5e Cleric Class and Subclass Improvements by BlizzNerd (2024)

5e Cleric Improvements

Cleric Class

Harness Divine Power: Channel Divinity

(2nd-level Cleric feature)

You can expend a use of your Channel Divinity to fuel your spells. As a 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 down). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Blessed Power*

(8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting)

You are blessed with divinity’s might. When you complete a long rest you can choose either cantrip or weapons and then choose a damage type based on your domain listed in the table below. Once per round when you deal damage with the chosen source you add a d8 to that damage. The damage increases to 2d8 at 14th level.

Cleric DomainDamage Types
ArcanaForce or Radiant
DeathNecrotic or Radiant
ForgeFire or Radiant
GraveNecrotic or Radiant
KnowledgePsychic or Radiant
LifeMatching weapon/spell or Radiant
LightFire or Radiant
NatureFire, Cold, Lightning or Radiant
OrderPsychic or Radiant
PeaceMatching weapon/spell or Radiant
TempestLightning, Thunder or Radiant
TrickeryPoison or Radiant
TwilightPsychic or Radiant
WarMatching weapon/spell or Radiant

Spellcasting

Cantrip Versatility

(1st-level Cleric feature)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the Cleric spell list.

Spellcasting Enhancement

(1st-level Cleric feature)

The following spells are added to the Cleric spell list

Spell LevelSpell Name
CantripBlade Ward, Sapping Sting Thunderclap
1st LevelCause Fear, Thunderous Smite, Wrathful Smite
2nd LevelCloud of Daggers, Branding Smite
3rd LevelBlinding Smite, Aura of Vitality
4th LevelAura of Life, Aura of Purity
5th LevelSkill Empowerment, Wall of Light
6th LevelSunbeam
7th LevelTether Essence
8th LevelSunburst
9th LevelForesight, Power Word Heal
Key

Purple- Added or Changed text

Black*-Completely Reworked feature

5e Cleric Improvements

Cleric Subclass

Arcana Domain: Cleric

(2nd-level Domain Feature)

You can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one of the following celestial, elemental, fey, or fiend of your choice that is within 30 feet of you, each creature of that type must make a Wisdom saving throw, provided that the creatures can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.

(No Further Changes to the the Arcana Domain)

Death Domain: Cleric

Reaper

(1st-level Domain Feature)

The cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within within 5ft of you or the original target.

Improved Reaper

(17th-level Domain Feature)

When the cleric casts a Necromancy spell of 1st through 6th-level that targets only one creature, the spell can instead target two creatures within 5ft of either you or the original target. If the spell consumes its material components, the cleric must provide them for each target.

(No Further Changes to the the Death Domain)

Knowledge Domain: Cleric

Knowledge Domain spells*

(1st-level Domain Feature)

Cleric LevelDomain Spells
1st LevelIdentify, Tenser's Floating Disk
3rd LevelAugury, Suggestion
5th LevelClairvoyance, Speak With Dead
7th LevelArcane Eye, Mordenkainen's Private Sanctum
9th LevelLegend Lore, Scrying

Blessings of Knowledge

(1st-level Domain Feature)

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Investigation, Nature, or Religion.

Then choose two of those previously listed skills you have proficiency with and double your proficiency modifier with the chosen skills (they do not have to be provided by this feature). You cannot select skills that already have their proficiency modifier doubled by another feature such as Expertise.

Channel Divinity: Knowledge of the Ages

(2nd-level Domain Feature)

You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you gain proficiency with the chosen skill or tool. If you already have proficiency with the chosen skill or tool you may double your proficiency with them, unless they have had their proficiency bonus doubled by another feature such as Expertise.

Visions of the Past

(17th-level Domain Feature)

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score (minimum of 10) and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

  • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the past (within a number of weeks equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
  • Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of weeks equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
(No Further Changes to the the Arcana Domain)

5e Cleric Improvements

Cleric Subclass

Nature Domain: Cleric

Nature Domain Spells

(1st-level Domain Feature)

Cleric LevelDomain Spells
1st LevelAnimal Friendship, Beast Bond
3rd LevelLocate Animals and Plants, Spike Growth
5th LevelPlant Growth, Wind Wall
7th LevelDominate Beast, Grasping Vine
9th LevelInsect Plague, Tree Stride

Channel Divinity: Charm Animals and Plants

(2nd level Domain Feature)

You can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage or is subjected to a saving throw by you or your allies. While it is charmed by you, it is friendly to you, your allies, and other creatures you designate. You have advatage on all Wisdom ability checks involiving the creature, and you can magically communicate with any creature whilst charmed this way.

Dampern Elements

(6th-level Domain Feature)

When you or a creature within 30 feet takes one or more of these damage types: acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against the instance of damage dealt one or more of those types.

Master of Nature*

(17th level Domain Feature)

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants channel divinity or spell you cast, when they are first charmed and each subsequent turn you can use your action or bonus action on your turn to verbally command what each of those creatures how they will act on their next turn Additionally Charm Animals and Plants last and additional 10 minutes.

Tempest Domain: Cleric

Stormborn*

(17th-level Domain Feature)

When outdoors increase your walking speed by 10ft and then gain a flying speed equal to your walking speed. If you gain a flying speed which is faster from a different source, increase that flying speed by 10ft. Any speed bonuses granted by Stormborn are halved when underground or indoors.

(No Further Changes to the the Arcana Domain)

War Domain: Cleric

Avatar of Battle

(17th-level Domain Feature)

You gain resistance to all types of non-magical bludgeoning, piercing, and slashing damage and you reduce damage dealt this way by 3 (minimum of 0) if wearing armour or wielding a shield.

(No Further Changes to the the Arcana Domain)
5e Cleric Class and Subclass Improvements by BlizzNerd (2024)
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