Unchained Cleric

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Unchained Cleric

Cleric

A
rms and eyes upraised toward the sun and a Creating a Cleric
prayer on his lips, an elf begins to glow with
an inner light that spills out to heal his battle- As you create a cleric, the most important question to
worn companions. consider is which deity to serve and what principles you
Chanting a song of glory, a dwarf swings want your character to embody. Appendix B in the PHB
his axe in wide swaths to cut through the includes lists of many of the gods of the multiverse. Check
ranks of orcs arrayed against him, shouting with your DM to learn which deities are in your campaign.
praise to the gods with every foe's fall. Once you've chosen a deity, consider your cleric's
Calling down a curse upon the forces of undeath, a relationship to that god. Did you enter this service willingly?
human lifts her holy symbol as light pours from it to drive Or did the god choose you, impelling you into service with
back the zombies crowding in on her companions. no regard for your wishes? How do the temple priests of
Clerics are intermediaries between the mortal world and your faith regard you: as a champion or a troublemaker?
the distant planes of the gods. As varied as the gods they What are your ultimate goals? Does your deity have a
serve, clerics strive to embody the handiwork of their special task in mind for you? Or are you striving to prove
deities. No ordinary priest, a cleric is imbued with divine yourself worthy of a great quest?
magic.
Keepsake
Healers and Warriors Many clerics have items among their personal gear that
Divine magic, as the name suggests, is the power of the symbolize their faith, remind them of their vows, or
gods, flowing from them into the world. Clerics are otherwise help to keep them on their chosen paths. Even
conduits for that power, manifesting it as miraculous though such an item is not imbued with divine power, it is
effects. The gods don't grant this power to everyone who vitally important to its owner because of what it represents.
seeks it, but only to those chosen to fulfill a high calling. Keepsake
Harnessing divine magic doesn't rely on study or d6 Keepsake
training. A cleric might learn formulaic prayers and ancient
rites, but the ability to cast cleric spells relies on devotion 1 The finger bone of a saint
and an intuitive sense of a deity's wishes. A metal-bound book that tells how to hunt and
Clerics combine the helpful magic of healing and 2
destroy infernal creatures
inspiring their allies with spells that harm and hinder foes.
They can provoke awe and dread, lay curses of plague or 3
A pig's whistle that reminds you of your humble and
poison, and even call down flames from heaven to consume beloved mentor
their enemies. For those evildoers who will benefit most 4 A braid of hair woven from the tail of a unicorn
from a mace to the head, clerics depend on their combat A scroll that describes how best to rid the world of
training to let them wade into melee with the power of the 5
necromancers
gods on their side.
6 A runestone said to be blessed by your god
Divine Agents
Not every acolyte or officiant at a temple or shrine is a
cleric. Some priests are called to a simple life of temple
service, carrying out their gods' will through prayer and
sacrifice, not by magic and strength of arms. In some cities,
priesthood amounts to a political office, viewed as a
stepping stone to higher positions of authority and
involving no communion with a god at all. True clerics are
rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually
because his or her god demands it. Pursuing the goals of
the gods often involves braving dangers beyond the walls of
civilization, smiting evil or seeking holy relics in ancient
tombs. Many clerics are also expected to protect their
deities' worshipers, which can mean fighting rampaging
orcs, negotiating peace between warring nations, or sealing
a portal that would allow a demon prince to enter the
world.
Most adventuring clerics maintain some connection to
established temples and orders of their faiths. A temple
might ask for a cleric's aid, or a high priest might be in a
position to demand it.

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Ozzifer's Unchained Cleric
The Cleric
Proficiency
Orisons
Cantrips
— Spell Slots per Spell Level —
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain — 3 2 — — — — — — — —
Channel Divinity (1/rest),

2nd +2 2 3 3 — — — — — — — —
Divine Domain feature
3rd +2 — 2 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 4 4 3 — — — — — — —
5th +3 — 2 4 4 3 2 — — — — — —
Channel Divinity (2/rest),

6th +3 3 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 — 3 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 4 4 3 3 2 — — — — —
9th +4 — 3 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 3 5 4 3 3 3 2 — — — —
11th +4 Divine Domain feature 4 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 5 4 3 3 3 2 1 — — —
13th +5 — 4 5 4 3 3 3 2 1 1 — —
14th +5 Channel Divinity (3/rest) 4 5 4 3 3 3 2 1 1 — —
15th +5 — 4 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 5 4 3 3 3 2 1 1 1 —
17th +6 — 4 5 4 3 3 3 2 1 1 1 1
18th +6 Divine Domain feature 5 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 5 4 3 3 3 3 2 2 1 1

Quick Build
Pantheons, Philosophies, or Forces You can make a cleric quickly by following these
The typical cleric is an ordained servant of a particular god suggestions. First, Wisdom should be your highest ability
and chooses a Divine Domain associated with that deity. score, followed by Strength or Constitution. Second,
The cleric's magic flows from the god or the god's sacred choose the acolyte background.
realm, and often the cleric bears a holy symbol that
represents that divinity. Some clerics might serve a whole Class Features
pantheon, rather than a single deity, or instead serve a As a cleric, you gain the following class features.
cosmic force, such as life or death, or a philosophy or
concept, such as love, peace, or one of the nine alignments. Hit Points
Hit Dice: 1d8

Talk with your DM about the divine options available in Hit Points at 1st Level: 8 + your Constitution modifier

your campaign, whether they're gods, pantheons, Hit Points at Higher Levels: 1d8 (or 5) + your
philosophies, or cosmic forces. Whatever being or thing Constitution modifier per Cleric level after 1st
your cleric ends up serving, choose a Divine Domain that is
appropriate for it, and if it doesn't have a holy symbol, work
Proficiencies
Armor: light armor, medium armor, shields

with your DM to design one.


Weapons: simple weapons

The cleric's class features often refer to your deity. If you


Tools: none
are devoted to a pantheon, cosmic force, or philosophy, Saving Throws: Wisdom, Charisma

your cleric features still work for you as written. Think of the Skills: Choose two from History, Insight, Medicine,
references to a god as references to the divine thing you Persuasion, and Religion.
serve that gives you your magic.

3
Ozzifer's Unchained Cleric
Starting Equipment Ritual Casting
You start with the following items, plus anything provided You can cast a cleric spell as a ritual if that spell has the
by your background. ritual tag and you have the spell prepared.
(a) a mace or (b) a warhammer (if proficient) Spellcasting Focus
(a) scale mail, (b) leather armor, or (c) chain mail (if You can use a holy symbol as a spellcasting focus for your
proficient) cleric spells.
(a) a light crossbow and 20 bolts or (b) any simple
weapon Divine Domain
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol Choose one domain related to your deity from the list of
available domains. Each domain is detailed in their own
Alternatively, you may start with 5d4 × 10 gp to buy your feature, and each one provides examples of gods
own equipment. associated with it. Your choice grants you domain spells
and other features when you choose it at 1st level. It also
Spellcasting grants you additional ways to use Channel Divinity when
As a conduit for divine power, you can cast cleric spells. you gain that feature at 2nd level, and additional features at
See chapter 10 of the PHB for the general rules of 6th, 11th, and 18th level.
spellcasting, and "Cleric Spells" at the end of the class Domain Spells
description for the cleric spell list. Each domain has a list of spells — its domain spells — that
Cantrips you gain at the cleric levels noted in the domain
At 1st level, you know three cantrips of your choice from description. Once you gain a domain spell, you always have
the cleric spell list. You learn additional cleric cantrips of it prepared, and it doesn't count against the number of
your choice at higher levels, as shown in the Cantrips spells you can prepare each day.
Known column of the Cleric table. If you have a domain spell that doesn't appear on the
cleric spell list, the spell is nonetheless a cleric spell for
Preparing and Casting Spells you.
The Cleric table shows how many spell slots you have to
cast your cleric spells of 1st level and higher. To cast one of Channel Divinity
these spells, you must expend a slot of the spell's level or At 2nd level, you gain the ability to channel divine energy
higher. You regain all expended spell slots when you finish directly from your deity, using that energy to fuel magical
a long rest. effects known as divine orisons. You start with two such
You prepare the list of cleric spells that are available for orisons: Turn Undead, and any one orison of your choice
you to cast, choosing from the cleric spell list. When you do which is available to your domain. See "Channel Divinity"
so, choose a number of cleric spells equal to your Wisdom in your Divine Domain's description for the orisons
modifier + your cleric level (minimum of one spell). The available to your domain, and "Divine Orisons" at the end
spells must be of a level for which you have spell slots. of the class description for the full list of Channel Divinity
For example, if you are a 3rd-level cleric, you have four effects available to this class.
1st-level and two 2nd-level spell slots. With a Wisdom of 16, You learn an additional divine orison of your choice when
your list of prepared spells can include six spells of 1st or you reach 6th, 11th, and 18th level in this class, as shown
2nd level, in any combination. If you prepare the 1st-level in the Orisons Known column of the cleric table. Each of
spell cure wounds, you can cast it using a 1st-level or 2nd- these orisons must be available to your domain, as listed in
level slot. Casting the spell doesn't remove it from your list the orison's description.
of prepared spells. When you use your Channel Divinity, you choose which
You can change your list of prepared spells when you orison to invoke and produce its effect. You must then
finish a long rest. Preparing a new list of cleric spells finish a short or long rest to use your Channel Divinity
requires time spent in prayer and meditation: at least 1 again.
minute per spell level for each spell on your list. You can't produce the effect of more than one divine
orison at a time when you use your Channel Divinity, nor
Spellcasting Ability can you use your Channel Divinity more than once per
Wisdom is your spellcasting ability for your cleric spells. turn.
The power of your spells comes from your devotion to your Some Channel Divinity effects require saving throws.
deity. You use your Wisdom whenever a cleric spell refers When you use such an effect from this class, the DC equals
to your spellcasting ability. In addition, you use your your cleric spell save DC.
Wisdom modifier when setting the saving throw DC for a Beginning at 6th level, you can use your Channel Divinity
cleric spell you cast and when making an attack roll with twice between rests, and beginning at 14th level, you can
one. use it three times between rests. When you finish a short or
long rest, you regain your expended uses.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier Ability Score Improvement
Spell attack modifier = your proficiency bonus + your When you reach 4th level, and again at 8th, 12th, 16th, and
Wisdom modifier 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.

4
Ozzifer's Unchained Cleric
   
If your DM allows the use of feats, you may instead take The Arcana Domain, whose gods are acutely attuned to
a feat. the power of arcane magic and its potential uses.
Additionally, whenever you reach a level in this class that The Death Domain, whose gods govern over the forces
grants this feature, you can do one of the following, of death and, sometimes, of undeath.
representing a shift in the divine powers you receive from The Forge Domain, whose gods are the patrons of
your deity: artisans, and masters of craft and material creation.
Replace one cantrip you learned from this class's The Grave Domain, whose gods watch over the line
Spellcasting feature with another cantrip from the cleric between life and death, and the transition to the
spell list. afterlife.
Replace one of your chosen divine orisons with another The Knowledge Domain, whose gods who value
orison available to your domain. learning and understanding, and amass secrets and
esoteric lore.
Divine Intervention The Life Domain, whose gods promote health and
Beginning at 10th level, you can call on your deity to vitality, and drive away the causes of death and undeath.
intervene on your behalf when your need is great. The Light Domain, whose gods are viewed as the
ideals of truth and renewal, often by association with
Imploring your deity's aid requires you to use your divine symbols such as the sun.
action. Describe the assistance you seek, and roll The Nature Domain, whose gods are the keepers and
percentile dice. If you roll a number equal to or lower than guardians of the world's varied lands on which
your cleric level, your deity intervenes. The DM chooses the civilization grows.
nature of the intervention; the effect of any cleric spell or The Order Domain, whose gods favor law and
cleric domain spell would be appropriate. If your deity discipline, and the enforcement of communal
intervenes, you can't use this feature again for 7 days. hierarchies.
Otherwise, you can use it again after you finish a long rest. The Peace Domain, whose gods inspire people to
At 20th level, your call for intervention succeeds resolve conflicts without bloodshed.
automatically, with no roll required. The Tempest Domain, whose gods rule over the seas
and skies, their wrath feared by follower and heretic
Divine Domains alike.
The Trickery Domain, whose gods are mischief-makers
In a pantheon, every deity has influence over different who tilt the balance between order and chaos.
aspects of mortal life and civilization, called a deity's The Twilight Domain, whose gods preside over the
domain. All the domains over which a deity has influence passage between night and day as a source of comfort.
are called the deity's portfolio. For example, the portfolio of The Unity Domain, whose gods compel follows to band
the Greek god Apollo includes the domains of Knowledge, together in pursuit of a shared destiny.
Life, and Light. As a cleric, you choose one aspect of your The War Domain, whose gods observe their warriors
deity's portfolio to emphasize and exemplify, and you are and reward those who excel amidst the horrors of war.
granted powers related to that domain. The Zeal Domain, whose gods cultivate fervor and a
Your choice might correspond to a particular sect thirst for glory in battle.
dedicated to your deity. Apollo, for example, could be
worshiped in one region as Phoebus ("radiant") Apollo, Arcana Domain
emphasizing his influence over the Light domain, and in a
different place as Apollo Acesius ("healing"), emphasizing Magic is an energy that suffuses the multiverse and that
his association with the Life domain. Alternatively, your fuels both destruction and creation. Gods of the Arcana
choice of domain could simply be a matter of personal domain know the secrets and potential of magic intimately.
preference, the aspect of the deity that appeals to you most. For some of these gods, magical knowledge is a great
Each domain's description gives examples of deities who responsibility that comes with a special understanding of
have influence over that domain. Gods are included from the nature of reality. Other gods of Arcana see magic as
the worlds of the Forgotten Realms, Greyhawk, pure power, to be used as its wielder sees fit.
Dragonlance, and Eberron campaign settings, as well as The gods of this domain are often associated with
from the Celtic, Greek, Norse, and Egyptian pantheons of knowledge, as learning and arcane power tend to go hand-
antiquity. The options available for you to choose from are in-hand. In the Realms, deities of this domain include Azuth
listed below. and Mystra, as well as Corellon Larethian of the elven
pantheon. In other worlds, this domain includes Hecate,
Math Mathonwy, and Isis; the triple moon gods of Solinari,
Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and
Wee Jas of Greyhawk.
Domain Spells
You gain domain spells at the cleric levels listed in the
Arcana Domain Spells table.

5
Ozzifer's Unchained Cleric
Arcana Domain Spells Death Domain
Cleric The Death domain is concerned with the forces that cause
Level Spells death, as well as the negative energy that gives rise to
1st detect magic, magic missile undead creatures. Deities such as Chemosh, Myrkul, and
Wee Jas are patrons of necromancers, death knights,
3rd magic weapon, Nystul's magic aura liches, mummy lords, and vampires. Gods of the Death
5th dispel magic, magic circle domain also embody murder (Anubis, Bhaal, and
Pyremius), pain (Iuz or Loviatar), disease or poison
7th arcane eye, Leomund's secret chest (Incabulos, Talona, or Morgion), and the underworld
9th planar binding, teleportation circle (Hades and Hel).
Domain Spells
Bonus Proficiencies You gain domain spells at the cleric levels listed in the
When you choose this domain at 1st level, you gain Death Domain Spells table.
proficiency in the Arcana skill.
Death Domain Spells
Arcane Initiate Cleric

At 1st level, you gain two cantrips of your choice from the Level Spells
wizard spell list. For you, these cantrips count as cleric
cantrips, and they don't count against the number of cleric 1st false life, ray of sickness
cantrips you know. 3rd blindness/deafness, ray of enfeeblement
Channel Divinity: Arcana Domain 5th animate dead, vampiric touch
At 2nd level, your choice of domain grants you access to 7th blight, death ward
additional ways to use your Channel Divinity. You learn one
divine orison of your choice, which must either be one 9th antilife shell, cloudkill
available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons: Bonus Proficiencies
Arcane Abjuration. You can use your Channel Divinity When you choose this domain at 1st level, you gain
to abjure otherworldly creatures. proficiency with martial weapons.
Invoke Duplicity. You can use your Channel Divinity to Reaper
create an illusory duplicate of yourself. At 1st level, you learn one necromancy cantrip of your
Read Thoughts. You can use your Channel Divinity to choice from any spell list. For you, this cantrip counts as a
read a creature's thoughts, and then use your access to cleric cantrip, and it doesn't count against the number of
the creature's mind to command it. cleric cantrips you know.
Severance of Mind. You can use your Channel Divinity Additionally, when you cast a necromancy cantrip that
to disrupt the mind of a creature, momentarily splitting normally targets only one creature, the spell can instead
its psyche. target two creatures within range that are within 5 feet of
Spell Breaker each other.
Starting at 6th level, when you restore hit points to an ally Channel Divinity: Death Domain
with a spell of 1st level or higher, you can also end one spell At 2nd level, your choice of domain grants you access to
of your choice on that creature. The level of the spell you additional ways to use your Channel Divinity. You learn one
end must be equal to or lower than the level of the spell slot divine orison of your choice, which must either be one
you use to cast the healing spell. available to every domain (see "Divine Orisons" at the end
Potent Spellcasting of the class description) or one of the following orisons:
Starting at 11th level, you can add your Wisdom modifier to Noxious Offering. You can use your Channel Divinity to
the damage roll of any cleric spell you cast. Once you use envenom a weapon, making it deadlier.
this feature, you can't do so again until the start of your Path to the Grave. You can use your Channel Divinity
next turn. to mark another creature's life force for termination.
Scholarly Insight. You can use your Channel Divinity to
Arcane Mastery analyze a creature's form and deduce its strengths and
At 18th level, you choose four spells from the wizard spell weaknesses.
list, one from each of the following levels: 6th, 7th, 8th, and Touch of Death. You can use your Channel Divinity to
9th. You add them to your list of domain spells. Like your destroy another creature's life force by touch.
other domain spells, they are always prepared and count as
cleric spells for you. Inescapable Destruction
Starting at 6th level, your ability to channel negative energy
becomes more potent. Necrotic damage dealt by your cleric
spells and features ignores resistance to necrotic damage.

6
Ozzifer's Unchained Cleric
Blessed Strikes Channel Divinity: Forge Domain
Starting at 11th level, you gain the ability to infuse your At 2nd level, your choice of domain grants you access to
strikes with divine energy. Once per turn when you hit a additional ways to use your Channel Divinity. You learn one
creature with an attack, you can cause the attack to deal an divine orison of your choice, which must either be one
extra 1d8 necrotic damage. available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons:
Improved Reaper
Starting at 18th level, when you cast a necromancy spell of Artisan's Blessing. You can use your Channel Divinity
1st through 5th level that targets only one creature, the to create simple items.
spell can instead target two creatures within range and Diligent Requital. You can use your Channel Divinity to
within 5 feet of each other. If the spell consumes its ameliorate fatigue and reinvigorate your allies.
material components, you must provide them for each Frenzied Assault. You can use your Channel Divinity to
target. strike with savage desperation.
Radiance of the Dawn. You can use your Channel
Forge Domain Divinity to harness sunlight, banishing darkness and
dealing radiant damage to your foes.
The gods of the forge are patrons of artisans who work
with metal, from a humble blacksmith who keeps a village Soul of the Forge
in horseshoes and plow blades to the mighty elf artisan Starting at 6th level, your mastery of the forge grants you
whose diamond-tipped arrows of mithral have felled demon special abilities:
lords. The gods of the forge teach that, with patience and
hard work, even the most intractable metal can be You gain resistance to fire damage.
transformed from a lump of ore to a beautifully wrought While wearing heavy armor, you gain a +1 bonus to AC.
object. Clerics of these deities search for objects lost to the
forces of darkness, liberate mines overrun by orcs, and Empowered Attack
uncover rare and wondrous materials necessary to create Starting at 11th level, you learn to channel your divine
potent magic items. Followers of these gods take great power into a frenzy of weapon strikes. Once on each of
pride in their work, and they are willing to craft and use your turns when you take the Attack action, you can make
heavy armor and powerful weapons to protect them. an additional weapon attack as part of the same action. If
Deities of this domain include Gond, Reorx, Onatar, you hit with this additional attack, you can cause all of the
Moradin, Hephaestus, and Goibhniu. attack's damage to become fire damage.
Domain Spells Saint of Forge and Fire
You gain domain spells at the cleric levels listed in the At 18th level, your blessed affinity with fire and metal
Forge Domain Spells table. becomes more powerful:
Forge Domain Spells You gain immunity to fire damage.
While wearing heavy armor, you have resistance to
Cleric
Level Spells
bludgeoning, piercing, and slashing damage from
nonmagical attacks.
1st catapult, identify
3rd heat metal, magic weapon
5th elemental weapon, tiny servant
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiencies
When you choose this domain at 1st level, you gain
proficiency with heavy armor and smith's tools.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a
weapon or armor. At the end of a long rest, you can touch
one nonmagical object that is a suit of armor, a shield, or a
simple or martial weapon. Until the end of your next long
rest or until you die, the object becomes a magic item,
granting a +1 bonus to AC (if it is a suit of armor or a
shield) or a +1 bonus to attack and damage rolls (if it is a
weapon).
Once you use this feature, you can't use it again until you
finish a long rest.

7
Ozzifer's Unchained Cleric
Grave Domain  
Gods of the grave watch over the line between life and Balm of Repose. You can use your Channel Divinity to
death. To these deities, death and the afterlife are a make your very presence a soothing balm.
foundational part of the multiverse. To desecrate the peace Cloak of Shadows. You can use your Channel Divinity
of the dead is an abomination. Deities of the grave include to vanish.
Kelemvor, Wee Jas, the ancestral spirits of the Undying Path to the Grave. You can use your Channel Divinity
Court, Hades, Anubis, and Osiris. Followers of these deities to mark another creature's life force for termination.
seek to put wandering spirits to rest, destroy the undead, Touch of Death. You can use your Channel Divinity to
and ease the suffering of the dying. Their magic also allows destroy another creature's life force by touch.
them to stave off death for a time, particularly for a person Sentinel at Death's Door
who still has some great work to accomplish in the world. At 6th level, you gain the ability to impede death's progress.
This is a delay of death, not a denial of it, for death will As a reaction when you or a creature you can see within 30
eventually get its due. feet of you suffers a critical hit, you can turn that hit into a
Domain Spells normal hit. Any effects triggered by a critical hit are
You gain domain spells at the cleric levels listed in the canceled.
Grave Domain Spells table. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
Grave Domain Spells you finish a long rest.
Cleric

Level Spells
Potent Spellcasting
Starting at 11th level, you can add your Wisdom modifier to
1st bane, false life the damage roll of any cleric spell you cast. Once you use
3rd gentle repose, ray of enfeeblement this feature, you can't do so again until the start of your
next turn.
5th revivify, vampiric touch
7th blight, death ward Keeper of Souls
Starting at 18th level, you can seize a trace of vitality from a
9th antilife shell, raise dead parting soul and use it to heal the living. When an enemy
you can see dies within 60 feet of you, you or one creature
Circle of Mortality of your choice that is within 60 feet of you regains hit
At 1st level, you gain the ability to manipulate the line points equal to the enemy's number of Hit Dice. You can
between life and death. When you would normally roll one use this feature only if you aren't incapacitated. Once you
or more dice to restore hit points with a spell to a creature use it, you can't do so again until the start of your next turn.
at 0 hit points, you instead use the highest number possible
for each die. Knowledge Domain
In addition, you learn the spare the dying cantrip, which The gods of knowledge — including Oghma, Boccob,
doesn't count against the number of cleric cantrips you Gilean, Aureon, and Thoth — value learning and
know. For you, it has a range of 30 feet, and you can cast it understanding above all. Some teach that knowledge is to
as a bonus action. be gathered and shared in libraries and universities, or
Eyes of the Grave
promote the practical knowledge of craft and invention.
Some deities hoard knowledge and keep its secrets to
At 1st level, you gain the ability to occasionally sense the themselves. And some promise their followers that they
presence of the undead, whose existence is an insult to the will gain tremendous power if they unlock the secrets of
natural cycle of life. As an action, you can open your the multiverse. Followers of these gods study esoteric lore,
awareness to magically detect undead. Until the end of your collect old tomes, delve into the secret places of the earth,
next turn, you know the location of any undead within 60 and learn all they can. Some gods of knowledge promote
feet of you that isn't behind total cover and that isn't the practical knowledge of craft and invention, including
protected from divination magic. This sense doesn't tell you smith deities like Gond, Reorx, Onatar, Moradin,
anything about a creature's capabilities or identity. Hephaestus, and Goibhniu.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all Domain Spells
expended uses when you finish a long rest. You gain domain spells at the cleric levels listed in the
Channel Divinity: Grave Domain
Knowledge Domain Spells table.
At 2nd level, your choice of domain grants you access to Knowledge Domain Spells
additional ways to use your Channel Divinity. You learn one Cleric

divine orison of your choice, which must either be one Level Spells
available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons: 1st command, identify
3rd augury, mind spike
5th intellect fortress, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

8
Ozzifer's Unchained Cleric
Bonus Proficiencies  
When you choose this domain at 1st level, you gain Area Reading. As you meditate, you see visions of recent
proficiency in one of the following skills of your choice: events in your immediate vicinity (a room, street, tunnel,
Arcana, History, Nature, or Religion. Your proficiency clearing, or the like, up to a 50-foot cube), going back a
bonus is doubled for any ability check you make that uses number of days equal to your Wisdom score. For each
the chosen skill. minute you meditate, you learn about one significant event,
You also learn two languages of your choice. beginning with the most recent. Significant events typically
involve powerful emotions, such as battles and betrayals,
Blessings of Knowledge marriages and murders, births and funerals. However, they
At 1st level, you gain the ability to tap into a divine might also include more mundane events that are
wellspring of knowledge. At the end of a long rest, you can nevertheless important in your current situation.
choose one skill or tool. You become magically proficient Life Domain
with that skill or tool until the end of your next long rest.
The Life domain focuses on the vibrant positive energy —
Channel Divinity: Knowledge Domain one of the fundamental forces of the universe — that
At 2nd level, your choice of domain grants you access to sustains all life. The gods of life promote vitality and health
additional ways to use your Channel Divinity. You learn one through healing the sick and wounded, caring for those in
divine orison of your choice, which must either be one need, and driving away the forces of death and undeath.
available to every domain (see "Divine Orisons" at the end Almost any non-evil deity can claim influence over this
of the class description) or one of the following orisons: domain, particularly agricultural deities (such as Chauntea,
Arawai, and Demeter), sun gods (such as Lathander, Pelor,
Arcane Abjuration. You can use your Channel Divinity and Re-Horakhty), gods of healing or endurance (such as
to abjure otherworldly creatures. Ilmater, Mishakal, Apollo, and Diancecht), and gods of
Read Thoughts. You can use your Channel Divinity to home and community (such as Hestia, Hathor, and Boldrei).
read a creature's thoughts, and then use your access to
the creature's mind to command it. Domain Spells
Scholary Insight. You can use your Channel Divinity to You gain domain spells at the cleric levels listed in the Life
analyze a creature's form and deduce its strengths and Domain Spells table.
weaknesses.
Severance of Mind. You can use your Channel Divinity Life Domain Spells
to disrupt the mind of a creature, momentarily splitting Cleric

its psyche. Level Spells


Inquisitive Blessings 1st bless, cure wounds
Starting at 6th level, your intellect and insights are divinely 3rd lesser restoration, spiritual weapon
guided. Whenever you make an ability check that uses
Intelligence or Wisdom and lets you add your proficiency 5th beacon of hope, revivify
bonus, you can treat a d20 roll of 9 or lower as a 10. 7th death ward, guardian of faith
Potent Spellcasting 9th mass cure wounds, raise dead
Starting at 11th level, you can add your Wisdom modifier to
the damage roll of any cleric spell you cast. Once you use Bonus Proficiencies
this feature, you can't do so again until the start of your When you choose this domain at 1st level, you gain
next turn. proficiency with heavy armor.
Visions of the Past Disciple of Life
Starting at 18th level, you can call up visions of the past Starting at 1st level, your healing spells are more effective.
that relate to an object you hold or your immediate Whenever you use a spell of 1st level or higher to restore
surroundings. You spend at least 1 minute in meditation hit points to a creature, the creature regains additional hit
and prayer, then receive dreamlike, shadowy glimpses of points equal to 2 + the spell's level.
recent events. You can meditate in this way for a number of
minutes equal to your Wisdom score and must maintain Channel Divinity: Life Domain
concentration during that time, as if you were casting a At 2nd level, your choice of domain grants you access to
spell. additional ways to use your Channel Divinity. You learn one
Once you use this feature, you can't use it again until you divine orison of your choice, which must either be one
finish a short or long rest. available to every domain (see "Divine Orisons" at the end
Object Reading. Holding an object as you meditate, you of the class description) or one of the following orisons:
can see visions of the object's previous owner. After
meditating for 1 minute, you learn how the owner acquired Balm of Repose. You can use your Channel Divinity to
and lost the object, as well as the most recent significant make your very presence a soothing balm.
event involving the object and that owner. If the object was Diligent Requital. You can use your Channel Divinity to
owned by another creature in the recent past (within a ameliorate fatigue and reinvigorate your allies.
number of days equal to your Wisdom score), you can Nature's Bounty. You can use your Channel Divinity to
spend 1 additional minute for each owner to learn the bestow blessings of the wild upon your allies.
same information about that creature. Preserve Life. You can use your Channel Divinity to
heal the badly injured.

9
Ozzifer's Unchained Cleric
Blessed Healer Domain Spells
Beginning at 6th level, the healing spells you cast on others You gain domain spells at the cleric levels listed in the Light
heal you as well. When you cast a spell of 1st level or higher Domain Spells table.
that restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell's level. Light Domain Spells
Cleric

Blessed Strikes Level Spells


Starting at 11th level, you gain the ability to infuse your 1st burning hands, faerie fire
strikes with divine energy. Once per turn when you hit a
creature with an attack, you can cause the attack to deal an 3rd flaming sphere, scorching ray
extra 1d8 radiant damage. 5th daylight, fireball
Supreme Healing 7th sickening radiance, wall of fire
Starting at 18th level, when you would normally roll one or 9th flame strike, wall of light
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 Bonus Cantrip
restore 12. When you choose this domain at 1st level, you gain the light
cantrip if you don't already know it, and it doesn't count
Light Domain against the number of cleric cantrips you know.
Gods of light — including Helm, Lathander, Pholtus, Warding Flare
Branchala, the Silver Flame, Belenus, Apollo, and Re- Starting at 1st level, you can interpose divine light between
Horakhty — promote the ideals of rebirth and renewal, yourself and an attacking enemy. When you are attacked by
truth, vigilance, and beauty, often using the symbol of the a creature within 30 feet of you that you can see, you can
sun. Some of these gods are portrayed as the sun itself or use your reaction to impose disadvantage on the attack roll,
as a charioteer who guides the sun across the sky. Others causing light to flare before the attacker before it hits or
are tireless sentinels whose eyes pierce every shadow and misses. An attacker that can't be blinded is immune to this
see through every deception. Some are deities of beauty feature.
and artistry, who teach that art is a vehicle for the soul's You can use this feature a number of times equal to your
improvement. Clerics of a god of light are enlightened souls Wisdom modifier (a minimum of once), and you regain all
infused with radiance and the power of their gods' expended uses when you finish a long rest.
discerning vision, charged with chasing away lies and
burning away darkness.

10
Ozzifer's Unchained Cleric
Channel Divinity: Light Domain Bonus Proficiencies
At 2nd level, your choice of domain grants you access to When you choose this domain at 1st level, you gain
additional ways to use your Channel Divinity. You learn one proficiency with heavy armor. You also gain proficiency in
divine orison of your choice, which must either be one one of the following skills of your choice: Animal Handling,
available to every domain (see "Divine Orisons" at the end Nature, or Survival.
of the class description) or one of the following orisons:
Acolyte of Nature
Artisan's Blessing. You can use your Channel Divinity At 1st level, you learn one druid cantrip of your choice. For
to create simple items. you, this cantrip counts as a cleric cantrip, and it doesn't
Consuming Fervor. You can use your Channel Divinity count against the number of cleric cantrips you know.
to channel your deity's power with unchecked ferocity.
Radiance of the Dawn. You can use your Channel Channel Divinity: Nature Domain
Divinity to harness sunlight, banishing darkness and At 2nd level, your choice of domain grants you access to
dealing radiant damage to your foes. additional ways to use your Channel Divinity. You learn one
Twilight Sanctuary. You can use your Channel Divinity divine orison of your choice, which must either be one
to refresh your allies with soothing twilight. available to every domain (see "Divine Orisons" at the end
Improved Flare
of the class description) or one of the following orisons:
Starting at 6th level, you can also use your Warding Flare Nature's Bounty. You can use your Channel Divinity to
feature when a creature that you can see within 30 feet of bestow blessings of the wild upon your allies.
you attacks a creature other than you. Noxious Offering. You can use your Channel Divinity to
envenom a weapon, making it deadlier.
Potent Spellcasting Preserve Life. You can use your Channel Divinity to
Starting at 11th level, you can add your Wisdom modifier to heal the badly injured.
the damage roll of any cleric spell you cast. Once you use Tailwind. You can use your Channel Divinity to bless
this feature, you can't do so again until the start of your your allies with favorable winds.
next turn.
Dampen Elements
Corona of Light Starting at 6th level, when you or a creature within 10 feet
Starting at 18th level, you can use your action to activate an of you takes acid, cold, fire, lightning, or thunder damage,
aura of sunlight that lasts for 1 minute or until you dismiss you can use your reaction to reduce that damage against
it using another action. You emit bright light in a 60-foot the creature by half. If the creature takes damage of more
radius and dim light 30 feet beyond that. Your enemies in than one type at a time, you choose which damage type to
the bright light have disadvantage on saving throws against dampen.
any spell that deals fire or radiant damage.
Blessed Strikes
Nature Domain Starting at 11th level, you gain the ability to infuse your
Gods of nature are as varied as the natural world itself, strikes with divine energy. Once per turn when you hit a
from inscrutable gods of the deep forests (such as Silvanus, creature with an attack, you can cause the attack to deal an
Obad-Hai, Chislev, Balinor, and Pan) to friendly deities extra 1d8 acid, cold, fire, lightning, or thunder damage
associated with particular springs and groves (such as (your choice each time you deal this damage).
Eldath). Druids revere nature as a whole and might serve Master of Nature
one of these deities, practicing mysterious rites and At 18th level, you choose four spells from the druid spell
reciting all-but-forgotten prayers in their own secret tongue. list, one from each of the following levels: 6th, 7th, 8th, and
But many of these gods have clerics as well, champions 9th. You add them to your list of domain spells. Like your
who take a more active role in advancing the interests of a other domain spells, they are always prepared and count as
particular nature god. These clerics might hunt the evil cleric spells for you.
monstrosities that despoil the woodlands, bless the harvest
of the faithful, or wither the crops of those who anger their Order Domain
gods.
The Order Domain represents discipline, as well as
Domain Spells devotion to a society or an institution and strict obedience
You gain domain spells at the cleric levels listed in the to the laws governing it. On Ravnica, the domain is favored
Nature Domain Spells table. by clerics of the Azorius Senate, who use it to maintain and
enforce the law, and of the Orzhov Syndicate, who exploit
Nature Domain Spells law and order for their personal gain. On other worlds,
Cleric
gods who grant access to this domain include Bane, Tyr,
Level Spells Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet,
1st beast bond, speak with animals
Nuada, Athena, Anubis, Forseti, and Asmodeus.
The ideal of order is obedience to the law above all else,
3rd barkskin, spike growth rather than to a specific individual or the passing influence
5th plant growth, wind wall of emotion or popular rule. Clerics of order are typically
concerned with how things are done, rather than whether
7th dominate beast, guardian of nature an action's results are just. Following the law and obeying
9th insect plague, tree stride its edicts is critical, especially when it benefits these clerics
and their guilds or deities.

11
Ozzifer's Unchained Cleric
  Blessed Strikes
Law establishes hierarchies. Those selected by the law Starting at 11th level, you gain the ability to infuse your
to lead must be obeyed. Those who obey must do so to the strikes with divine energy. Once per turn when you hit a
best of their ability. In this manner, law creates an intricate creature with an attack, you can cause the attack to deal an
web of obligations that allows society to forge order and extra 1d8 psychic damage.
security in a chaotic multiverse.
Domain Spells Order's Wrath
You gain domain spells at the cleric levels listed in the Starting at 18th level, enemies you designate for
Order Domain Spells table. destruction wilt under the combined efforts of you and your
allies. When you hit a creature with a weapon attack on
Order Domain Spells your turn, you can curse that creature until the start of your
next turn. The first time on a turn that one of your allies
Cleric

Level Spells
hits the cursed creature with an attack, the target also
takes 1d8 psychic damage.
1st command, heroism
3rd hold person, zone of truth
Peace Domain
5th mass healing word, slow
The balm of peace thrives at the heart of healthy
communities, between friendly nations, and in the souls of
7th compulsion, locate creature the kindhearted. The gods of peace — including
9th dominate person, hold monster Angharradh, Boldrei, Gaerdal Ironhand, and gods such as
Rao of Greyhawk or Paladine of Dragonlance — inspire
people of all sorts to resolve conflict and to stand up
Bonus Proficiencies against those forces that try to prevent peace from
When you choose this domain at 1st level, you gain flourishing.
proficiency with heavy armor. You also gain proficiency in Clerics of the Peace Domain preside over the signing of
the Intimidation or Persuasion skill (your choice). treaties, and they are often asked to arbitrate in disputes.
Voice of Authority
These clerics' blessings draw people together and help
them shoulder one another's burdens, and the clerics'
Starting at 1st level, you can invoke the power of law to magic aids those who are driven to fight for the way of
drive an ally to attack. If you cast a spell with a spell slot of peace.
1st level or higher and target an ally with the spell, that ally
can use their reaction immediately after the spell to make Domain Spells
one weapon attack against a creature of your choice that You gain domain spells at the cleric levels listed in the
you can see. Peace Domain Spells table.
If the spell targets more than one ally, you choose the ally
who can make the attack. Peace Domain Spells
Cleric

Channel Divinity: Order Domain Level Spells


At 2nd level, your choice of domain grants you access to
additional ways to use your Channel Divinity. You learn one 1st heroism, sanctuary
divine orison of your choice, which must either be one 3rd aid, warding bond
available to every domain (see "Divine Orisons" at the end
of the class description) or one of the following orisons: 5th beacon of hope, sending
7th aura of purity, Otiluke's resilient sphere
Battle Hymn. You can use your Channel Divinity to
deliver a bolt of inspiration to a warrior engaged in 9th greater restoration, Rary's telepathic bond
battle.
Emissary's Blessing. You can use your Channel Bonus Proficiencies
Divinity to inspire diplomatic solutions. When you choose this domain at 1st level, you gain
Orderly Demand. You can use your Channel Divinity to proficiency in the Insight, Performance, or Persuasion skill
exert an intimidating presence over others. (your choice).
Severance of Mind. You can use your Channel Divinity
to disrupt the mind of a creature, momentarily splitting Emboldening Bond
its psyche. Starting at 1st level, you can forge an empowering bond
Embodiment of the Law
among people who are at peace with one another. As an
action, you choose a number of willing creatures within 10
At 6th level, you become remarkably adept at channeling feet of you (this can include yourself) equal to your
magical energy to compel others. proficiency bonus. You create a magical bond among them
If you cast a spell of the enchantment school using a for 10 minutes or until you use this feature again. While
spell slot of 1st level or higher, you can change the spell's any bonded creature is within 10 feet of another, the
casting time to 1 bonus action for this casting, provided the creature can roll a d4 and add the number rolled to an
spell's casting time is normally 1 action. attack roll, an ability check, or a saving throw it makes.
You can use this feature a number of times equal to your Each creature can add the d4 no more than once per turn.
Wisdom modifier (a minimum of once), and you regain all You can use this feature a number of times equal to your
expended uses of it when you finish a long rest. Wisdom modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.

12
Ozzifer's Unchained Cleric
  Protective Bond
At 6th level, the bond you forge between people helps them
protect each other. When a creature affected by your
Emboldening Bond feature is about to take damage, a
second bonded creature within 10 feet of the first can use
its reaction take all the damage instead.
Potent Spellcasting
Starting at 11th level, you can add your Wisdom modifier to
the damage roll of any cleric spell you cast. Once you use
this feature, you can't do so again until the start of your
next turn.
Expansive Bond
At 18th level, you perfect the delicate magical process
involved in forging your bonds. The benefits of your
Emboldening Bond and Protective Bond features now
work when the creatures are within 30 feet of each other.
Moreover, when a creature uses Protective Bond to take
someone else's damage, the creature has resistance to that
damage.
Tempest Domain
Gods whose portfolios include the Tempest domain —
including Talos, Umberlee, Kord, 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 seafarers, 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 encourage them
to offer sacrifices of propitiation to avoid divine wrath.
Domain Spells
You gain domain spells at the cleric levels listed in the
Tempest Domain Spells table.
Tempest Domain Spells
Cleric

Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th lightning bolt, sleet storm
7th control water, ice storm
9th destructive wave, maelstrom
Channel Divinity: Peace Domain Bonus Proficiencies
At 2nd level, your choice of domain grants you access to When you choose this domain at 1st level, you gain
additional ways to use your Channel Divinity. You learn one proficiency with martial weapons and heavy armor.
divine orison of your choice, which must either be one
available to every domain (see "Divine Orisons" at the end Wrath of the Storm
of the class description) or one of the following orisons: Starting at 1st level, you can thunderously rebuke attackers.
Balm of Repose. You can use your Channel Divinity to When a creature within 5 feet of you that you can see hits
make your very presence a soothing balm. you with an attack, you can use your reaction to cause the
Emissary's Blessing. You can use your Channel creature to make a Dexterity saving throw. The creature
Divinity to inspire diplomatic solutions. takes 2d8 lightning or thunder damage (your choice) on a
Preserve Life. You can use your Channel Divinity to failed saving throw, and half as much damage on a
heal the badly injured. successful one.
Shared Burden. You can use your Channel Divinity to You can use this feature a number of times equal to your
protect your allies using the strength of your shared Wisdom modifier (a minimum of once). You regain all
bonds. expended uses when you finish a long rest.

13
Ozzifer's Unchained Cleric
Channel Divinity: Tempest Domain Blessing of the Trickster
At 2nd level, your choice of domain grants you access to Starting at 1st level, you can use your action to touch a
additional ways to use your Channel Divinity. You learn one willing creature other than yourself to give it advantage on
divine orison of your choice, which must either be one Dexterity (Stealth) checks. This blessing lasts for 1 hour or
available to every domain (see "Divine Orisons" at the end until you use this feature again.
of the class description) or one of the following orisons:
Channel Divinity: Trickery Domain
Destructive Wrath. You can use your Channel Divinity At 2nd level, your choice of domain grants you access to
to wield the power of the storm with unchecked ferocity. additional ways to use your Channel Divinity. You learn one
Frenzied Assault. You can use your Channel Divinity to divine orison of your choice, which must either be one
strike with savage desperation. available to every domain (see "Divine Orisons" at the end
Tailwind. You can use your Channel Divinity to bless of the class description) or one of the following orisons:
your allies with favorable winds.
Violent Blessing. You can bestow your deity's blessing Cloak of Shadows. You can use your Channel Divinity
upon an ally to guide its strikes. to vanish.
Invoke Duplicity. You can use your Channel Divinity to
Thunderbolt Strike create an illusory duplicate of yourself.
Starting at 6th level, when you deal lightning damage to a Noxious Offering. You can use your Channel Divinity to
Large or smaller creature, you can also push it up to 10 envenom a weapon, making it deadlier.
feet in any direction horizontally. Read Thoughts. You can use your Channel Divinity to
read a creature's thoughts, and then use your access to
Empowered Attack the creature's mind to command it.
Starting at 11th level, you learn to channel your divine
power into a frenzy of weapon strikes. Once on each of Disciple of Deceit
your turns when you take the Attack action, you can make At 6th level, your shadowy misdeeds gain a divine
an additional weapon attack as part of the same action. If benediction. When you make a Dexterity (Stealth) check to
you hit with this additional attack, you can cause all of the hide or a Charisma (Deception) check to lie, you gain a
attack's damage to become lightning or thunder damage bonus to the check equal to your Wisdom modifier
(your choice each time you deal this damage). (minimum of +1).
Stormborn Blessed Strikes
At 18th level, you have a flying speed equal to your current Starting at 11th level, you gain the ability to infuse your
walking speed, and you can hover. strikes with divine energy. Once per turn when you hit a
creature with an attack, you can cause the attack to deal an
Trickery Domain extra 1d8 necrotic or poison damage (your choice each
Gods of trickery — such as Tymora, Beshaba, Olidammara, time you deal this damage).
the Traveler, Garl Glittergold, and Loki — are mischief- Soul of Deceit
makers and instigators who stand as a constant challenge Starting at 18th level, your thoughts can't be read by
to the accepted order among both gods and mortals. telepathy or other means, unless you allow it. You can
They're patrons of thieves, scoundrels, gamblers, rebels, present false thoughts by succeeding on a Charisma
and liberators. Their clerics are a disruptive force in the (Deception) check contested by the mind reader's Wisdom
world, puncturing pride, mocking tyrants, stealing from the (Insight) check.
rich, freeing captives, and flouting hollow traditions. They Additionally, no matter what you say, magic that would
prefer subterfuge, pranks, deception, and theft rather than determine if you are telling the truth indicates you are
direct confrontation. being truthful if you so choose, and you can't be compelled
Domain Spells to tell the truth by magic.
You gain domain spells at the cleric levels listed in the Twilight Domain
Trickery Domain Spells table.
The twilit transition from light into darkness often brings
Trickery Domain Spells calm and even joy, as the day's labors end and the hours of
Cleric rest begin. The darkness can also bring terrors, but the
Level Spells gods of twilight guard against the horrors of the night.
1st charm person, disguise self Clerics who serve these deities — such as Boldrei and
Dol Arrah of Eberron; Helm, Ilmater, and Selûne of the
3rd mirror image, pass without trace Forgotten Realms; Celestian of Greyhawk; Mishakal of
5th blink, dispel magic Dragonlance; and Yondalla of the halfling pantheon — bring
comfort to those who seek rest and protect them by
7th dimension door, polymorph venturing into the encroaching darkness to ensure that the
9th dominate person, modify memory dark is a comfort, not a terror.
Bonus Proficiencies Domain Spells
When you choose this domain at 1st level, you gain You gain domain spells at the cleric levels listed in the
proficiency in martial weapons. You also gain proficiency in Twilight Domain Spells table.
the Sleight of Hand or Stealth skill (your choice).

14
Ozzifer's Unchained Cleric
Twilight Domain Spells Twilight Shroud
Cleric
At 18th level, your twilight magic offers a protective
Level Spells
embrace. Whenever you expend a use of your Channel
Divinity, each creature of your choice within 10 feet of you
1st faerie fire, sleep gains advantage on all saving throws until the start of your
3rd moonbeam, see invisibility next turn.
5th aura of vitality, Leomund's tiny hut Unity Domain
7th aura of life, greater invisibility A sense of oneness shines at the heart of healthy
9th circle of power, mislead communities, whether bound together by friendship, blood,
faith, or some other uniting force. The gods of unity deepen
Eyes of Night
such bonds and delight in their strength, justified in the
belief that many hands working together accomplish more
Starting at 1st level, you can see through the deepest than one could ever hope to achieve alone. Clerics of these
gloom. You have darkvision out to a range of 300 feet. In gods preside over marriages and other familial bonding
that radius, you can see in dim light as if it were bright light customs, but they also nurture the emotional bonds of
and in darkness as if it were dim light. friendship and camaraderie.
As an action, you can magically share the darkvision of
this feature with willing creatures you can see within 10 Domain Spells
feet of you, up to a number of creatures equal to your You gain domain spells at the cleric levels listed in the
Wisdom modifier (minimum of one creature). The shared Unity Domain Spells table.
darkvision lasts for 1 hour. Once you share this darkvision,
you can't do so again until you finish a long rest, unless you Unity Domain Spells
expend a spell slot of 1st level or higher to share it again. Cleric

Level Spells
Vigilant Blessing
At 1st level, the night has taught you to be vigilant. As an 1st bless, shield of faith
action, you give one creature you touch (including possibly 3rd aid, enhance ability
yourself) advantage on the next initiative roll the creature
makes. This benefit ends immediately after the roll or if you 5th beacon of hope, haste
use this feature again. 7th freedom of movement, guardian of faith

Channel Divinity: Twilight Domain 9th circle of power, skill empowerment


At 2nd level, your choice of domain grants you access to
additional ways to use your Channel Divinity. You learn one Bonus Proficiencies
divine orison of your choice, which must either be one When you choose this domain at 1st level, you gain
available to every domain (see "Divine Orisons" at the end proficiency with heavy armor. You also gain proficiency in
of the class description) or one of the following orisons: the Persuasion skill.
Arcane Abjuration. You can use your Channel Divinity Hand of Solidarity
to abjure otherworldly creatures. Starting at 1st level, you can invoke your divine power to lift
Cloak of Shadows. You can use your Channel Divinity your allies to new heights in battle. You can take the Help
to vanish. action as a bonus action.
Radiance of the Dawn. You can use your Channel Additionally, when you use the Help action to aid an ally
Divinity to harness sunlight, banishing darkness and in attacking a creature, you can help two allies targeting the
dealing radiant damage to your foes. same creature within range. You can use this benefit a
Twilight Sanctuary. You can use your Channel Divinity number of times equal to your Wisdom modifier (a
to refresh your allies with soothing twilight. minimum of once), and you regain all expended uses when
Steps of Night you finish a long rest.
At 6th level, you can draw on the mystical power of night to Channel Divinity: Unity Domain
rise into the air. As a bonus action when you are in dim At 2nd level, your choice of domain grants you access to
light or darkness, you can magically give yourself a flying additional ways to use your Channel Divinity. You learn one
speed equal to your walking speed for 1 minute. You can divine orison of your choice, which must either be one
use this bonus action a number of times equal to your available to every domain (see "Divine Orisons" at the end
proficiency bonus, and you regain all expended uses when of the class description) or one of the following orisons:
you finish a long rest.
Diligent Requital. You can use your Channel Divinity to
Potent Spellcasting ameliorate fatigue and reinvigorate your allies.
Starting at 11th level, you can add your Wisdom modifier to Emissary's Blessing. You can use your Channel
the damage roll of any cleric spell you cast. Once you use Divinity to inspire diplomatic solutions.
this feature, you can't do so again until the start of your Preserve Life. You can use your Channel Divinity to
next turn. heal the badly injured.
Shared Burden. You can use your Channel Divinity to
protect your allies using the strength of your shared
bonds.

15
Ozzifer's Unchained Cleric
Gestalt Anchor Domain Spells
Starting at 6th level, you can lend providence to your allies You gain domain spells at the cleric levels listed in the War
when they falter against foes. When a creature you can see Domain Spells table.
within 30 feet of you fails a saving throw, you can use your
reaction to add your Wisdom modifier (minimum of +1) to War Domain Spells
the roll, potentially turning it into a success. Cleric

You can use this feature a number of times equal to your Level Spells
proficiency bonus, and you regain all expended uses when 1st divine favor, shield of faith
you finish a long rest.
3rd magic weapon, spiritual weapon
Blessed Strikes 5th crusader's mantle, spirit guardians
Starting at 11th level, you gain the ability to infuse your
strikes with divine energy. Once per turn when you hit a 7th freedom of movement, stoneskin
creature with an attack, you can cause the attack to deal an 9th flame strike, hold monster
extra 1d8 radiant damage.
Indomitable Defense Bonus Proficiencies
At 18th level, you gain resistance to two damage types of When you choose this domain at 1st level, you gain
your choice. Whenever you finish a short or long rest, you proficiency with martial weapons and heavy armor.
can replace one of your chosen damage types with another Guided Strike
from the same list.
As an action, you can temporarily forgo one of your Starting at 1st level, your god guides your hand to allow you
damage resistances and transfer it to a willing creature you to strike with supernatural accuracy. When you make an
touch. That creature retains this damage resistance until attack roll, you can choose to gain a +10 bonus to the roll.
the end of your next short or long rest, until you use this You make this choice after you see the roll, but before the
ability again, or until you reclaim it for yourself as a bonus DM says whether the attack hits or misses.
action. You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
War Domain expended uses when you finish a long rest.
War has many manifestations. It can make heroes of Channel Divinity: War Domain
ordinary people. It can be desperate and horrific, with acts At 2nd level, your choice of domain grants you access to
of cruelty and cowardice eclipsing instances of excellence additional ways to use your Channel Divinity. You learn one
and courage. In either case, the gods of war watch over divine orison of your choice, which must either be one
warriors and reward them for their great deeds. The clerics available to every domain (see "Divine Orisons" at the end
of such gods excel in battle, inspiring others to fight the of the class description) or one of the following orisons:
good fight or offering acts of violence as prayers. Gods of
war include champions of honor and chivalry (such as Battle Hymn. You can use your Channel Divinity to
Torm, Heironeous, and Kiri-Jolith) as well as gods of deliver a bolt of inspiration to a warrior engaged in
destruction and pillage (such as Erythnul, the Fury, battle.
Gruumsh, and Ares) and gods of conquest and domination Frenzied Assault. You can use your Channel Divinity to
(such as Bane, Hextor, and Maglubiyet). Other war gods strike with savage desperation.
(such as Tempus, Nike, and Nuada) take a more neutral Scholarly Insight. You can use your Channel Divinity to
stance, promoting war in all its manifestations and analyze a creature's form and deduce its strengths and
supporting warriors in any circumstance. weaknesses.
Violent Blessing. You can bestow your deity's blessing
upon an ally to guide its strikes.

16
Ozzifer's Unchained Cleric
War God's Magic Channel Divinity: Zeal Domain
Starting at 6th level, divine magic fuels your attacks. When At 2nd level, your choice of domain grants you access to
you cast a cleric cantrip using your action, you can make additional ways to use your Channel Divinity. You learn one
one weapon attack as a bonus action. divine orison of your choice, which must either be one
available to every domain (see "Divine Orisons" at the end
Empowered Attack of the class description) or one of the following orisons:
Starting at 11th level, you learn to channel your divine
power into a frenzy of weapon strikes. Once on each of Battle Hymn. You can use your Channel Divinity to
your turns when you take the Attack action, you can make deliver a bolt of inspiration to a warrior engaged in
an additional weapon attack as part of the same action. If battle.
you hit with this additional attack, you can cause all of the Consuming Fervor. You can use your Channel Divinity
attack's damage to become radiant damage. to channel your deity's power with unchecked ferocity.
Frenzied Assault. You can use your Channel Divinity to
Avatar of Battle strike with savage desperation.
At 18th level, you gain resistance to bludgeoning, piercing, Orderly Demand. You can use your Channel Divinity to
and slashing damage. exert an intimidating presence over others.
Zeal Domain Fanatical Focus
Starting at 6th level, the divine power that fuels your magic
Zealotry of faith is an intrinsic sibling to the ceremonial can protect you. If you fail a saving throw, you can reroll it
worship of a god. Followers clamor for the attention and and must use the new roll.
approval of their chosen deity, the desire to be praised for Once you use this feature, you can't do so again until you
their devotion overwhelming, and they spread word of their finish a short or long rest.
religion through dedication to scripture and
demonstrations of dutiful belief. Empowered Attack
Gods of zeal, most often those with a close association to Starting at 11th level, you learn to channel your divine
personifications of passion and fury, are those who take the power into a frenzy of weapon strikes. Once on each of
greatest pleasure in the fervent actions of the worshipful. your turns when you take the Attack action, you can make
They cultivate and nurture a following that at times blurs an additional weapon attack as part of the same action. If
the line between an established path to the afterlife and a you hit with this additional attack, you can cause all of the
cult of personality, the teachings of which drive many to attack's damage to become fire or radiant damage (your
reckless acts. choice each time you deal this damage).
Domain Spells Blaze of Glory
You gain domain spells at the cleric levels listed in the Zeal Starting at 18th level, you can delay death for an instant to
Domain Spells table. perform a final heroic act.
When you are reduced to 0 hit points by a creature you
Zeal Domain Spells can see, even if you would be killed outright, you can use
Cleric your reaction to delay falling unconscious or dying, moving
Level Spells up to your speed toward the creature and making one
1st command, searing smite melee weapon attack against it, provided your movement
brings it within your reach. You make this attack with
3rd branding smite, magic weapon advantage. If the attack hits, the target takes an extra 4d10
5th fireball, haste radiant damage and an extra 4d10 damage of the weapon's
type. You then fall unconscious and begin making death
7th compulsion, wall of fire saving throws as normal, or you die if the damage you took
9th destructive wave, immolation would have killed you outright.
Once you use this feature, you can't use it again until you
Bonus Proficiencies finish a long rest.
When you choose this domain at 1st level, you gain
proficiency with martial weapons and heavy armor. Divine Orisons
Relentless Advance The list of divine orisons below is presented in alphabetical
At 1st level, you learn to harness and control your divine order. You can choose an orison only if your Divine Domain
fervor on the battlefield. When you hit a creature with a is listed as one of the orison's available domains, or if the
weapon attack, you can push the target up to 10 feet away orison is available to every domain (such as Turn Undead
from you if it is Large or smaller, and you can then move up or Harness Divine Power).
to 10 feet toward the creature as part of the same attack. If an orison has prerequisites (such as those for the
You can use this feature a number of times equal to your Channel Positive Energy orison), you must meet those
Wisdom modifier (a minimum of once). You regain all prerequisites in order to learn the orison. If you ever lose or
expended uses when you finish a long rest. fail to qualify for the prerequisites to an orison, you can't
use that orison until you regain the prerequisite.

17
Ozzifer's Unchained Cleric
Arcane Abjuration Battle Hymn
Divine Domains: Arcana, Knowledge, and Twilight Divine Domains: Order, War, and Zeal
You can use your Channel Divinity to abjure otherworldly You can use your Channel Divinity to deliver a bolt of
creatures. As an action, you present your holy symbol, and inspiration to a warrior engaged in battle. As a bonus
one celestial, elemental, fey, or fiend of your choice that is action, you touch your holy symbol and choose one willing
within 30 feet of you must make a Wisdom saving throw, creature you can see within 30 feet of you, other than
provided that the creature can see or hear you. If the yourself. Once before the end of the creature's next turn
creature fails its saving throw, it is turned for 1 minute or when it takes the Attack action, it can make one additional
until it takes any damage. weapon attack as part of that action.
A turned creature must spend its turns trying to move as Channel Negative Energy
far away from you as it can, and it can't willingly end its
move in a space within 30 feet of you. It also can't take Divine Domains: Every domain

reactions. For its action, it can use only the Dash action or Prerequisite: A cleric of neutral or evil alignment
try to escape from an effect that prevents it from moving. If You can use your Channel Divinity to release a wave of
there's nowhere to move, then the creature can use the annihilative energy. As an action on your turn during
Dodge action. combat, you cause every creature within 30 feet of you,
After you reach 5th level, when a creature fails its saving other than constructs and undead, to make a Charisma
throw against your Arcane Abjuration feature, the creature saving throw against your spell save DC. A creature takes
is banished for 1 minute (as in the banishment spell, no necrotic damage equal to 2d6 + half your cleric level on a
concentration required) if it isn't on its plane of origin, and failed save, or half as much damage on a successful one. An
its challenge rating is at or below a certain threshold, as undead within this range instead regains hit points equal to
shown on the Arcane Banishment table below. the total.
Arcane Banishment Channel Positive Energy
Cleric Level Banishes Creatures of CR ... Divine Domains: Every domain

5th 1/2 or lower Prerequisite: A cleric of neutral or good alignment


8th 1 or lower You can use your Channel Divinity to release a wave of life-
11th 2 or lower giving energy. As an action on your turn during combat, you
cause every creature within 30 feet of you, other than
14th 3 or lower constructs and undead, to regain hit points equal to 2d6 +
17th 4 or lower half your cleric level. An undead within this range must
instead make a Charisma saving throw against your spell
Artisan's Blessing
save DC, taking radiant damage equal to the total on a
failed save, or half as much damage on a successful one.
Divine Domains: Forge and Light
You can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical
item that must include some metal: a simple or martial
weapon, a suit of armor, ten pieces of ammunition, a set of
tools, or another metal object (see chapter 5, "Equipment,"
of the PHB for examples of these items). The creation is
completed at the end of the hour, coalescing in an
unoccupied space of your choice on a surface within 5 feet
of you.
The thing you create can be something that is worth no
more than 100 gp. As part of this ritual, you must lay out
metal, which can include coins, with a value equal to the
creation. The metal irretrievably coalesces and transforms
into the creation at the ritual's end, magically forming even
nonmetal parts of the creation. The ritual can create a
duplicate of a nonmagical item that contains metal, such as
a key, if you possess the original during the ritual.
Balm of Repose
Divine Domains: Grave, Life, and Peace
You can use your Channel Divinity to make your very
presence a soothing balm. As an action, you can move up to
your speed, without provoking opportunity attacks, and
when you move within 5 feet of any other creature during
this action, you can restore a number of hit points to that
creature equal to 2d6 + your Wisdom modifier (minimum
of 1). A creature can receive this healing only once
whenever you take this action.

18
Ozzifer's Unchained Cleric
Cloak of Shadows  
Divine Domains: Grave, Trickery, and Twilight The number of times you can use this orison is based on
the level you've reached in this class: at 2nd level, once;
You can use your Channel Divinity to vanish. As an action, from 6th level, twice; and from 14th level, thrice. You regain
you become invisible until the end of your next turn. You all expended uses when you finish a long rest.
become visible if you attack or cast a spell.
Invoke Duplicity
Consuming Fervor Divine Domains: Arcana and Trickery
Divine Domains: Light and Zeal You can use your Channel Divinity to create an illusory
You can use your Channel Divinity to channel your deity's duplicate of yourself. As an action, you create a perfect
power with unchecked ferocity. When you deal fire or illusion of yourself that lasts for 1 minute, or until you lose
radiant damage, you can use your Channel Divinity to have your concentration (as if you were concentrating on a spell).
that damage ignore all resistances to fire and radiant The illusion appears in an unoccupied space that you can
damage. see within 30 feet of you. As a bonus action on your turn,
you can move the illusion up to 30 feet to a space you can
Destructive Wrath see, but it must remain within 120 feet of you.
Divine Domains: Tempest For the duration, you can cast spells as though you were
in the illusion's space, but you must use your own senses.
You can use your Channel Divinity to wield the power of the Additionally, when both you and your illusion are within 5
storm with unchecked ferocity. When you roll lightning or feet of a creature that can see the illusion, you have
thunder damage, you can use your Channel Divinity to deal advantage on attack rolls against that creature, given how
maximum damage, instead of rolling. distracting the illusion is to the target.
After you reach 18th level, you can create up to four
Diligent Requital duplicates of yourself, instead of one, when you use Invoke
Divine Domains: Forge, Life, and Unity Duplicity. As a bonus action on your turn, you can move any
You can use your Channel Divinity to ameliorate fatigue number of them up to 30 feet, to a maximum range of 120
and reinvigorate your allies. As an action, you present your feet.
holy symbol, and choose any number of willing creatures Nature's Bounty
you can see within 30 feet of you. Each chosen recipient Divine Domains: Life and Nature
regains a number of spent Hit Dice equal to or less than
half your proficiency bonus (rounded up). Once a creature You can use your Channel Divinity to bestow blessings of
gains the benefit of this orison, it can't gain that benefit the wild upon your allies. As an action, you present your
again until it finishes a long rest. holy symbol and invoke the name of your deity, selecting up
to five friendly creatures you can see within 30 feet of you.
Emissary's Blessing You and the chosen creatures all gain one of the following
Divine Domains: Order, Peace, and Unity benefits of your choice for 1 hour:
You can use your Channel Divinity to inspire diplomatic The creature gains a swimming speed of 30 feet, and it
solutions. As an action, you touch your holy symbol and can breathe underwater.
another willing creature, granting them a holy blessing The creature gains a climbing speed of 30 feet, and it
which lasts for 10 minutes. Once before the blessing ends, can climb difficult surfaces, including upside down on
the creature can gain a +10 bonus on a Charisma ceilings, without needing to make an ability check.
(Persuasion) check it makes, and the blessing then ends. The creature gains resistance to poison damage, and
The creature makes this choice after seeing the roll, but has advantage on saving throws against poison.
before learning of the result.
The number of times you can use this orison is based on After you reach 18th level, you can choose two benefits to
the level you've reached in this class: at 2nd level, once; grant to every chosen recipient, instead of one.
from 6th level, twice; and from 14th level, thrice. You regain Noxious Offering
all expended uses when you finish a long rest.
Divine Domains: Death, Nature, and Trickery
Frenzied Assault
Divine Domains: Forge, Tempest, War, and Zeal You can use your Channel Divinity to envenom a weapon,
making it deadlier. As a bonus action, you touch one
You can use your Channel Divinity to strike with savage weapon or piece of ammunition, infusing it with a special
desperation. When you make your first attack on your turn, poison which lasts for 1 minute. Immediately after a
you can grant yourself advantage on all attack rolls you creature is hit with an attack using that weapon or
make until the end of the turn. ammunition, the target takes poison damage equal to 2d8 +
your cleric level, and the poison vanishes from the weapon
Harness Divine Power or ammunition.
Divine Domains: Every domain After you reach 18th level, a creature that takes the
poison damage of your Noxious Offering is poisoned until
You can use your Channel Divinity to fuel your spells. As a the end of its next turn.
bonus action, you touch your holy symbol, utter a prayer,
and regain one expended spell slot, the level of which can
be no higher than half your proficiency bonus (rounded up).

19
Ozzifer's Unchained Cleric
   

 
Radiance of the Dawn
Divine Domains: Forge, Light, and Twilight
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.
 
Read Thoughts
Orderly Demand Divine Domains: Arcana, Knowledge, and Trickery
Divine Domains: Order and Zeal
You can use your Channel Divinity to read a creature's
You can use your Channel Divinity to exert an intimidating thoughts, and then use your access to the creature's mind
presence over others. As an action, you present your holy to command it. As an action, choose one creature that you
symbol, and each creature of your choice that can see or can see within 60 feet of you. That creature must make a
hear you within 30 feet of you must succeed on a Wisdom Wisdom saving throw. If the creature succeeds on the
saving throw or be charmed by you until the end of your saving throw, you can't use this feature on it again until you
next turn or until the charmed creature takes any damage. finish a long rest.
You can also cause any of the charmed creatures to drop If the creature fails its save, you can read its surface
what they are holding when they fail the saving throw. thoughts (those foremost in its mind, reflecting its current
Path to the Grave emotions and what it is actively thinking about) when it is
Divine Domains: Death and Grave within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this
You can use your Channel Divinity to mark another effect and cast the suggestion spell on the creature without
creature's life force for termination. As an action, you expending a spell slot. The target automatically fails its
choose one creature you can see within 30 feet of you, saving throw against the spell.
cursing it until the end of your next turn. The next time you Scholarly Insight
or an ally of yours hits the cursed creature with an attack,
the creature has vulnerability to all of that attack's damage, Divine Domains: Death, Knowledge, and War
and then the curse ends. You can use your Channel Divinity to analyze a creature's
Preserve Life form and deduce its strengths and weaknesses. As an
Divine Domains: Life, Nature, Peace, and Unity action, choose one creature that you can see within 60 feet
of you. Make a Wisdom (Insight) check contested against
You can use your Channel Divinity to heal the badly injured. the creature's Charisma (Deception) check. If your check
As an action, you present your holy symbol and evoke succeeds, you learn if the target has any damage
healing energy that can restore a number of hit points vulnerabilities, resistances, or immunities, and what they
equal to five times your cleric level. Choose any creatures are. You also learn whether the target is your equal,
within 30 feet of you, and divide those hit points among superior, or inferior in regard to one ability score of your
them. This feature can restore a creature to no more than choice.
half of its hit point maximum. You can't use this feature on If your check fails, you gain no insight into the target's
an undead or a construct. statistics, and the target becomes immune to this ability for
24 hours.

20
Ozzifer's Unchained Cleric
Severance of Mind  
Divine Domains: Arcana, Knowledge, and Order 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
You can use your Channel Divinity to disrupt the mind of a space within 30 feet of you. It also can't take reactions. For
creature, momentarily splitting its psyche. As an action, its action, it can use only the Dash action or try to escape
choose one creature that you can see within 60 feet of you. from an effect that prevents it from moving. If there's
If the creature is concentrating on a spell or other effect, its nowhere to move, the creature can use the Dodge action.
concentration ends; otherwise, the creature must make an After you reach 5th level, when an undead fails its saving
Intelligence saving throw against your spell save DC. On a throw against your Turn Undead feature, the undead
failed save, the creature is incapacitated until the end of its instantly destroyed if its challenge rating is equal to or
next turn. below a certain threshold, as shown in the Destroy Undead
table below.
Shared Burden
Divine Domains: Peace and Unity Destroy Undead
Cleric Level Destroys Undead of CR ...
You can use your Channel Divinity to protect your allies
using the strength of your shared bonds. When a creature 5th 1/2 or lower
you can see within 30 feet of you takes damage, you can 8th 1 or lower
use your reaction to choose a number of other willing 11th 2 or lower
creatures you can see (which can include yourself), up to a
number equal to your Wisdom modifier (minimum of one 14th 3 or lower
creature). Distribute the damage dealt between the original 17th 4 or lower
target and the chosen creatures however you like. This
feature doesn't transfer any other effects that might
accompany the damage, the damage can't be reduced in Twilight Sanctuary
any way, and each creature involved must take at least 1 Divine Domains: Light and Twilight
damage. You can use your Channel Divinity to refresh your allies
Tailwind with soothing twilight. As an action, you present your holy
Divine Domains: Nature and Tempest symbol, and a sphere of twilight emanates from you. The
sphere is centered on you, has a 30-foot radius, and is filled
You can use your Channel Divinity to bless your allies with with dim light. The sphere moves with you, and it lasts for
favorable winds. As an action, you present your holy symbol 1 minute or until you are incapacitated or die.
and choose a number of willing creatures you can see When the sphere appears and as an action on each of
within 30 feet of you (which can include yourself), up to a your subsequent turns while it lasts, you can grant the
number equal to your proficiency bonus. A chosen recipient following benefits to any number of creatures of your
gains the following benefits for 1 minute or until it is choice (including you) within the sphere's area:
incapacitated or dies:
The creature gains temporary hit points equal to 1d6 +
The creature's speed increases by 10 feet. your cleric level.
The creature can use a bonus action to gain advantage You end one effect on the creature causing it to be
on ability checks made to avoid or escape a grapple until charmed or frightened.
the end of the turn. After you reach 18th level, you and your allies also have
Touch of Death half cover while in the sphere created by your Twilight
Divine Domains: Death and Grave Sanctuary.
You can use your Channel Divinity to destroy another Violent Blessing
creature's life force by touch. When you hit a creature with Divine Domains: Tempest and War
a melee attack, you can deal extra necrotic damage to the
target. The damage equals 5 + twice your cleric level. You can bestow your deity's blessing upon an ally to guide
its strikes. When an ally within 30 feet of you makes an
Turn Undead attack roll, you can use your reaction to grant that ally a
Divine Domains: Every domain +10 bonus to the roll. You make this choice after you see
the roll, but before the DM says whether the attack hits or
You can use your Channel Divinity to reject the presence of misses.
undead creatures or destroy them. As an action, you
present your holy symbol and speak a prayer censuring the Cleric Spells
undead. Each undead within 30 feet of you that can see or
hear you must make a Wisdom saving throw. If the The list of cleric spells below is presented in alphabetical
creature fails its saving throw, it is turned for 1 minute or order, sorted by spell level. The spell list notes which cleric
until it takes any damage. spells are rituals, and spells which were not originally
included in the cleric spell list are written in bolded italics.
Each spell is in the Player's Handbook, unless it has one
asterisk (a spell in Xanathar's Guide to Everything) or two
asterisks (a spell in Tasha's Cauldron of Everything).

21
Ozzifer's Unchained Cleric
List of Spells Clairvoyance Planar Ally 8th Level
Create Food and Water Sunbeam Antimagic Field
Cantrips (0 Level) Daylight True Seeing Control Weather
Guidance Dispel Magic Word of Recall Earthquake
Light Feign Death (ritual) Holy Aura
Glyph of Warding
7th Level
Mending Maze
Life Transference * Conjure Celestial
Resistance Sunburst
Magic Circle Divine Word
Sacred Flame
Mass Healing Word Etherealness 9th Level
Spare the Dying
Meld into Stone (ritual) Fire Storm Astral Projection
Thaumaturgy
Protection from Energy Plane Shift Gate
Toll the Dead *
Remove Curse Project Image Imprisonment
Word of Radiance *
Revivify Regenerate Mass Heal
1st Level Sening Resurrection Power Word Heal
Speak with Dead Sequester True Resurrection
Bane
Spirit Guardians Symbol
Bless
Spirit Shroud ** Temple of the Gods *
Cause Fear *
Ceremony (ritual) * Tongues  
Command Water Walk (ritual)
Create or Destroy Water
4th Level
Class Changes
Cure Wounds As an elementary archetype of roleplaying games and a
Detect Evil and Good
Aura of Life mainstay of all editions of D&D, the cleric represents a
Detect Magic (ritual)
Aura of Purity theoretically complete and role-appropriate class with little
Detect Poison and Disease
Banishment need for additional features, as opposed to other classes
(ritual)
Compulsion such as the fighter or rogue. Changes to the class's basic
Control Water features are therefore based upon achieving greater
Guiding Bolt
Death Ward flexibility with the divine powers granted to each cleric in
Healing Word
Divination (ritual)
the form of their Channel Divinity options. Slight
Inflict Wounds alterations to the feature progression of the class have also
Protection from Evil and
Freedom of Movement been made to ensure that more cleric levels provide new
Good
Guardian of Faith tools relating to the cleric's chosen Divine Domain, which
Purify Food and Drink
Locate Creature forms a cornerstone of each cleric's individual character
(ritual)
Stone Shape identity.
Sanctuary
Divine Domain. The cleric's choice of subclass now
5th Level provides features at 1st, 2nd, 6th, 11th, and 18th level,
Shield of Faith
Commune (ritual) rather than at 1st, 2nd, 6th, 8th, and 17th level. The nature
2nd Level Contagion of each domain's affinity to certain Channel Divinity effects
Dawn * has been changed significantly (see below). The 8th-level
Aid
Dream
features Potent Spellcasting and Divine Strike have also
Augury (ritual) been rebalanced, as detailed below. Finally, a new subclass,
Blindness/Deafness
Dispel Evil and Good the Unity Domain, has been added.
Calm Emotions
Flame Strike Divine Domain: Channel Divinity. This feature has
Continual Flame
Geas been changed significantly, in order to incorporate the
Enhance Ability
Greater Restoration changes made to the Channel Divinity feature of the base
Hallow cleric class (see below). The cleric only gains this feature in
Find Traps
Holy Weapon * its description at 2nd level, although the benefits it provides
Gentle Repose (ritual)
Insect Plague are increased at 6th, 10th, and 18th level.
Hold Person
Legend Lore
Divine Domain: Potent Spellcasting. A cleric that gains
Lesser Restoration this feature through its domain gains it at 11th level,
Locate Object
Mass Cure Wounds instead of 8th level. The feature's bonus to damage applies
Prayer of Healing
Planar Binding to any cleric spell, but no more than once between the start
Protection from Poison
Raise Dead of each of the cleric's turns.
See Invisibility
Scrying Divine Domain: Blessed Strikes. This feature replaces
Silence (ritual)
Summon Celestial * the Divine Strike feature of some cleric domains, and a
Wall of Light * cleric that gains this feature through its domain gains it at
Spiritual Weapon 11th level, instead of 8th level. The feature now grants a
Warding Bond 6th Level bonus to the damage of any attack, once per turn
Zone of Truth
Blade Barrier (previously, it applied only to weapon attacks); in exchange,
the extra damage is set to 1d8, and does not increase to
3rd Level Create Undead
2d8 at 14th level.
Find the Path
Animate Dead
Forbiddance (ritual)
Aura of Vitality
Harm
Beacon of Hope
Heal
Bestow Curse
Heroes' Feast

22
Ozzifer's Unchained Cleric
  Knowledge Domain
Divine Domain: Empowered Attack. This feature The changes to the Knowledge Domain are listed below.
replaces the Divine Strike feature of some cleric domains, Domain Spells. At 3rd level, the cleric gains access to
and a cleric that gains this feature through its domain gains the spell mind spike, instead of suggestion. At 5th level,
it at 11th level, instead of 8th level. This is a new feature they gain access to the spell intellect fortress, instead of
which is intended for the domains which lean most heavily nondetection.
towards martial combat. Bonus Proficiencies. Renamed from Blessings of
Channel Divinity. When the cleric gains this feature, Knowledge (see below), this feature is otherwise
they gain the Turn Undead effect as normal, but the effects unchanged.
gained by way of their Divine Domain choice have been Blessings of Knowledge. Renamed from Knowledge of
changed (see below), and they no longer automatically gain the Ages (formerly a Channel Divinity option), this feature
Harness Divine Power at 2nd level. The cleric now gains now grants the cleric one skill or tool proficiency of their
their third use of Channel Divinity between rests at 14th choice between long rests, instead of having a duration of
level (previously 18th level). The cleric can no longer use 10 minutes.
their Channel Divinity more than once per turn. Inquisitive Blessings. This is a new feature, which
Channel Divinity: Divine Orisons. Individual Channel replaces the former 6th-level feature Channel Divinity:
Divinity effects are now referred to as "divine orisons", to Read Thoughts.
provide a simple reference point when describing
individual effects. With one exception, a single orison is no Light Domain
longer unique to a divine domain; instead, the full list of The changes to the Light Domain are listed below.
orisons appears at the end of the class description (see Domain Spells. At 7th level, the cleric gains access to
below), and the cleric chooses which orisons to gain at the spell sickening radiance, instead of guardian of faith. At
certain levels, based partially upon their choice of domain. 9th level, they gain access to wall of light, instead of
Each cleric domain has a list of available orisons to scrying.
choose from, choosing one at 2nd level, and another at 6th,
10th, and 18th level (for a total of five, including the Turn Nature Domain
Undead orison they receive at 2nd level). Some orisons are The changes to the Nature Domain are listed below.
available to clerics of any and every domain, while others Domain Spells. At 1st level, the cleric gains access to
are restricted only to certain domains which are the spell beast bond, instead of animal friendship. At 7th
thematically appropriate for the orison. Each domain's 2nd- level, they gain access to guardian of nature, instead of
level Channel Divinity feature lists the four orisons which grasping vine.
are restricted to that domain.
Ability Score Improvement. Instead of only replacing Bonus Proficiencies. This feature adopts some of the
one of their cleric cantrips, the cleric can now also use benefits of Acolyte of Nature (see below).
levels in which they gain this feature to replace one of their Acolyte of Nature. This feature no longer grants the
divine orisons (see above) with another one available to cleric a skill proficiency from an available list, which has
their domain. been moved to Bonus Proficiencies in order to standardize
Destroy Undead. This feature's benefits have the list of features gained by each domain at 1st level.
automatically been incorporated into the Turn Undead Dampen Elements. This feature now specifies how its
Channel Divinity effect (see below), to accommodate the effect is resolved when multiple damage types are present.
changes to the Channel Divinity feature. Master of Nature. This feature grants the cleric a druid
spell each of 6th, 7th, 8th, and 9th level. Previously, the
Arcana Domain feature augmented the functions of Channel Divinity:
The changes to the Arcana Domain are listed below. Charm Animals and Plants (which has been removed
Bonus Proficiencies. This feature includes the skill entirely).
proficiency formerly gained from Arcane Initiate (see Order Domain
below). The changes to the Order Domain are listed below.
Arcane Initiate. The aspect of this feature that granted a Order's Wrath. The cleric can curse a creature with this
skill proficiency has been moved to Bonus Proficiencies, in feature's effect when they hit with any weapon attack.
order to standardize the list of features gained by each Previously, the curse could only be laid when the cleric
domain at 1st level. used their Divine Strike (which has been replaced).
Forge Domain
The changes to the Forge Domain are listed below.
Domain Spells. At 1st level, the cleric gains access to
the spell catapult, instead of searing smite. At 5th level, they
gain access to the spell tiny servant, instead of protection
from energy.
Blessings of the Forge. This feature can now be used to
augment a shield.
Grave Domain
The changes to the Grave Domain are listed below.
Sentinel at Death's Door. This feature can now be used
between long rests a number of times equal to the cleric's
proficiency bonus, instead of the cleric's Wisdom modifier
(a minimum of once).

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Ozzifer's Unchained Cleric
Peace Domain  
The changes to the Peace Domain are listed below. Relentless Advance. This feature is intended to
Emboldening Bond. This feature's range limit is now 10 assimilate some aspects of both Priest of Zeal and
feet, instead of 30 feet, and cleric can use the feature a Resounding Strike, which have otherwise been removed
number of times equal to their Wisdom modifier (a entirely.
minimum of once), instead of their proficiency bonus. Fanatical Focus. This feature, which is nearly identical
Protective Bond. The second bonded creature must now to the Zealot barbarian path feature of the same name,
be within 10 feet to use its reaction, and it no longer replaces the former 6th-level feature Resounding Strike.
teleports as part of that reaction. Blaze of Glory. This feature's extra damage rolls are
Expansive Bond. This feature's range limit is now 30 both 4d10, instead of 5d10.
feet, instead of 60 feet. Channel Divinity
Tempest Domain The changes to individual Channel Divinity effects (also
The changes to the Tempest Domain are listed below. known as "divine orisons") are listed below.
Domain Spells. At 9th level, the cleric gains access to Balm of Repose. Renamed from Balm of Peace, this
the spell maelstrom, instead of insect plague. orison is otherwise unchanged.
Stormborn. This feature grants a flying speed Battle Hymn. Renamed from War Priest, this orison was
regardless of environment, and the cleric can hover. formerly unique to the War Domain. It now allows the
recipient creature to make an additional attack as part of
Trickery Domain the Attack action; previously, it allowed the cleric to follow
The changes to the Trickery Domain are listed below. the Attack action with a weapon attack as a bonus action.
Bonus Proficiencies. This is a new feature, added to the Consuming Fervor. Formerly unique to the Zeal
subclass in order to standardize the list of features gained Domain, this orison is now used for fire or radiant damage
by each domain at 1st level. (previously fire or thunder damage).
Disciple of Deceit. This is a new feature, which replaces Invoke Duplicity. This orison now also improves at 18th
the former 6th-level feature Channel Divinity: Cloak of level, as per the previous effect of Improved Duplicity.
Shadows. Nature's Bounty. This is a new orison, which replaces
Soul of Deceit. This feature, which is identical to the the Charm Animals and Plants orison formerly unique to
Mastermind roguish archetype feature of the same name, the Nature Domain (widely considered an underwhelming
replaces the former 17th-level feature Improved Duplicity feature).
(which is now an inborn effect of the divine orison Invoke Turn Undead. This orison automatically includes the
Duplicity). benefits of the "Destroy Undead" feature once the cleric
reaches 5th level.
Twilight Domain Twilight Sanctuary. Formerly unique to the Twilight
The changes to the Twilight Domain are listed below. Domain, this orison's benefits are granted once when the
(Bonus Proficiencies.) The Bonus Proficiencies feature sanctuary appears, and can be reactivated as an action on
has been removed; the cleric no longer gains additional the cleric's turn. Previously, the orison's benefits could be
proficiencies, in order to standardize the list of features applied automatically at the end of each recipient creature's
gained by each domain at 1st level. turns, repeatedly and without cost (widely considered to be
Twilight Shroud. This feature now grants benefits to overwhelmingly powerful in its utility). This orison now also
certain creatures after the cleric expends a use of their improves at 18th level, as per the previous effect of Twilight
Channel Divinity. Its former effect, which improved Shroud.
Channel Divinity: Twilight Sanctuary, is now an inborn
effect of that divine orison. Art Credits
War Domain The artists below are credited in alphabetical order. Where
The changes to the War Domain are listed below. possible, an art credit includes the website where the
Guided Strike. The cleric gains this feature, formerly a artist's work can be found, and the pages on which their
Channel Divinity option, at 1st level, instead of 2nd level, illustrations appear.
and it can now be used a number of times between long Bob Kehl (© Art of Bob Kehl; pg 7)
rests equal to the cleric's Wisdom modifier (a minimum of Elisa Serio / "ESerioArt" (@ ArtStation; cover)
once). Ilmari Kumpunen (@ ArtStation; pg 20)
War God's Magic. This is a new feature, which replaces Michael Blackesley (@ Pinterest; pg 18)
the former 6th-level feature Channel Divinity: War God's Vasyling (@ DeviantArt; pg 13)
Blessing. Wizards of the Coast (© Wizards; pg 2, 5, 10, 16, 23)
Zeal Domain
The changes to the Zeal Domain are listed below. Thank You ...
Domain Spells. At 1st level, the cleric gains access to ... for taking the time to read this reimagining of the Cleric
the spell command, instead of thunderous smite. At 3rd class! If you have any feedback or suggestions, please
level, they gain access to branding smite, instead of shatter. contact the author ─ /u/Ozzifer on Reddit ─ or consider
At 7th level, they gain access to compulsion and wall of fire, joining their Patreon.
instead of fire shield and freedom of movement. At 9th
level, they gain access to immolation, instead of flame
strike.

24
Ozzifer's Unchained Cleric

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