Cleric

Feat Name Action Contents
Spellcasting As a conduit for divine power, {name} can cast cleric spells.
Divine Domain Choose one domain related to {name}’s deity. Their chosen domain grants their domain spells and other features when they choose it at 1st level. It also grants them additional ways to use Channel Divinity when they gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Channel Divinity At 2nd level, {name} gains the ability to channel divine energy directly from their deity, using that energy to fuel magical effects. They start with two such effects: Turn Undead and an effect determined by their domain. Some domains grant them additional effects as they advance in levels, as noted in the domain description.
When they use their Channel Divinity, they choose which effect to create. They must then finish a short or long rest to use their Channel Divinity again.
Some Channel Divinity effects require saving throws. When they use such an effect from this class, the DC equals their cleric spell save DC {ssDC}.
Beginning at 6th level, they can use their Channel Divinity twice between rests, and beginning at 18th level, they can use it three times between rests. When they finish a short or long rest, they regain their expended uses.
Divine Intervention Beginning at 10th level, {name} can call on their deity to intervene on their behalf when their need is great.
Imploring their deity’s aid requires them to use their action. They describe the assistance they seek, and roll percentile dice (!1d100)) . If they roll a number equal to or lower than their cleric level, their deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If their deity intervenes, they can’t use this feature again for {"7 days"}. Otherwise, they can use it again after they finish a long rest.
At 20th level, their call for intervention succeeds automatically, no roll required.

Divine Domain

Life Domain Archetype

Feat Name Action Contents
Life Domain Spells 1st: bless, cure wounds
3rd: lesser restoration, spiritual weapon
5th: beacon of hope, revivify
7th: death ward, guardian of faith
9th: mass cure wounds, raise dead
Bonus Proficiency When {name} chooses this domain at 1st level, they gain proficiency with heavy armor.
Disciple of Life Also starting at 1st level, {name}'s healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life Starting at 2nd level, {name} can use their Channel Divinity to heal the badly injured. As an action, they present their holy symbol and evoke healing energy that can restore {Lvl * 5} hit points. Choose any creatures within 30 feet of {name}, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This can't be used on an undead or a construct.
Blessed Healer Beginning at 6th level, the healing spells {name} casts on others heal themselves as well. When they cast a spell of 1st level or higher that restores hit points to a creature other than {name}, {name} regains hit points equal to 2 + the spell’s level.
Divine Strike At 8th level, {name} gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra {"1d8"} radiant damage to the target. When they reach 14th level, the extra damage increases to {"2d8"}.
Supreme Healing Starting at 17th level, when {name} would normally roll one or more dice to restore hit points with a spell, they instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, they would restore 12.