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This allows the Fighter to select one from 5e Homerules the abjuration or evocation school. At level 2 the Eldritch Knight may select a cantrip from any Race Changes: school. These become the 2 that the Eldritch Knight knows at level 3. : are not allowed for beginning players, but do exist in great numbers in the world. Rogue- Arcane Trickster: A rogue may select to take the Arcane Trickster Archetype at level 1. Human: May use the Variant Human Trait on This allows the Rogue to select one cantrip from page 31 PHB (starts with 2 Ability Score the Illusion or Enchantment school. At level 2 Improvements of +1, 1 additional Skill, and one the Arcane Trickster learns one cantrip from any Feat). school. At level 3 the Arcane Trickster learns the Mage Hand cantrip. Dragonborn: Half-Dragons are not allowed for beginning players and are incredibly rare. Religions Half-: During Ability Score Improvement, a Half-Orc may buy up to 22 in Strength and There are numerous different Pantheons and not Constitution, but has a maximum of 19 in all of them believe in the deities of other Charisma and Intelligence. A Half-Orc may use religions. Here is a brief overview of the Strength as the Intimidation Ability Score different religions and how they act in the known (instead of Charisma) for targets who are not as world. strong as the Half-Orc. Finally, instead of being a Half-Orc, a player may instead choose to Classical Pantheon: simply be a full-blooded Orc. While the Classical Pantheon is mainly based upon the religions in the setting, they : Half-Demons are not allowed for hold a truly pagan belief system that has no beginning players are are typically evil and problem accepting and believing in other deities incredibly rare. from all other religions. They believe both that gods may be killed, and that mortals could Class Changes themselves become gods. They believe that new gods may come into being and they tend to freely Paladin: Paladin do not follow any particular accept stories and legends that come from new god or church, though they may be found in churches and cultures. The majority of Classical service of a church or noble. Devotion Paladin believers revere and worship numerous different must be Lawful Good, and follow Honesty, Truth, gods depending on the situation, though some do Honor, and Righteousness. Ancient Paladins hold one god higher than others. (Green Knights or Horned Knights) are similar, but they do not care much for the laws and cities They often refer to gods from other pantheons as of men. Ancient Paladin are more concerned "foreign" or "new" or "distant". However, these with the natural order of things, and are typically are not terms that the typical Classical believer Neutral Good. Vengeance Paladin, Dark Knights uses as a slur. and Avengers, are more concerned with retribution, judgement of evil, and punishing A Classical believer may hold one deity closest, those who do harm. Vengeance Paladin are but will typically have no problem praying to any therefore more frequently Chaotic or Neutral other deity in order to gain favor. For instance, a Good. follower of Pelor may still pray to Fharlanghn during travels, or curse Incabulos when a loved Fighter- Eldritch Knight: A fighter may select one becomes sick. A Classical believer may to take the Eldritch Knight Archetype at level 1. often pray to gods from other Pantheons as well, 2 burning incense to the dwarven god Spree while Church of the Lizard King: this is a on a dwarven fishing boat. cannibalistic cult that reveres eating the weak. While most followers are Lizardfolk themselves, Classical believers do tend to argue about who is some cannibals who can prove their ability to the "best" or "most powerful" or "better" or "most survive are allowed to join as long as they keep worthy". While they may use the slur "fake", it is their breeding to a minimum level. Some normally used as an insult and is not presented as kobolds and troglodytes who feel looked down a factual belief to the Classical Church member. upon by other races also find brotherhood within the Church, though they normally become All races freely join Classical Churches, though servants to the lizardfolk who protect them. some churches specialize in a certain race and may look down upon outsiders. Most church Church of Cron the Moonbane: this is a buildings are centers for just one particular deity, lycanthropic cult that reveres Cron the Werewolf and are run by priests and clerics of that deity, god. They also worship Nature and the Moon. though some churches exist that celebrate Many followers are themselves suffers of the numerous gods, small subset of gods, or even all were-disease. of the Classical gods. Church of Redden the Eyebiter: this is a Classical Pantheon Cults vampire and blood cult who typically follow and Church of Sisters: This is an elemental worship actual unliving vampires they make worshiping church that believes gods are made of contact with. Redden was a vampire-lord who Fire, Water, Air and Earth, and prefer to worship became a deity. However, most vampires the embodiment of those elements. They refer to themselves do not care much for Redden, but still these elements as female deities: Eth of Air, Erit utilize the Church to gain followers and servants. of Earth, Fin of Fire, and Ewa of Water. Men who Most clerics of Redden have an actual Vampire follow this religion typically revere all of the lord they make normal contact with. Sister gods equally, while women normally revere one particular Sister. Almost all female Church of Lloth: this is a large cult followed priestesses have an elemental specialty, while mainly by Drow and feared by those under its almost no priests do. The church is also feminist influence. While some other races find and often found at the center of women's issues. themselves within the Church, it is often because they have already been subjected to a life under Women of the Church in large numbers may see control of the Drow or heavily influence by Drow each other as enemies, but in smaller groups will culture. This church is the most supportive of see each other as close allies. For instance, a slavery and laws that make the slave-trade large city may have a Church of Fin (fire) who profitable, practical, and legal. Drow tend to fights and plots against the Church of Erit (earth). view as a slave race. However, in smaller cities a Church is probably dedicated to all of the Sisters, and if there is one Cult of Yandalla: while there are "normal" specialty Church it will have no problem giving followers of Yandalla in the Classical Church, aid to a member of any other Sister, regardless of there are many other rural folk who believe elemental veneration. Yandalla was the Mother of the entire universe. The Cult of Yandalla do not believe that other Church of the Rat: this is a death/nature cult gods are good. They instead believe that that reveres pestilence, plague, poison and Yandalla is the Creator and that all other gods disease. They dream of giving disease to the only bring , suffering, and unrest. Both more deities and causing a massive evolution of the Classical followers as well as Cultic followers world by destroying the weak. The cult is revere goodness, family, farming, and the typically made up of survivors of mass diseases way of life. While the Classical Church who lost their loved ones. of Yandalla is made up almost entirely of Halfling worshipers, the Cultic Church is made 3 up of many different races among smaller them or summoning them on the battlefield. farming towns. Followers of both sects also fight Cultists believe that chaos will be the final state against slavery, low-wages, and poverty, while of the world, and that everything in existence the Cultic group also tends to see wealth and breaks down and eventually falls apart. The capitalism as problematic. Church of Chuga tends to be employed and revered for numerous different reasons: they Dwarven Pantheon frequently look forward to adventure and battle, Dwarven churches developed separately and in they seek out knowledge about rare creatures and secluded cultures that didn't care much for the monsters, and they are thought to throw some of stories told by others. Their religion ends up the best parties in the world. The majority of being much more structured than the Classical priests and clerics of Chuga are non-dwarven. churches. Most believers in the Dwarven The church finds both good and evil among it, churches simply believe that deities from other though most outsiders consider the Cult of Chuga religions are "fake", "mortal", or "servants" (of to be more evil than good. their own gods). Other gods, if they do have power that manifests, can be killed. Cult of the Unknown: The Dwarven Church freely admits that it does not know everything, Though dwarves do make up the majority of and revere a very agnostic deity that has no face, believers in the Dwarven Church, it has picked no name, and no history. Many of those who up many followers from other races. In fact, the follow this Cult as opposed to the Dwarven first evangelists were human and half-elf traders. Pantheon believe that all other gods are fake, and While most dwarves did not care to spread their that mankind simply does not actually know religion (and still rarely do), many of the anything about the divine. There's something out followers from other races do. It is not there; we just have no way of knowing what it is. uncommon to even find priests and clerics of other races. The Dwarven Cults have more non- Sometimes those in the Dwarven Church will use dwarven followers than dwarves. the Unknown as a compliment to other religions. They may say, after witnessing a follower of Most dwarves do revere one or two deities more Boccob do something heroic, that maybe Boccob than others. Many of their temples, however, are is a real god and we just don't know it. People dedicated to the pantheon as a whole when they from other religions often make the claim that are located outside of dwarven lands. Foreign their particular god is the Unknown, though the lands will also find "dual" churches of Battle, Cult itself is mainly agnostic. Lovers, or Brothers, and sometimes evil churches of Valen and Uln can be located. Followers of Other Churches the Classical Pantheon often find themselves worshiping in dwarven churches as well, though Cult of Mages: The Cult of Mages believes that the dwarven church followers look down upon magic is the actual source of the divine. They them and refer to them as "tourists", "servants of believe that all divine legends of gods and deities servants", or "fable believers". Dwarven have logical explanations. They also believe that followers of the Dwarven Church look down on by fully understanding the nature of magic, that a any dwarf who seems to believe in other gods. person can become a god. Most of the followers of this church are mages, while other spellcasters Dwarven Church Cults and their families make up much of the flock. Cult of Chuga: Chuga is the dwarven god of chaos. Nobody seems to know what it looks like, Fellowship of Nature: This Cult worships or even what race it is, but it is commonly plants, animals, and the very spirits of the world represented by a dwarf with a beard of tentacles, around them. They have a very loose structure swinging chains. Chuga is also represented by and the individual beliefs of different many different monsters, and its followers tend to communities are often very different. Many enjoy bringing non-typical monsters around with believe that cities and urbanization are destroying 4 the world, and most feel uncomfortable in any though no men are allowed to be in positions of place more developed than a small farming leadership. village. Cult of Heaven: This church simply believes in Followers in the Fellowship don't disbelieve in revering morality, kindness, truth, and goodness. other gods, but most of them are considered bad They believe that "good" people will end up in a for the natural world. They do tend to respect utopian paradise, while others will have souls go other Nature gods such as Skerrit, Obad-Hai, and on to torturous Hell or an unfeeling Limbo. They Ehlonna. are anti-slavery, are often involved in charity, and cities tend to enjoy when they show up (although Some Fellowship followers are vegetarian, but city leaders with things to hide do not share this most believe that farming animals or keeping same sentiment). Most in the Cult are them as workers is bad. Druids and Rangers are evangelical, and would like to "help" other often found in their ranks, sometimes even as people make good decisions. Some Cult of priests. Heaven followers see it as their job to dish out retribution and punishment to the "sinners" of the Church of the Damned: This Cult would like to world, though all followers also understand that see the destruction of everything. They revere a even the best still sin. They preach that members plan foiled, a heroic deed backfiring, and a good should freely forgive others. person becoming corrupt. They see the best life as one lived selfishly with no regard to morals or This cult does not really believe that gods are community. However, they will band together or powerful or should be revered. They instead combine their armies in order to aid in the think that some other religions have gods who unraveling of the greater good. The Damned must make choices, just like mortals, and that Church may also follow and revere individual those gods should be lead to do good. devils and demons. Xerician Church: The Xerician Church believes Church of the Dead: While many outsiders that a savior, Xeric, came to cleanse the world of believe this church is evil, the followers simply evil multiple times. He has been reincarnated see Death as a necessary and unavoidable part of into many different heroes, and through battle, existence. They consider themselves to be tribulations, and blood, paid for the faults and neutral, and think that all things must end. This misdeeds of all. Xericians believe that their god includes the lives of gods, both evil and good, is the only good god and that all other religions and it includes the living as well as the unliving. are devil worship. They claim that the Cult of While some members see the undead as a way of Heaven are actually Xericians, and that the ridding people of pain and disease, some do wish Unknown is actually just another avatar of Xeric. for a long life for others, as long as that life will one-day end. Xericians are very evangelical, and have no problem trying to force others to follow their Church of the Goddess: This church believes beliefs and "seek forgiveness". The Church that evil is found when men take their place over believes is abstinence of alcohol, drugs, the rightful rule of women. They believe that the gambling, and pre-marital sex. They have no Goddess birthed the world, and that evil then problem punishing those who sin, destroying came to take power out of her hands and put it breweries, breaking the fingers of thieves, and into the hands of men. aborting babies not being born into a marriage. They have a strong sense of family, and refer to The Goddess Church often finds itself working each other as family members. They believe that together with the Church of Sisters, though they making good families is the job of every believe that all other gods are constructs of men Xerician, and that the next coming of Xeric may in order to take power away from the rightful be one of their children. Most Xericians are not Goddess. This church does have male followers, anti-slavery since they believe a good master 5 should force slaves to live good, non-sinful lives. : The lich king of evil secrets. Wee Jas: The death goddess of magic and Classical Churches and Gods: beauty. Yondalla: The goddess mother of halflings, Boccob: the god of magic. farming, and protection. : goddess of elves, art, and Yu-Ma: The samurai god of valor and combat magic. from over the Eastern Mountains. Deep Sashelas (the sea-elf): Elven god of nature and the sea. Church of the Lizard King (Semuanya): Eadro: The merman and deity of the sea. Canabalistic and survival god of troglodytes, Ehlonna: The goddess of nature, forests, and kobolds, and lizardfolk. animals. Elemental Church: Follows Erit, Eth, Ewa, and Church of the Rat: Death and nature cult of Fin. Typical members of the Elemental Church disease and poison. as a whole are male. Erit: Elemental goddess of earth. Most all Cult of Cron the Moonbane: Lycanthropic followers are women. church of nature. Erythnul: The god of slaughter, envy, and destruction. Church of Redden the Eyebiter: A church for Eth: Elemental goddess of air. Most all the servants of vampires. followers are women. Ewa: Elemental goddess of water. Most all followers are women. Dwarven Pantheon Fharlanghn: The god of travels, roads, and the elderly. Berna: The dwarven goddess of motherhood and Fin: Elemental goddess of fire. Most all family. followers are women. Gid: The god of battles, warfare, travel, and Garl Glittergold: Gnome god of trickery and nobility. riches. Gron: The god of battles, warfare, and Gruumsh: Orc god of war. retribution. Heironeous: Good war god of chivalry and Kuntrig: The dwarven god of magic and valor. planning. Hextor: Evil war god of discord, tyranny, and Ragnim: The brother of strength and earth. destruction. Ragnum: The brother of building and earth. Kord: The god of strength, sport, and barbarian Spree: The lover of Torn and goddess of the temperment. ocean and chaos. Lolth: Drow goddess of spiders and darkness. Torn: The lover of Spree and god of storms and Kurtulmak: Kobold god of war, mining, and law. ambush. Uln: The evil dwarven god of trickery and Maglubiyet the Goblin: Goblin god of war. suffering. : The father of dwarves. Valen: The god of trickery and falling apart. Nerull: The god of death. Obad-Hai: The god of nature. Cult of Chuga: The dwarven god of chaos, Olidammara: God of tricks, parties, songs, and summoning, and chains. rogues. Pelor: The god of light, goodness, health, and the Cult of the Unknown: Agnostic dwarven cult of sun. knowledge, protection, and luck. Saint Cuthbert: The god of common sense, retribution, punishment, and good destroying evil. Skerrit the Centaur: A god of nature. Cult of Mages: Atheist cult of magic and 6 knowledge.

Fellowship of Nature: Follows the spirits of the forests and animals.

Xerician Church: Monotheistic church of Xeric, the god who saves the world.

Church of the Damned: A cult of demons, devils, and evil.

Church of the Dead: A cult that belives in the neutral god that will one day defeat us all.

Church of the Goddess: A feminist church.

Cult of Heaven: A goddless church of goodness, charity, and forgiveness. 7

Gods have a number of different domains that their clerics may choose from. In cases where an alignment domain is available, the follower must be of that alignment to use that domain. For instance, followers of a Lawful Good god may also be Lawful Neutral or Neutral Good. However, a Neutral Good cleric could not select the Lawful domain. A Chaotic Neutral cleric could not select the Evil domain, even if he worships an Evil god with access to that domain.

Air Domain

1st level: proficiency in spear, javelin, shortbow, longbow, blowgun.

Bonus Spells 1st: Featerfall 3rd: Gust of Wind 5th: Fly 7th: Storm Sphere (EE) 9th: Conjure Elemental (Air) 11th: Investiture of Air (EE) 13th: Whirlwind (EE)

2nd: Turn elementals as cleric turns undead. 6th: For Wis bonus times a day double the distance on any ranged weapon attack. 8th: Add your Wis bonus to damage with ranged weapons as well as your diety's favored weapon. Channel divinity to give advantage on all ranged weapon attacks until the start of your next turn. The range is self or touch and using this counts as a bonus action. 17th: You control the winds around you. Give disadvantage to all ranged attacks that have an attack roll against you or within 5 feet of you. You must be able to see the attacker. You are always under the effects of the Jump spell.

Gods: Obad-Hai (quarterstaff) Sisterhood: Eth (quarterstaff) Dwarven: Torn (mace)

Chaos Domain

1st level: Thorn whip cantrip.

Bonus Spells 1st: Grease/Tasha's Hideous Laughter 3rd: Spike Growth/Crown of Madness 5th: Wind Wall/Hunger of Hadar 7th: Confusion/Evard's Black Tentacles 9th: Animate Objects/Insect Plague

2nd: Channel Divinity to double the size of spells that hinder movement, obscure vision, or make terrain difficult. 6th: Wis bonus times per day can force creatures within 60 feet to be moved 10 feet in any direction. This can be used as a free action at any time. The target is allowed a Wisdom saving throw against 8+ half your Cleric level. You may use this feature multiple times at once, even against the same 8 target. A target is allowed a saving throw for each use against it. 8th: Add your Wis bonus to damage with cantrips. Gain one additional cantrip from the Evocation school. This cantrip may come from any spell list but counts as a cleric spell for you. 17th: Channel Divinity to pull all creatures within 60 feet, 10 feet closer to you, or 10 feet away from you. You may freely move after this, ignoring all those that have run into your space. Creatures that run into a wall or into another creature take 1d8 bludgeoning damage. There is no saving throw and this effects both enemies and friends.

Gods: Corellon Larethian (longsword), Deep Sashelas (trident), Erythnul (morningstar), Gruumsh (spear), Kord (greatsword), Lloth, Maglubiyet the Goblin (battleaxe), Olidammara (rapier), Church of the Lizardking Dwarven: Spree (trident), Cult of Chuga (spiked chain)

Darkness/Moon Domain

1st level: Gain 60 feet. If you already have Darkvision, add 60 feet to it's space. Proficiency with Stealth.

Bonus Spells 1st: Sleep/Silent Image 3rd: Darkness/Moonbeam 5th: Fear/Hunger of Hadar 7th: Greater Invisibility/Hallucinatory Terrain 9th: Mislead/Awaken

2nd: You can turn shapechangers as a cleric turns undead. As a free action, use your Channel Divinity to dispel all magical light within 30 feet of you. This dispel effect may also prevent damage caused by magical light. 6th: A number of times equal to your Wis bonus, a creature that cannot see you and is within 30 feet of you becomes frightened. It remains frightened until it is able to see you clearly again or moves 30 feet away. This power may be used multiple times at once (against multiple targets). As long as the target cannot locate you, it is not allowed a saving through. This power does not work against creatures that do not rely upon sight. 8th: You gain Sneak Attack as a 1st level Rogue. At 14th level your Sneak Attack works like a 3rd level Rogue. At level 18 it works like a 5th level Rogue. 17th: Gain Blindsense 30 feet. Select one type of Lycanthrope (or the Drider). Once per day you may take its form as long as you are within darkness. This shapechange ends when you are either reduced to 0 hit points, enter light (not dim light) or take damage from a light spell. You do not have the Lycanthrope curse and cannot pass on the curse in this form.

Gods: Lloth, Cron the Moonbane Dwarven: Valen (darts, scyth) Other: Church of the Goddess

Death Domain (dmg 96) 9

Gods: Incabulos, Iuz, Nerull (scyth), Wee Jas (dagger), Dwarven: Uln (caltrops) Other: Church of the Damned, Church of the Dead

Dwarven Domain 1st level: Proficiency with battleaxes, handaxes, throwing hammers, warhammers, and heavy armor.

Bonus Spells 1st: Earth Tremor (EE)/Shield 3rd: Branding Smite/Maximillian's Earthen Grasp (EE) 5th: Beacon of Hope*/Erupting Earth (EE) 7th: Staggering Smite/Stone Shape* 9th: Destructive Smite/Wall of Stone

2nd: You can use your Channel Divinity to give all giants disadvantage on attack rolls against you for one minute. To use this, present your holy symbol and hurl insults at the giants around you. It takes your action and your voice to use this skill. 6th: You gain the Defensive Fighting Style, which grants you +1 AC while wearing armor. 8th: You have tremendous strength and once per turn can add double your strength bonus to your weapon damage. 17th: Once per day you can make yourself incredibly resiliant to damage. After activating this ability, you gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. Additionally, you cannot be moved, pushed, or lifted against your will.

Gods: Moradin (great hammer) Dwarven: Dwarven Church, Church of Battles, Church of the Brothers, Gron (battle-axe), Ragnim (hammer), Ragnum (hammer)

Special Note: this domain is typically taken by non-dwarven followers of Dwarven churches.

Earth Domain 1st level: proficiency in heavy armor.

Bonus Spells 1st: Earth Tremor (EE) 3rd: Maximilian's Earthen Grasp (EE) 5th: Erupting Earth (EE) 7th: Stoneskin 9th: Conjure Elemental (stone) 11th: Investiture of Earth (EE) 13th: Reverse Gravity

2nd: Turn elementals as a cleric turns undead. 6th: Use Channel Divinity to gain resistance to bludgeoning, slashing, or piercing damage for one round. This is a free action that can be used on any turn and lasts until the next turn. 8th: Gain Damage Reduction of 2 to bludgeoning, slashing, and piercing damage. This reduction becomes 5 at 14th level. Halve any effect that forces you to move as long as you are touching the ground. 10

17th: Attempts to trip you or knock you prone have disadvantage. Use Channel Divinity to gain damage reduction 20 until your next turn.

Gods: Moradin (great hammer), Obad-Hai (quarterstaff), Sisterhood: Erit (light hammer) Dwarven: Dwarven Church, Church of the Brothers (hammer), Ragnim (hammer), Ragnum (hammer),

Elemental Domain 1st level: proficiency with heavy armors. Produce flame cantrip. Gain proficiency in the Primordial language.

Bonus Spells 1st: Feather Fall/Burning Hands 3rd: Gust of Wind/Misty Step 5th: Water Breathing/Wind Wall 7th: Fire Shield/Stoneskin 9th: Conjure Elemental/Wall of Stone

2nd: Turn elementals as a cleric turns undead. 6th: Gain a swim speed half of your normal movement speed. Double ability to hold breath. 8th: Add +2 fire damage to each melee attack per turn. This increases to +4 at 14th level. 17th: For 10 minutes a day, gain a flying speed half of your normal movement speed.

Gods: Obad-Hai (quarterstaff), Sisterhood: Church of the Sister's Elements

Elven Domain

1st level: Proficiency with longswords, shortswords, longbows, and shortbows.

Bonus Spells 1st: Hail of Thorns/Speak with Animals 3rd: Cordon of Arrows/Pass Without Trace 5th: Conjure Barrage/Dispel Magic 7th: Conjure Woodland Beings/Freedom of Movement 9th: Legend Lore*/Swift Quiver

2nd: You can use your Channel Divinity to gain an automatic 20 on all rolls until your next turn. 6th: Elven traits. You gain advantage on Perception, and have advantage on saving throws against sleep. You can attempt to hide when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You gain one cantrip from the Wizard spell list, and Intelligence is your spellcasting ability for it. 8th: Once a turn you can fire 2 arrows, throw two weapons, or make two attack during your action. Ranged weapons for these attacks may use either the same target or targets within 15 feet of each other. 17th: You can always pass through natural difficult terrain with no cost of extra movement. You have advantage on saving throws against spells and magical effects that impede movement. You also no longer suffer disadvantage on creatures you cannot see, and are always aware of the location 11 of creatures within 10 feet of you.

Gods: Corellon Larethian (longsword), Deep Sashelas (trident),

Speical Note: This domain is typically taken by non-elves who follow an elven god.

Evil Domain

1st level: Proficiency in Martial Weapons. Poison Spray cantrip.

Bonus Spells 1st: Inflict Wounds*/Witch Bolt 3rd: Blindness-Deafness*/Web 5th: Bestow Curse*/Fear 7th: Banishment*/Blight 9th: Dispel Evil and Good*/Cloudkill

2nd: You can use your Channel Divinity to instead order undead who fail their save to obey your command. Instead of turning them, you can order each undead for one round. This also resets the initiative to come right after your own turn. Starting at level 5, you may choose that instead of being destroyed the undead follow your commands for 1 minute. Additionally, you can turn Celestials as a cleric turns undead. 6th: Once per day you can summon a demon or devil of CR 2 or lower (this becomes CR 3 at level 9 and CR 4 at level 13). The summon lasts for 1 minute. The fiend will obey your commands to the best of its ability as long as those actions are not against its alignment. The summoning takes a full round action, and the fiend then may act as soon as your turn is over. 8th: Your cantrips add your Wisdom bonus to damage. 17th: Once per day you sprout leathery wings and take the form of a fiend. You gain a flight speed of 60 for 1 minute. A poison cloud that obscures vision eminates 15 feet off of you. Ranged attacks going into the cloud have disadvantage. Creatures starting their turn in this cloud take 1d10 necrotic damage and then become poisoned for the duration, taking 1d10 poison damage each round.

Gods: Erythnul (morningstar), Gruumsh (spear), Hextor (flail), Lloth, Maglubiyet the Goblin (battleaxe), Nerull (scyth) Panzuriel the Sea-Creature (quarterstaff), Vecna (dagger), Church of the Lizardking, Church of the Rat, Dwarven: Uln (caltrops), Other: Church of the Damned

Fire Domain

1st level: proficiency in shortswords, any one fire cantrip.

Bonus Spells 1st: Burning Hands 3rd: Aganazzar's Scorcher (EE) 5th: Melf's Minute Meteors (EE) 7th: Fireshield 12

9th: Conjure Elemental (Fire) 11th: Investiture of Fire 13th: Firestorm*

2nd: turn elementals as a cleric turns undead. 6th: Using your Channel Divinity to increase the size of any area of effect. The effective size of the spell doubles. 8th: Add +2 fire damage to each weapon attack per turn. This increases to +4 at 14th level. 17th: Gain resistance to fire damage. Use Channel Divinity as a free action to gain damage reduction, 20 to elemental damage, for 3 rounds.

Gods: Obad-Hai (quarterstaff), Sisterhood: Fin (shortsword), Dwarven: Valen (darts) Other: Church of the Goddess

Good Domain

1st level: Proficiency in Heavy Armors. Blade Ward cantrip.

Bonus Spells 1st: Cure Wounds*/Heroism 3rd: Prayer of Healing*/Branding Smite 5th: Remove Curse*/Crusader's Mantle 7th: Death Ward*/Aura of Purity 9th: Dispel Evil and Good*/Circle of Power

2nd: You gain a bonus of +2 to the DC on turning undead. Additionally, you can use your Channel Divinity to turn fiends. 6th: When you or a friendly creature within 10 feet of you must make a saving throw, add your Charisma modifier to the save. 8th: Once on each turn add your Wisdom bonus as radiant damage to your attack. At level 14 add your Charisma bonus as well. 17th: Once per day you can sprout angelic wings and take the form of a celestial for 1 minute. You gain a flight speed of 60. Bright light eminates for 30 feet off of you and dim light for 30 feet after that. Evil creatures starting their turn in this light take 1d10 radiant damage. Each of your attacks gains 1d10 radiant damage. Additionally, you are always under the effects of a Protection from Evil spell.

Gods: Ahweb the Ancient, Corellon Larethian (longsword), Deep Sashelas (trident), Ehlonna (longsword), Garl Glittergold (battleaxe), Heironeous (longsword), Kord (greatsword) Moradin (warhammer), Pelor (mace), Yandalla, Dwarven: Cult of the Unknown, Other: Cult of Heaven, Xerician (hammer),

Knowledge Domain (phb 59)

Gods: Ahweh the Ancient, Boccob (quarterstaff), Celestian, Fharlanghn (quarterstaff), Istuss, Rao, 13

St. Cuthbert (mace), Vecna (dagger), Welmeth the Sea-Hag (shortspear), Redden the Eyebiter Dwarven: Cult of the Unknown

Law Domain**

1st level: prof with heavy armor, True Strike cantrip

Bonus Spells 1st: Compelled Dual/Shield 3rd: Hold Person*/Zone of Truth* 5th: Counterspell/Slow 7th: Stoneskin/Death Ward* 9th: Hold Monster/Wall of Force

2nd: Turn demons as a cleric turns undead. Use Channel Divinity to end any duration effect on you. This may be used as a free action at any time. 6th: Gain advantage against fear effects. Give advantage against fear to all friendly units within 15 feet. Use Channel Divinity to give all units you select within 30 feet additional protection for 1 round. You may either give your Wis bonus as an addional AC bonus, or give advantage on all saving throws. 8th: Once per round you may add your Wis bonus to damage with a melee attack. At 14th level you may add your Wis bonus to damage with all melee attacks. 17th: Gain advantage on saves against enchantments, illusions, and anything that restricts movement or changes thought. Give this same bonus to friendly units within 15 feet.

Gods: Heironeous (longsword), Hextor (flail), Moradin (warhammer), Saint Cuthbert (mace), Wee Jas (dagger), Yu-Ma the Samurai (katana/longsword) Dwarven: Dwarven Church, Torn (mace) Other: Xerician (hammer)

Life Domain (phb 60)

Gods: Ehlonna longsword, Pelor (mace), Skerrit the Centaur (spear), Ulaa, Yandalla Dwarven: Berna Other: Xerician (hammer)

Light/Sun Domain (phb 60)

Gods: Corellon Larethian, Ehlonna (longsword), Pelor (mace), Pholtus, Other: Xerician (hammer), Cult of Heaven

Magic Domain 14

1st level: Arcana proficiency. When the cleric selects a new Wizard spell, as well as at level 15, 17, and 19, a previous Wizard Spell may be exchanged with a different spell from the same level. These spells are always prepared, just like other bonus spells.

The Wizard spells that are taken by this domain are cast with Int as the primary ability score.

Bonus Spells 1st: Detect Magic/Select any Wizard cantrip. 3rd: Detect Thoughts/Any 1st level Wizard spell. 5th: Counterspell/Any 2nd level Wizard spell. 7th: Dimension Door/Any 3rd level Wizard spell. 9th: Telekinesis/Any 4th level Wizard spell. 11th: Any 5th level Wizard spell. 13th: Any 6th level Wizard spell. This spell must be from your chosen school of magic.

2nd: Use Channel Divinity to use Dual Spell. When you cast a spell, you may use a bonus action to cast a cantrip in the same turn. 6th: Select any school of magic. Using Channel Divinity you may prepare any spell from this school. This counts as an action. The spell may then be cast as long as you have spell slots for that level spell. 8th: Add your Int bonus to damage with cantrips. 17th: You gain advantage on saving throws against all spells from level 3 or lower. At level 20 this becomes advantage against spells from level 5 or lower.

Gods: Boccob (quarterstaff), Vecna (dagger), Wee Jas (dagger), Dwarven: Kuntrig (longsword), Other: Cult of Mages

Nature Domain (phb 61)

Gods: Beory, Eadro the Merman (spear), Ehlonna (longsword), Obad-Hai (quarterstaff), Skerrit the Centaur (spear), Cron the Moonbane, Other: Fellowship of Nature,

Summoning Domain

1st level: Prof in heavy armor and one chained weapon (chain whip, spiked chain, flail).

Bonus Spells 1st: Unseen Servant/Summon Monster: choose from Beasts (24), Dinosaurs (5), Celestials (3), Constructs (9), Elementals (12), Fey & Plants (8), Fiends: demons (7), Fiends: devils (6), Fiends: others (6), Giants (12), Monstrosities (non-evil 14), Monstrosities (evil-18), Oozes (3). 3rd: Enlarge-Reduce/Choose one more monster type for summoning 5th: Phantom Steed/Choose one more monster type for summoning 7th: Giant Insect/Choose one more monster type for summoning 15

9th: Conjure Elemental/Choose one more monster type for summoning 11th: Choose one more monster type for summoning

2nd: You can use your Channel Divinity to bolster all creatures of the types you can summon. If you can summon multiple creature types, this effects all of those types within 45 feet of you. Each bolstered creature gains advantage on all attacks for its next turn, and advantage on all saves until your next turn. Bolstering takes a full round action. 6th: A number of times per day equal to your Wis bonus you can cast Summon Monster twice in one round, or reduce the casting time of the spell to 1 action. 8th: Add your Wis bonus to damage with cantrips. 17th: Once a day you may cast Summon Monster up to 10 times during the same full round action. You must have the spell slots to do this and the monsters must be able to start in unoccupied spaces.

Gods: Dwarven: Chuga (spiked chain)

Spell-- Summon Monster: 1st level Conjuration Casting Time: 1 full round Range: 30 feet (for the initial summoning) Components: V, S Duration: 1/2 round per caster level, minimum of 1 round.

This spell summons a creature of a particular type that attacks enemies and follows your commands to the best of its ability. It appears where you designate and acts immediately right after your turn. It attacks opponents to the best of its ability, as long as it is not being ordered to do something outside of its alignment. If you can communicate with it you may give it more specific instructions. Summoned creatures then disappear at the end of their turn, when they are reduced to 0 hit points, or when they move more than 120 feet away from you. There are many different versions of this spell and each one must be learned and prepared separately. The spell will specify a type, and can be used to conjure only that type of creature. Common types are Aberrations (12), Beasts: normal (24), Beasts: dinosaurs (5), Celestials (3), Constructs (9), Dragons: G/N (11), Dragon: E/U (10), Elementals (12), Fey & Plants (8), Fiends: Demons (7), Fiends: Devils (6), Fiends: others (6), Giants (12), Monstrosities: G/N (14), Monstrosities: E (18), Oozes (3), Undead (17), and Shapechangers (8). When cast as a 1st level spell you will summon a creature of CR 1 or lower. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the CR of the summoned creature will increase to the level of the spell. If no creature of that CR exists for that type, the creature you summon will be of a lower CR.

Tempest/Storms Domain (phb 62)

Gods: Deep Sashelas (trident), Eadro the Merman (spear), Kord (greatsword), Dwarven: Church of Lovers (trident/mace), Torn (mace)

Travel Domain

1st level: Proficiency in Survival. 16

Bonus Spells 1st: Expedious Retreat/Longstrider 3rd: Pass Without Trace/Knock 5th: Leomund's Tiny Hut/Phantom Steed 7th: Freedom of Movement*/Dimension Door 9th: Teleportation Circle/Passwall

2nd: Gain 5 feet to your movement speed. Channel Divinity to double your movement speed for 1 minute. 6th: Attacks of Opportunity have disadvantage on you. Ignore the effects of difficult terrain for a number of rounds equal to your Wis bonus. 8th: Gain proficiency with Dexterity saving throws. Always be under the effect of the Jump spell. Gain an additional 5 feet to your movement speed. 17th: Gain a swim speed of 15 feet. Additionally, when you Channel Divinity to increase your movement speed, you also have flight.

Gods: Fharlanghn (quarterstaff), Smit, Yandalla Dwarven: Dwarven Church, Gid (quarterstaff), Church of the Unknown

Trickery Domain (phb 62)

Gods: Boccob (quarterstaff), Erythnul (morningstar), Fharlanghn (quarterstaff), Garl Glittergold (battleaxe), Lloth, Maglubiyet the Goblin (battleaxe), Nerull (scyth), Olidammara (rapier), Ralishaz, , Church of the Rats, Dwarven: Valen (darts/scyth), Other: Xerician (hammer)

War Domain (phb 63)

Gods: Corellon Larethian (longsword), Erythnul (morningstar), Gruumsh (spear), Heironeous (longsword), Hextor (flail), Maglubiyet the Goblin (battle-axe), Panzuriel the Sea-Creature (quarterstaff), Trithereon, Ulaa Dwarven: Dwarven Church, Church of Battles (battle-axe), Gron (battle-axe),

Water Domain 1st level: Advantage on swim checks, and boating checks. Proficiency in athletics and your favoured weapon.

Bonus Spells 1st: Fog Cloud 3rd: Misty Step 5th: Water Breathing 7th: Control Water* 17

9th: Conjure Elemental (Water) 11th: Investiture of Ice (EE) 13th: Teleport

2nd: Turn elementals as a cleric turns undead. 6th: Gain a swim speed equal to half of your normal movement speed. When you are allowed to make a saving throw to take half damage, instead take no damage on a successful save. You still take full damage on a failed save. 8th: Add your Wis bonus to damage with cantrips. 17th: Gain a swim speed equal to your movement speed +10. Ability to breath underwater at will.

Gods: Deep Sashelas (trident), Eadro (spear), Obad-Hai (quarterstaff), Panzuriel the Sea-Creature (quarterstaff), Welmeth the Sea-Hag (shortspear), Sisterhood: Ewa (pike) Dwarven: Spree (trident/net),