You, or a willing creature you touch, enters a trance state, acting as a light. If you are outside the map’s boundaries when you cast the long as it forms one contiguous space at least 5 feet wide). The
messenger. While in the trance, the messenger is aware of his or her
surroundings, but can’t take actions or move. spell, the spell fails. Similarly, the spell ends if you ever leave the blades cause 6d8 slashing damage to creatures in the area at the
If the target is asleep, the messenger appears in the target’s dreams and map’s boundaries during the duration. moment the spell is cast, or half damage with a successful Dexterity
can converse with the target as long as it remains asleep, through the While the spell lasts, you can stick the golden pin anywhere on the saving throw. Intelligent undead injured by the blades are frightened
duration of the spell. The messenger can also shape the environment of the map. As long as the pin is stuck in the map, a golden line marks the for 1d4 rounds if they fail a Charisma saving throw.
dream, creating landscapes, objects, and other images. The messenger can most direct route between your current location and the location Most of the blades break or are driven into the ground on impact,
emerge from the trance at any time, ending the effect of the spell early. The marked by the pin. This route is conceived using only the information but enough survive that any type of piercing or slashing melee
target recalls the dream perfectly upon waking. If the target is awake when available on the map. When you place the pin, you can mentally weapon can be picked up from the affected area and used normally.
you cast the spell, the messenger knows it, and can either end the trance choose what information the route should take into account. For When the duration ends, all the weapons disappear amid roars of
(and the spell) or wait for the target to fall asleep, at which point the example, you could choose to have it prioritize roads, avoid laughter.
messenger appears in the target’s dreams. mountains, and avoid water if you are traveling on land. At Higher Levels. When you cast this spell using a spell slot of 6th
You can make the messenger appear monstrous and terrifying to the
target. If you do, the messenger can deliver a message of no more than ten Alternatively, you could have it avoid land if you are traveling by level or higher, nonbroken blades can be picked up and used as
words and then the target must make a Wisdom saving throw. On a failed boat. The route suggested by the spell is only as good as the map magical +1 weapons until they disappear.
save, echoes of the phantasmal monstrosity spawn a nightmare that lasts you’re using. If the map is wrong or overly simplistic, the route could
the duration of the target’s sleep and prevents the target from gaining any end up being wrong as well. You can place the pin as many times as
benefit from that rest. In addition, when the target wakes up, it takes 3d6 you’d like over the duration.
psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion
of the target’s body, the target makes its saving throw with disadvantage.

Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Blazing Dawn Player’s Companion Prepared (Cleric) Deep Magic: Rune Magic

Storm's Eye Heal Quasar


5th-level divination 6th-level evocation 6th-level evocation. (ritual)

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


RANGE 300 feet RANGE 60 feet RANGE Self (100-foot line)
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a piece of fulgurite) COMPONENTS V, S COMPONENTS V, S

In the center of the storm, there is a place of calm and majesty. Choose a creature that you can see within range. A surge of positive You produce a beam of radiance in a line, 100 feet long and 5 feet
When you cast this spell, your mind clears and opens to the world energy washes through the creature, causing it to regain 70 hit wide. Each creature in the line must make a Dexterity saving throw. A
around you. You gain complete awareness of all objects, creatures, points. The spell also ends blindness, deafness, and any diseases target takes 10d8 radiant damage and is blinded for 1 minute on a
and magical effects within range. You can clearly hear all sounds affecting the target. This spell has no effect on constructs or undead. failed save, or half as much damage and is not blinded on a successful
made, and can shift your awareness to any point within range as a At Higher Levels. When you cast this spell using a spell slot of 7th one.
bonus action. While your awareness is shifted, you are rendered deaf level or higher, the amount of healing increases by 10 for each slot A creature blinded by this spell makes a Constitution saving throw
and blind to your normal senses. You can return to your normal level above 6th. at the end of each of its turns. On a successful save, it is no longer
senses as a bonus action. While you maintain concentration on this blinded.
spell, whenever you perform an action that would force a creature to At Higher Levels. When you cast this spell using a spell slot of 7th
make a Dexterity saving throw, you can use your reaction to focus level or higher, the damage increases by 1d8 for each slot level above
your attention on responding to that creature’s movements, causing 6th.
it to have disadvantage on the saving throw.

Prepared (Cleric) The Compendium of Forgotten Secrets Prepared (Cleric) Player’s Handbook Prepared (Cleric) All the Lights in the Sky are Stars

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

CASTING TIME 1 minute CASTING TIME 1 hour


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

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

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


Mace of Disruption
Simple Melee Weapon

RANGE 5 ft
ATTACK +6 vs AC
DAMAGE 1d6+1 bludgeoning
Breastplate +1 Mace of Disruption
Armor Weapons

You have a bonus to AC while wearing this armor. The When you hit a fiend or an undead with this magic weapon,
bonus is determined by its rarity. that creature takes an extra 2d6 radiant damage. If the
target has 25 hit points or fewer after taking this damage, it
must succeed on a DC 15 Wisdom saving throw or be
destroyed. On a successful save, the creature becomes
frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-
foot radius and dim light for an additional 20 feet.

20 lb. Dungeon Master’s Guide 4 lb. Dungeon Master’s Guide


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Eyes of Night Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Superior Darkvision Sunlight Sensitivity Drow Magic


Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have disadvantage on attack rolls and on Wisdom You know the dancing lights cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified (Perception) checks that rely on sight when you, the target level, you can cast the faerie fire spell once with this trait
range, a creature with darkvision can see in darkness as if of your attack, or whatever you are trying to perceive is in and regain the ability to do so when you finish a long rest.
the darkness were dim light, so areas of darkness are only direct sunlight. When you reach 5th level, you can also cast the darkness
lightly obscured as far as that creature is concerned. spell once with this trait and regain the ability to do so
However, the creature can’t discern color in darkness, only when you finish a long rest. Charisma is your spellcasting
shades of gray. ability for these spells.

Dark Elf Player’s Handbook Dark Elf Player’s Handbook Dark Elf Player’s Handbook

Rune Knowledge Rune Bonus Rune Power


Feat Feat Feature Feat Feature

Prerequisite: Wisdom 12 or higher Once per day, you can cast spare the dying. By spending 1 action to trace naudiz on an item, you grant
You are wise in the lore of two runes of your choice. You guidance or resistance to any creature that touches it (the
always have access to their rune bonuses. In addition, creature chooses which). A number of creatures equal to
every day you can invoke one rune power for each rune your proficiency bonus can benefit from this efect. Both the
you’ve learned, provided you meet any other requirements rune and the effect last while you concentrate, for up to 1
such as a minimum level. minute.
You can select this feat multiple times. Each time you do,
you gain the bonus and powers of two additional runes of
your choice.

Feat (4) Deep Magic: Rune Magic Naudiz Deep Magic: Rune Magic Naudiz Deep Magic: Rune Magic
Rune Power Rune Bonus Rune Power
Feat Feature Feat Feature Feat Feature

Naudiz can be traced in the air in such a way that five You gain immunity to snow blindness (see Conditions). When invoked on a creature, the rune grants it magical
creatures within 10 feet of you have their hit point confidence and charisma, enabling it to enthrall an
maximums increased by 5, and they gain 5 hit points. audience, per the spell. Tracing the rune takes 1 action, and
Tracing the rune takes 1 action, and the effect lasts 8 hours. the effect lasts 1 minute.

Naudiz Deep Magic: Rune Magic Sowilo Deep Magic: Rune Magic Sowilo Deep Magic: Rune Magic

Rune Power Spellcasting Channel Divinity


Feat Feature Class Feature Class Feature

Spending 1 action tracing sowilo onto an object makes it As a conduit for divine power, you can cast cleric spells. At 2nd level, you gain the ability to channel divine energy
CANTRIPS
glow as if with the daylight spell for 1 hour. At 1st level, you know three cantrips of your choice from the cleric spell list. directly from your deity, using that energy to fuel magical
You learn additional cleric cantrips of your choice at higher levels, as shown in effects. You start with two such effects: Turn Undead and
the Cantrips Known column of the Cleric table. an effect determined by your domain. Some domains grant
PREPARING AND CASTING SPELLS
The Cleric table shows how many spell slots you have to cast your cleric you additional effects as you advance in levels, as noted in
spells of 1st level and higher. To cast one of these spells, you must expend a the domain description.
slot of the spell’s level or higher. You regain all expended spell slots when you When you use your Channel Divinity, you choose which
finish a long rest. effect to create. You must then finish a short or long rest to
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 use your Channel Divinity again.
spells equal to your Wisdom modifier + your cleric level (minimum of one Some Channel Divinity effects require saving throws.
spell). The spells must be of a level for which you have spell slots. When you use such an effect from this class, the DC equals
For example, if you are a 3rd-level cleric, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can your cleric spell save DC.
include six spells of 1st or 2nd level, in any combination. If you prepare the Beginning at 6th level, you can use your Channel Divinity
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. twice between rests, and beginning at 18th level, you can
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. use it three times between rests. When you finish a short
Preparing a new list of cleric spells requires time spent in prayer and or long rest, you regain your expended uses.
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your
spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you 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.

Sowilo Deep Magic: Rune Magic Cleric Player’s Handbook Cleric Player’s Handbook

Channel Divinity: Turn Undead Destroy Undead Divine Intervention


Class Feature Class Feature Class Feature

As an action, you present your holy symbol and speak a Starting at 5th level, when an undead fails its saving throw Beginning at 10th level, you can call on your deity to
prayer censuring the undead. Each undead that can see or against your Turn Undead feature, the creature is instantly intervene on your behalf when your need is great.
hear you within 30 feet of you must make a Wisdom saving destroyed if its challenge rating is at or below a certain Imploring your deity’s aid requires you to use your
throw. If the creature fails its saving throw, it is turned for 1 threshold, as shown in the Destroy Undead table. action. Describe the assistance you seek, and roll percentile
minute or until it takes any damage. DESTROY UNDEAD dice. If you roll a number equal to or lower than your cleric
A turned creature must spend its turns trying to move as Cleric Level Destroys Undead of CR ... level, your deity intervenes. The DM chooses the nature of
far away from you as it can, and it can’t willingly move to a 5th 1/2 or lower the intervention; the effect of any cleric spell or cleric
space within 30 feet of you. It also can’t take reactions. For 8th 1 or lower domain spell would be appropriate.
its action, it can use only the Dash action or try to escape 11th 2 or lower If your deity intervenes, you can’t use this feature again
from an effect that prevents it from moving. If there’s 14th 3 or lower for 7 days. Otherwise, you can use it again after you finish a
nowhere to move, the creature can use the Dodge action. 17th 4 or lower long rest.
At 20th level, your call for intervention succeeds
automatically, no roll required.

Channel Divinity Player’s Handbook Cleric Player’s Handbook Cleric Player’s Handbook
Eyes of Night Vigilant Blessing Channel Divinity: Twilight Sanctuary
Archetype Feature Archetype Feature Archetype Feature

1st-level Twilight Domain feature 1st-level Twilight Domain feature 2nd-level Twilight Domain feature
Your eyes are blessed, allowing you to see through the The night has taught you to be vigilant. As an action, you You can use your Channel Divinity to refresh your allies
deepest gloom. You have darkvision with no maximum give one creature you touch (including possibly yourself) with soothing twilight.
range; you can see in dim light as if it were bright light and advantage on the next initiative roll the creature makes. As an action, you present your holy symbol, and a sphere
in darkness as if it were dim light. This benefit ends immediately after the roll or if you use of twilight emanates from you. The sphere is centered on
As an action, you can magically give the benefit of this this feature again. you, has a 30-foot radius, and is filled with dim light. The
feature to any number of creatures you can see within 10 sphere moves with you, and it lasts for 1 minute or until
feet of you. The shared benefit lasts for 10 minutes. You you are incapacitated or die. Whenever a creature
can extend this benefit a number of times equal to your (including you) ends its turn in the sphere, you can grant
Wisdom modifier (a minimum of once), and you regain all that creature one of these benefits:
expended uses when you finish a long rest. • Give it 1d8 temporary hit points.
• End one effect causing it to be charmed or frightened.

Twilight Domain Unearthed Arcana: Cleric, Druid, and Wizard Twilight Domain Unearthed Arcana: Cleric, Druid, and Wizard Twilight Domain Unearthed Arcana: Cleric, Druid, and Wizard

Steps of the Brave Divine Strike


Archetype Feature Archetype Feature

6th-level Twilight Domain feature 8th-level Twilight Domain feature


You draw strength from your connection to twilight and You gain the ability to infuse your weapon strikes with
find yourself at home within its dark embrace, gaining two divine energy. Once on each of your turns when you hit a
benefits: creature with a weapon attack, you can cause the attack to
• You have advantage on saving throws against being deal an extra 1d8 psychic damage. When you reach 14th
frightened. level, the extra damage increases to 2d8.
• If you are in dim light or darkness, you can use a bonus
action to magically give yourself a flying speed equal to
your walking speed until the end of your next turn.

Twilight Domain Unearthed Arcana: Cleric, Druid, and Wizard Twilight Domain Unearthed Arcana: Cleric, Druid, and Wizard

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